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pygame实现简易飞机大战

2020-01-04 14:33:25
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利用pygame实现了简易版飞机大战。源代码如下:

# -*- coding:utf-8 -*-import pygameimport sysfrom pygame.locals import *from pygame.font import *import timeimport randomclass Hero(object): #玩家 英雄类 def __init__(self, screen_temp):  self.x = 210  self.y = 700  self.life = 21  # self.life = 100  self.image = pygame.image.load("./feiji/hero1.png")  self.screen = screen_temp  self.bullet_list = []#用来存储子弹对象的引用  #爆炸效果用的如下属性  self.hit = False #表示是否要爆炸  self.bomb_list = [] #用来存储爆炸时需要的图片  self.__create_images() #调用这个方法向bomb_list中添加图片  self.image_num = 0 #用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片  self.image_index = 0#用来记录当前要显示的爆炸效果的图片的序号 def __create_images(self):  #添加爆炸图片  self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n1.png"))  self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n2.png"))  self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n3.png"))  self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n4.png")) def display(self):  #显示玩家的飞机  #如果被击中,就显示爆炸效果,否则显示普通的飞机效果  if self.hit == True:   self.screen.blit(self.bomb_list[self.image_index], (self.x, self.y))#(self.x, self.y)是指当前英雄的位置   #blit方法 (一个对象,左上角位置)   self.image_num += 1   print(self.image_num)   if self.image_num == 7:    self.image_num = 0    self.image_index += 1    print(self.image_index) #这里子弹打住英雄时没有被清除掉,所以打一下,就死了   if self.image_index > 3:    time.sleep(1)    exit()#调用exit让游戏退出    #self.image_index = 0  else:   if self.x< 0: #控制英雄,不让它跑出界面    self.x = 0   elif self.x > 382:    self.x = 382   if self.y < 0:    self.y = 0   elif self.y > 750:    self.y = 750   self.screen.blit(self.image,(self.x, self.y))#z这里是只要没有被打中,就一直是刚开始的样子  #不管玩家飞机是否被击中,都要显示发射出去的子弹  for bullet in self.bullet_list:   bullet.display()   bullet.move() def move(self, move_x,move_y):  self.x += move_x  self.y += move_y def fire(self):  #通过创建一个子弹对象,完成发射子弹  bullet = Bullet(self.screen, self.x, self.y)#创建一个子弹对象  self.bullet_list.append(bullet) def bomb(self):  self.hit = True def judge(self):  global life  if life <= 0:   self.bomb()class Bullet(object): #玩家子弹类 def __init__(self, screen_temp, x_temp, y_temp):  self.x = x_temp + 40  self.y = y_temp - 20  self.image = pygame.image.load("./feiji/bullet.png")  self.screen = screen_temp def display(self):  self.screen.blit(self.image, (self.x, self.y)) def move(self):  self.y -= 10class Bullet_Enemy(object): #敌机子弹类 def __init__(self, screen_temp, x_temp, y_temp):  self.x = x_temp + 25  self.y = y_temp + 30  self.image = pygame.image.load("./feiji/bullet1.png")  self.screen = screen_temp def display(self):  self.screen.blit(self.image,(self.x,self.y)) def move(self, hero):  self.y += 10  global life  if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):  #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):   life -= 10   #self.bullet_list.remove()   print("---judge_enemy---")   return True   if life<=0:    hero.bomb()  return Falseclass Bullet_Boss(object): #boss子弹类1 def __init__(self, screen_temp, x_temp, y_temp):  self.x = x_temp + 80  self.y = y_temp + 230  self.image = pygame.image.load("./feiji/bullet2.png")  self.screen = screen_temp def display(self):  self.screen.blit(self.image, (self.x, self.y)) def move(self, hero):  self.y += 6  self.x += 2  global life  if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):  #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):   life -= 20   #self.bullet_list.remove()   print("---judge_boss---")   return True   if life<=0:    hero.bomb()  