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python pygame模塊編寫飛機大戰(zhàn)

發(fā)布時間:2020-09-12 15:49:13 來源:腳本之家 閱讀:221 作者:Great__emperor 欄目:開發(fā)技術

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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