pygame-打飞机游戏

泪湿孤枕 提交于 2020-04-06 05:54:19

通过左右键控制飞机移动

import pygame
from sys import exit
from pygame.locals import *
import random

# 定义类
SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800

TYPE_SMALL = 1
TYPE_MIDDLE = 2
TYPE_BIG = 3


# 子弹类
class Bullet(pygame.sprite.Sprite):
    def __init__(self, bullet_img, init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.rect = self.image.get_rect()
        self.rect.midbottom = init_pos
        self.speed = 10

    def move(self):
        self.rect.top -= self.speed


# 玩家类
class Player(pygame.sprite.Sprite):
    def __init__(self, plane_img, player_rect, init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = []
        for i in range(len(player_rect)):
            self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
        self.rect = player_rect[0]
        self.rect.topleft = init_pos
        self.speed = 8
        self.bullets = pygame.sprite.Group()
        self.img_index = 0
        self.is_hit = False

    def shoot(self, bullet_img):
        bullet = Bullet(bullet_img, self.rect.midtop)
        self.bullets.add(bullet)

    def moveUp(self):
        if self.rect.top <= 0:
            self.rect.top = 0
        else:
            self.rect.top -= self.speed

    def moveDown(self):
        if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
            self.rect.top = SCREEN_HEIGHT - self.rect.height
        else:
            self.rect.left -= self.speed

    def moveLeft(self):
        if self.rect.left <= 0:
            self.rect.left = 0
        else:
            self.rect.left -= self.speed

    def moveRight(self):
        if self.rect.left >= SCREEN_WIDTH - self.rect.width:
            self.rect.left = SCREEN_WIDTH - self.rect.width
        else:
            self.rect.left += self.speed


# 敌人类
class Enemy(pygame.sprite.Sprite):
    def __init__(self, enemy_img, enemy_down_imgs, init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = enemy_img
        self.rect = self.image.get_rect()
        self.rect.topleft = init_pos
        self.down_imgs = enemy_down_imgs
        self.speed = 2
        self.down_index = 0

    def move(self):
        self.rect.top += self.speed


# 初始化游戏
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('飞机大战')

# 载入游戏音乐
bullet_sound = pygame.mixer.Sound('resources/sound/bullet.wav')
enemy1_down_sound = pygame.mixer.Sound('resources/sound/enemy1_down.wav')
game_over_sound = pygame.mixer.Sound('resources/sound/game_over.wav')
bullet_sound.set_volume(0.3)
enemy1_down_sound.set_volume(0.3)
game_over_sound.set_volume(0.3)
pygame.mixer.music.load('resources/sound/game_music.wav')
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)

# 载入背景图
background = pygame.image.load('resources/image/background.png').convert()
game_over = pygame.image.load('resources/image/gameover.png')

filename = 'resources/image/shoot.png'
plane_img = pygame.image.load(filename)

# 设置玩家相关参数
player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126))
player_rect.append(pygame.Rect(165, 360, 102, 126))
player_rect.append(pygame.Rect(165, 234, 102, 126))
player_rect.append(pygame.Rect(330, 624, 102, 126))
player_rect.append(pygame.Rect(330, 498, 102, 126))
player_rect.append(pygame.Rect(432, 624, 102, 126))
player_pos = [200, 600]
player = Player(plane_img, player_rect, player_pos)

# 定义子弹对象使用的surface相关参数
bullet_rect = pygame.Rect(1004, 987, 9, 21)
bullet_img = plane_img.subsurface(bullet_rect)

# 定义敌机对象使用的surface相关参数
enemy1_rect = pygame.Rect(534, 612, 57, 43)
enemy1_img = plane_img.subsurface(enemy1_rect)
enemy1_down_imgs = []
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267, 347, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873, 697, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267, 296, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930, 697, 57, 43)))

enemies1 = pygame.sprite.Group()

enemies_down = pygame.sprite.Group()

shoot_frequency = 0
enemy_frequency = 0

player_down_index = 16

score = 0

clock = pygame.time.Clock()

running = True

while running:
    # 控制游戏最大频率为60
    clock.tick(60)

    # 控制发射子弹频率,并发射子弹
    if not player.is_hit:
        if shoot_frequency % 15 == 0:
            bullet_sound.play()
            player.shoot(bullet_img)
        shoot_frequency += 1
        if shoot_frequency >= 15:
            shoot_frequency = 0

    # 生成敌机
    if enemy_frequency % 50 == 0:
        enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0]
        enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos)
        enemies1.add(enemy1)
    enemy_frequency += 1
    if enemy_frequency >= 100:
        enemy_frequency = 0

    # 移动子弹,若超出窗口范围则删除
    for bullet in player.bullets:
        bullet.move()
        if bullet.rect.bottom < 0:
            player.bullets.remove(bullet)

    # 移动敌机,若超出窗口范围则删除
    for enemy in enemies1:
        enemy.move()
        # 判断玩家是否被击中
        if pygame.sprite.collide_circle(enemy, player):
            enemies_down.add(enemy)
            enemies1.remove(enemy)
            player.is_hit = True
            game_over_sound.play()
            break
        if enemy.rect.top > SCREEN_HEIGHT:
            enemies1.remove(enemy)

    # 将被集中的敌机对象添加到击毁敌机Group中,用来渲染击毁动画
    enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
    for enemy_down in enemies1_down:
        enemies_down.add(enemy_down)

    # 绘制背景
    screen.fill(0)
    screen.blit(background, (0, 0))

    # 绘制玩家飞机
    if not player.is_hit:
        screen.blit(player.image[player.img_index], player.rect)
        player.img_index - shoot_frequency // 8
    else:
        player.img_index = player_down_index // 8
        screen.blit(player.image[player.img_index], player.rect)
        player_down_index += 1
        if player_down_index > 47:
            running = False

    # 绘制击毁动画
    for enemy_down in enemies_down:
        if enemy_down.down_index == 0:
            enemy1_down_sound.play()
        if enemy_down.down_index > 7:
            enemies_down.remove(enemy_down)
            score += 1000
            continue
        screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)
        enemy_down.down_index += 1

    # 绘制子弹
    player.bullets.draw(screen)
    enemies1.draw(screen)

    # 绘制得分
    score_font = pygame.font.Font(None, 36)
    score_text = score_font.render(str(score), True, (128, 128, 128))
    text_rect = score_text.get_rect()
    text_rect.topleft = [10, 10]
    screen.blit(score_text, text_rect)

    # 更新屏幕
    pygame.display.update()

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()

    # 监听键盘
    key_pressed = pygame.key.get_pressed()
    # 若玩家被击中,则无效
    if not player.is_hit:
        if key_pressed[K_w] or key_pressed[K_UP]:
            player.moveUp()
        if key_pressed[K_s] or key_pressed[K_DOWN]:
            player.moveDown()
        if key_pressed[K_a] or key_pressed[K_LEFT]:
            player.moveLeft()
        if key_pressed[K_d] or key_pressed[K_RIGHT]:
            player.moveRight()

font = pygame.font.Font(None, 48)
text = font.render('Score:' + str(score), True, (255, 0, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery + 24
screen.blit(game_over, (0, 0))
screen.blit(text, text_rect)

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()
    pygame.display.update()

運行結果

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