return Falseclass Bullet_Boss1(object): #boss子弹类2 def __init__(self, screen_temp, x_temp, y_temp):  self.x = x_temp + 80  self.y = y_temp + 230  self.image = pygame.image.load("./feiji/bullet2.png")  self.screen = screen_temp def display(self):  self.screen.blit(self.image, (self.x, self.y)) def move(self, hero):  self.y += 6  self.x -= 2  global life  if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):  #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):   life -= 20   #self.bullet_list.remove()   print("---judge_boss---")   return True   if life<=0:    hero.bomb()  return Falseclass Bullet_Boss2(object): #boss子弹类3 def __init__(self, screen_temp, x_temp, y_temp):  self.x = x_temp + 80  self.y = y_temp + 230  self.image = pygame.image.load("./feiji/bullet2.png")  self.screen = screen_temp def display(self):  self.screen.blit(self.image, (self.x, self.y)) def move(self, hero):  self.y += 6  global life  if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):  #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):   life -= 20    #self.bullet_list.remove()   print("---judge_boss---")   return True   if life<=0:    hero.bomb()  return Falseclass Base(object): #基类 类似于抽象类 def __init__(self, screen_temp, x, y, image_name):  self.x = x  self.y = y   self.screen = screen_temp  self.image = pygame.image.load(image_name)  self.alive = True def display(self):  if self.alive == True:   self.screen.blit(self.image, (self.x, self.y)) def move(self):  self.y += 5class bomb_bullet(Base): #炸弹类 def __init__(self, screen_temp):  Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb.png") def judge(self, hero):  if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):   self.alive = False   hero.bomb()  if self.y >= 850:   #self.alive = False   self.y = 0   self.x = random.randint(45, 400)   #print("bomb.y = %d"%self.y)class supply(Base): #补给类 def __init__(self, screen_temp):  Base.__init__(self, screen_temp, random.randint(45, 400), -300, "./feiji/bomb-1.gif") def judge(self, hero):  global life  if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):   self.alive = False   life += 10  if self.y >= 1500:   self.y = 0   self.x = random.randint(45, 400)   self.alive = Trueclass clear_bullet(Base): def __init__(self, screen_temp):  Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb-2.gif")  self.alive = False def judge(self, hero, enemies):  global q  q += 1  #self.move()  if q == 20:   #self.move()   self.alive = True   q = 0   if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):    self.alive = False    for enemy in enemies:     enemy.hit == Trueclass EnemyPlane(object): #敌机类 def __init__(self, screen_temp):  self.x = random.randint(15, 480)  self.y = 0  self.image = pygame.image.load("./feiji/enemy0.png")  self.screen = screen_temp  self.bullet_list = []#用来存储子弹对象的引用  #self.direction = "right"#用来设置这个飞机默认的移动方向  self.hit = False  self.bomb_list = []  self.__create_images()  self.image_num = 0  self.image_index = 0  #利用产生的随机数,随机确定飞机初始移动方向  self.k = random.randint(1, 20)  if self.k <= 10:   self.direction = "right"  elif self.k > 10:   self.direction = "left" def display(self, hero):  #显示敌人的飞机  if not self.hit:   self.screen.blit(self.image, (self.x,self.y))  else:   self.screen.blit(self.bomb_list[self.image_index], (self.x,self.y))   self.image_num += 1   if self.image_num == 3 and self.image_index < 3:    self.image_num = 0    self.image_index += 1    #print(self.image_index)   # if self.image_index > 2:   #  time.sleep(0.1)  for bullet in self.bullet_list:   bullet.display()   if(bullet.move(hero)):    self.bullet_list.remove(bullet) def move(self):  #利用随机数来控制飞机移动距离,以及移动范围  d1 = random.uniform(1,3)  d2 = random.uniform(0.2,3)  p1 = random.uniform(50,100)  p2 = random.uniform(-200,0)  if self.direction == "right":   self.x += d1  elif self.direction == "left":   self.x -= d1  if self.x > 480 - p1:   #480 - 50   self.direction="left"  elif self.x < p2:   self.direction = "right"  self.y += d2 def bomb(self):  self.hit = True def __create_images(self):  self.bomb_list.append(pygame.image.load("./feiji/enemy0_down1.