本文實例為大家分享了python pygame模塊編寫飛機大戰(zhàn)的具體代碼,供大家參考,具體內(nèi)容如下
該程序沒有使用精靈組,而是用列表存儲對象來替代精靈組的動畫效果。用矩形對象的重疊來判斷相撞事件。該程序可以流暢運行,注釋較為詳細,希望可以幫助大家。
import pygame from pygame.locals import * from sys import exit import time import random # 創(chuàng)建子彈類,把子彈的圖片轉(zhuǎn)化為圖像對象,設定固定的移動速度 class Bullet(): def __init__(self,bulletfilename,bulletpos): self.bulletimg = pygame.image.load(bulletfilename) self.bullet_rect = self.bulletimg.get_rect() self.bullet_image = self.bulletimg.subsurface(self.bullet_rect) self.bullet_rect.midbottom = bulletpos self.speed = 2 def move(self): self.bullet_rect.top -= self.speed # 創(chuàng)建玩家飛機類,用面向?qū)ο蟮乃枷雭韺Υ?class play_plane_fly(): def __init__(self,play_image_filename,play_pos): self.image = pygame.image.load(play_image_filename) self.plane_rect = self.image.get_rect() self.play_image = self.image.subsurface(self.plane_rect) self.plane_rect.midtop = play_pos self.speed = 2 # 子彈是由玩家飛機發(fā)射的,所以創(chuàng)建列表,存儲子彈對象,使該列表變?yōu)樵擃惖膶傩? self.bullets = [] self.is_hitted = False # 生成函數(shù),完成發(fā)射子彈動作,同時將每個子彈對象存在列表中 def shoot(self,bullet_filename): bulletobj = Bullet(bullet_filename,self.plane_rect.midtop) self.bullets.append(bulletobj) # 向上移動,當飛機移動到邊框位置時,無法移動 def moveup(self): if self.plane_rect.top <= 0: self.plane_rect.top = 0 else: self.plane_rect.top -= self.speed # 向下移動,當飛機移動到邊框位置時,無法移動 def movedown(self): if self.plane_rect.top >= 950 - self.plane_rect.height: self.plane_rect.top = 950 - self.plane_rect.height else: self.plane_rect.top += self.speed # 向右移動,當飛機移動到邊框位置時,無法移動 def moveleft(self): if self.plane_rect.left <= -40: self.plane_rect.left = -40 else: self.plane_rect.left -= self.speed # 向左移動,當飛機移動到邊框位置時,無法移動 def moveright(self): if self.plane_rect.left >= 700 - self.plane_rect.width: self.plane_rect.left = 700 - self.plane_rect.width else: self.plane_rect.left += self.speed # 生成敵機類,設定固定的移動速度 class Enemy(): def __init__(self,enemyfilename,enemypos): self.img = pygame.image.load(enemyfilename) self.enemy_rect = self.img.get_rect() self.enemy_image = self.img.subsurface(self.enemy_rect) self.enemy_rect.midbottom = enemypos self.speed = 1 def move(self): self.enemy_rect.bottom += self.speed clock = pygame.time.Clock() def main(): # 初始化文字屏幕 pygame.font.init() # 初始化圖像屏幕 pygame.init() # 設定游戲幀 clock.tick(50) # 設定游戲屏幕大小 screen = pygame.display.set_mode((660,950)) # 設定游戲名稱 pygame.display.set_caption('飛機大戰(zhàn)') # 加載背景圖片,生成圖像對象 background = pygame.image.load('image/background.png').convert() backgroundsurface = pygame.transform.scale(background, (660, 950)) # 加載游戲結(jié)束圖片,生成圖像對象 gameover = pygame.image.load('image/gameover.png').convert() gameoversurface = pygame.transform.scale(gameover,(660, 950)) playplanefilename = 'image/myself.png' planepos = [330,600] player = play_plane_fly(playplanefilename,planepos) bulletfilename = 'image/bullet.png' # 按頻率生成子彈,初始化數(shù)字為0 bullet_frequency = 0 enemyfilename = 'image/airplane.png' # 按頻率生成敵機,初始化數(shù)字為0 enemy_frequency = 0 enemys = [] myfont = pygame.font.SysFont("arial", 40) textImage = myfont.render("Score ", True, (0,0,0)) # 初始化得分為0 Score = 0 # 敵機被子彈擊中時的動畫,將每張圖片的圖像對象存在列表中 enenys_down = [] enemy0_down = pygame.image.load('image/airplane_ember0.png') enemy0_down_rect = enemy0_down.get_rect() enemydown0 = enemy0_down.subsurface(enemy0_down_rect) enenys_down.append(enemydown0) enemy1_down = pygame.image.load('image/airplane_ember1.png') enemy1_down_rect = enemy1_down.get_rect() enemydown1 = enemy1_down.subsurface(enemy1_down_rect) enenys_down.append(enemydown1) enemy2_down = pygame.image.load('image/airplane_ember2.png') enemy2_down_rect = enemy2_down.get_rect() enemydown2 = enemy2_down.subsurface(enemy2_down_rect) enenys_down.append(enemydown2) enemy3_down = pygame.image.load('image/airplane_ember3.png') enemy3_down_rect = enemy3_down.get_rect() enemydown3 = enemy3_down.subsurface(enemy3_down_rect) enenys_down.append(enemydown3) while True: # 動態(tài)顯示得分 score = str(Score) myscore = pygame.font.SysFont("arial", 40) scoreImage = myscore.render(score, True, (0, 0, 0)) # 判斷事件,防止卡頓或者意外退出 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() key_pressed = pygame.key.get_pressed() if key_pressed[K_UP] or key_pressed[K_w]: player.moveup() if key_pressed[K_DOWN] or key_pressed[K_s]: player.movedown() if key_pressed[K_LEFT] or key_pressed[K_a]: player.moveleft() if key_pressed[K_RIGHT] or key_pressed[K_d]: player.moveright() screen.blit(backgroundsurface, (0, 0)) if not player.is_hitted: # 按頻率生成子彈 if bullet_frequency % 30 == 0: player.shoot(bulletfilename) bullet_frequency += 1 if bullet_frequency >= 30: bullet_frequency = 0 # 讓子彈動起來 for i in player.bullets: i.move() screen.blit(i.bullet_image,i.bullet_rect) # 當子彈飛出屏幕,刪除子彈對象 if i.bullet_rect.bottom <= 0: player.bullets.remove(i) # 按頻率生成敵機 if enemy_frequency % 100 == 0: enemypos = [random.randint(30, 630), 0] enemyplane = Enemy(enemyfilename, enemypos) #將敵機對象添加到列表中 enemys.append(enemyplane) enemy_frequency += 1 if enemy_frequency >= 100: enemy_frequency = 0 # 讓敵機動起來 for i in enemys: i.move() screen.blit(i.enemy_image,i.enemy_rect) # 當敵機飛出屏幕,刪除敵機對象 if i.enemy_rect.bottom >= 950: enemys.remove(i) # 遍歷子彈對象,判斷子彈是否擊中敵機 for j in player.bullets: # 如果擊中,分數(shù)增加,同時移除該子彈和敵機對象 if pygame.Rect.colliderect(j.bullet_rect,i.enemy_rect): Score += 100 enemys.remove(i) player.bullets.remove(j) for k in enenys_down: screen.blit(k,i.enemy_rect) # 遍歷敵機對象,判斷玩家是否和敵機相撞 if pygame.Rect.colliderect(player.plane_rect,i.enemy_rect): # 修改is_hitted的值,跳出該層循環(huán) player.is_hitted = True break screen.blit(player.play_image,player.plane_rect) screen.blit(textImage, (0,0)) screen.blit(scoreImage, (110, 0)) pygame.display.update() # 玩家退出時顯示分數(shù)和游戲結(jié)束 else: screen.blit(gameoversurface,(0,0)) screen.blit(textImage, (0, 0)) screen.blit(scoreImage, (110, 0)) pygame.display.update() time.sleep(2) break main()
以上就是本文的全部內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持億速云。
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