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本篇內(nèi)容介紹了“怎么用Python實(shí)現(xiàn)小游戲飛機(jī)大戰(zhàn)”的有關(guān)知識(shí),在實(shí)際案例的操作過(guò)程中,不少人都會(huì)遇到這樣的困境,接下來(lái)就讓小編帶領(lǐng)大家學(xué)習(xí)一下如何處理這些情況吧!希望大家仔細(xì)閱讀,能夠?qū)W有所成!
本文是寫的游戲代碼,基于Pygame的源碼項(xiàng)目,這里是自己寫的飛機(jī)大戰(zhàn)的1.0版本,比較簡(jiǎn)陋。
準(zhǔn)備:Python3、Pycharm、pygame模塊以及自帶的部分模塊。
pip install -i https://pypi.douban.com/simple/ pygame
def main(): global is_hit global nums screen = pygame.display.set_mode((480, 852), 0, 32) background = pygame.image.load("./feiji/background.png") # 創(chuàng)建飛機(jī) hero = HeroPlane(screen) enermy_plane = EnermyPlane(screen) while True: global hero_nums global enermy_nums # 顯示背景 screen.blit(background, (0, 0)) # 顯示我方飛機(jī) hero.display() # 測(cè)試是否被子彈擊中 hero.test(enermy_plane.bullets) if hero.is_hit: hero_nums += 1 if hero_nums == 10: hero.image = pygame.image.load("./feiji/hero_blowup_n1.png") elif hero_nums == 20: hero.image = pygame.image.load("./feiji/hero_blowup_n2.png") elif hero_nums == 30: hero.image = pygame.image.load("./feiji/hero_blowup_n3.png") elif hero_nums == 40: hero.image = pygame.image.load("./feiji/hero_blowup_n4.png") elif hero_nums > 50: break
# 顯示敵飛機(jī) enermy_plane.display() enermy_plane.test(hero.bullets) if enermy_plane.is_hit: enermy_nums += 1 if enermy_nums == 10: enermy_plane.image = pygame.image.load("./feiji/enemy0_down1.png") elif enermy_nums == 20: enermy_plane.image = pygame.image.load("./feiji/enemy0_down2.png") elif enermy_nums == 30: enermy_plane.image = pygame.image.load("./feiji/enemy0_down3.png") elif enermy_nums == 40: enermy_plane.image = pygame.image.load("./feiji/enemy0_down4.png") elif enermy_nums > 50: enermy_plane = EnermyPlane(screen) enermy_nums = 0 else: enermy_plane.move() enermy_plane.fire() # 控制飛機(jī)左右 key_control(hero) # 刷新屏幕 pygame.display.update() # 程序休眠0.01秒 time.sleep(0.01)
def key_control(hero): for event in pygame.event.get(): if event.type == QUIT: print("exit") exit() elif event.type == KEYDOWN: if event.key == K_a or event.key == K_LEFT: hero.move_left() print("left") elif event.key == K_d or event.key == K_RIGHT: hero.move_right() print("right") elif event.key == K_SPACE: hero.fire() print("space")
class BasePlane(object): def __init__(self, screen, x, y, image): self.x = x self.y = y self.screen = screen self.image = pygame.image.load(image) self.is_hit = False # 此標(biāo)志用來(lái)表示飛機(jī)是否被擊中了 self.bullets = [] def test(self, bullets): for bullet in bullets: if self.x < bullet.x < self.x + self.image.get_width() and \ self.y < bullet.y < self.y + self.image.get_height(): self.is_hit = True # 檢測(cè)子彈碰撞 for item in self.bullets: for bullet in bullets: if item.x < bullet.x < item.x + item.image.get_width() and \ item.y < bullet.y < item.y + item.image.get_height(): item.is_hit = True bullet.is_hit = True
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