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy0_down2.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy0_down3.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy0_down4.png")) def fire(self):  #利用随机数来控制敌机的开火,1/80的概率  s = random.randint(0,800)  bullet1 = Bullet_Enemy(self.screen, self.x, self.y)  if s < 10:   self.bullet_list.append(bullet1)class EnemyPlanes(EnemyPlane): #敌机群类 继承自EnemyPlane类  def __init__(self, screen_temp):  EnemyPlane.__init__(self, screen_temp)  self.num = 0  self.enemy_list = [] #用列表存储产生的多架敌机  self.screen = screen_temp def add_enemy(self, num):  #产生多架敌机的函数  self.num = num  for i in range(num):   enemy = EnemyPlane(self.screen)   self.enemy_list.append(enemy) def display(self, hero):  for i in range(self.num):   self.enemy_list[i].display(hero) def move(self):  for i in range(self.num):    self.enemy_list[i].move() def fire(self):  #s = random.randint(0,1000)  for i in range(self.num):   self.enemy_list[i].fire()class Boss(EnemyPlane): #boss敌机类 继承自EnemyPlane类 def __init__(self,screen_temp):  EnemyPlane.__init__(self,screen_temp)  self.x = 150  self.y = 0  self.bomb_list = []  self.__create_images()  self.image = pygame.image.load("./feiji/enemy2.png")  self.screen = screen_temp  self.bullet_list = [] def __create_images(self):  #self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy2_down1.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy2_down2.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy2_down3.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy2_down4.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy2_down5.png"))  self.bomb_list.append(pygame.image.load("./feiji/enemy2_down6.png")) def display(self, hero):  #显示敌人的飞机  global g  #print(g)  self.screen.blit(self.bomb_list[g], (self.x,self.y))  for bullet in self.bullet_list:   bullet.display()   if(bullet.move(hero)):    self.bullet_list.remove(bullet) def move(self):  d1 = 0  self.y += 0 def fire(self):  global s  s += 1  bullet1 = Bullet_Boss(self.screen, self.x, self.y)  bullet2 = Bullet_Boss1(self.screen, self.x, self.y)  bullet3 = Bullet_Boss2(self.screen, self.x, self.y)  if s == 20:   s = 0    self.bullet_list.append(bullet1)   self.bullet_list.append(bullet2)   self.bullet_list.append(bullet3)def judge1(hero,enemy): #判断敌机的炸毁 for bullet1 in hero.bullet_list:  if bullet1.y in range(int(enemy.y),int(enemy.y + 30)) and bullet1.x in range(int(enemy.x-10),int(enemy.x + 50)):   hero.bullet_list.remove(bullet1)   enemy.bomb()  if bullet1.y < 0 or bullet1.x < 0 or bullet1.x > 480: #删除越界的玩家子弹   hero.bullet_list.remove(bullet1) def judge3(hero,boss): #判断boss的炸毁 global goal, g, goal0 for bullet3 in hero.bullet_list:  if bullet3.y in range(int(boss.y), int(boss.y + 60)) and bullet3.x in range(int(boss.x), int(boss.x + 100)):   hero.bullet_list.remove(bullet3)   g += 1   boss.image = boss.bomb_list[g]   print("g = %d"%g)   if g >= 6:    boss.y, g, goal = 0, 0, 0    boss.bomb()    goal0 += 10 def clear_enemy(enemies): #清除敌机群类中被炸毁的敌机 global goal, goal0 for enemy in enemies.enemy_list:  if enemy.hit == True and enemy.image_index == 3:   enemies.enemy_list.remove(enemy)   enemies.num -= 1   goal += 1   goal0 += 5   print("goal = %d"%goal)  if enemy.y >= 850:   enemies.enemy_list.remove(enemy)   enemies.num -= 1def judge_num(enemies): #判断频幕上敌人的数量,如果为零,继续添加敌人 n = random.randint(1,5) if len(enemies.enemy_list) == 0:  enemies.add_enemy(n)def show_text(screen_temp): #在屏幕上显示文字 text = "GOAL:" + str(goal0) + "Life:" + str(life)  font_size = 50 pos = (0,0) color = (0,255,0) cur_font = pygame.font.SysFont("宋体",font_size) text_fmt = cur_font.render(text, 1, color) screen_temp.blit(text_fmt, pos)def creat_bomb(screen_temp): bomb = bomb_bullet(screen_temp) bomb_list = [] bomb_list.apend(bomb)#定义的全局变量goal = 0 #玩家得分goal0 = 0g = 0 #击中boss的次数life = 100#生命值s = 0 #判断大boss是否发射子弹q = 0def main(): #主函数执行 #获取事件,比如按键等 bb = False move_x = 0 move_y = 0 pygame.init() screen = pygame.display.set_mode((480,852),0,32) #         210,400 background = pygame.image.load("./feiji/background.png") pygame.display.set_caption("飞机大战") atlas = pygame.image.load("./feiji/New Atlas.png") #创建玩家飞机 hero = Hero(screen) #创建敌机群 enemis = EnemyPlanes(screen) enemis.add_enemy(5) #创建boss对象 boss = Boss(screen) #创建炸弹对象 bomb = bomb_bullet(screen) #创建补给对象 supply0 = supply(screen) clear = clear_bullet(screen) left_key, right_key, up_key, down_key, done = 0, 0, 0, 0, 0 # mark = 0#用来判断boss发射子弹 while True:  if done:   if done % 8 == 0:    done = 1    hero.fire()   else:    done += 1  for event in pygame.event.get():   #判断是否是点击了退出按钮   if event.type == QUIT:    print("exit")    exit()   #判断是否是按下了键   if event.type == KEYDOWN :    #down    #检测按键是否是a或者left    if event.key == K_a or event.key == K_LEFT:     #print('left')     move_x = -5     left_key += 1     #检测按键是否是d或者right    elif event.key == K_d or event.key == K_RIGHT:     #print('right')     move_x = 5     right_key += 1    elif event.key == K_w or event.key == K_UP:     move_y = -5     up_key += 1    elif event.key == K_s or event.key == K_DOWN:     move_y = 5     down_key += 1    #检测按键是否是空格键    elif event.key == K_SPACE:     #print('space')     hero.fire()     done = 1     #enemis.fire()    elif event.key == K_b:     print('b')     hero.bomb()   if event.type == KEYUP:    if event.key == K_a or event.key == K_LEFT:     left_key -= 1     if right_key == 0:      move_x = 0     else:      move_x = 5    if event.key == K_d or event.key == K_RIGHT:     right_key -= 1     if left_key == 0:      move_x = 0     else:      move_x = -5    if event.key == K_w or event.key == K_UP:     up_key -= 1     if down_key == 0:      move_y = 0     else:      move_y = 5     if event.key == K_s or event.key == K_DOWN:     down_key -= 1     if up_key == 0:      move_y = 0     else:      move_y = -5    if event.key == K_SPACE:     done = 0   screen.blit(background, (0, 0))  hero.move(move_x, move_y)  hero.display()  hero.judge()  enemis.display(hero)  enemis.move()  enemis.fire()  bomb.display()  bomb.judge(hero)  bomb.move()  supply0.display()  supply0.judge(hero)  supply0.move()  #clear.display()  #clear.judge(hero, enemis)  #clear.move()  for i in range(enemis.num):   judge1(hero, enemis.enemy_list[i])   #enemis.enemy_list[i].judge(hero)  clear_enemy(enemis)  judge_num(enemis)  show_text(screen)  if goal >= 15:   boss.display(hero)   boss.move()   # mark+=1   # if mark==8:   boss.fire()    # mark = 0   #boss.judge   judge3(hero, boss)  pygame.display.update()if __name__ == "__main__": main()

方法是利用面向对象的思想,写了基本的敌机类、英雄类、武器类等,利用继承关系产生多架敌机。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持VEVB武林网。


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