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python pygame模塊編寫飛機(jī)大戰(zhàn)

2020-02-15 23:44:57
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本文實(shí)例為大家分享了python pygame模塊編寫飛機(jī)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(chǔ)對(duì)象來替代精靈組的動(dòng)畫效果。用矩形對(duì)象的重疊來判斷相撞事件。該程序可以流暢運(yùn)行,注釋較為詳細(xì),希望可以幫助大家。

import pygamefrom pygame.locals import *from sys import exitimport timeimport random# 創(chuàng)建子彈類,把子彈的圖片轉(zhuǎn)化為圖像對(duì)象,設(shè)定固定的移動(dòng)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(jī)類,用面向?qū)ο蟮乃枷雭韺?duì)待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(jī)發(fā)射的,所以創(chuàng)建列表,存儲(chǔ)子彈對(duì)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(dòng)作,同時(shí)將每個(gè)子彈對(duì)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(dòng),當(dāng)飛機(jī)移動(dòng)到邊框位置時(shí),無法移動(dòng)  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(dòng),當(dāng)飛機(jī)移動(dòng)到邊框位置時(shí),無法移動(dòng)  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(dòng),當(dāng)飛機(jī)移動(dòng)到邊框位置時(shí),無法移動(dòng)  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(dòng),當(dāng)飛機(jī)移動(dòng)到邊框位置時(shí),無法移動(dòng)  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(jī)類,設(shè)定固定的移動(dòng)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.speedclock = 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(shè)定游戲幀  clock.tick(50)  # 設(shè)定游戲屏幕大小  screen = pygame.display.set_mode((660,950))  # 設(shè)定游戲名稱  pygame.display.set_caption('飛機(jī)大戰(zhàn)')  # 加載背景圖片,生成圖像對(duì)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(duì)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(jī),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(jī)被子彈擊中時(shí)的動(dòng)畫,將每張圖片的圖像對(duì)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(dòng)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(dòng)起來      for i in player.bullets:        i.move()        screen.blit(i.bullet_image,i.bullet_rect)        # 當(dāng)子彈飛出屏幕,刪除子彈對(duì)象        if i.bullet_rect.bottom <= 0:          player.bullets.remove(i)      # 按頻率生成敵機(jī)      if enemy_frequency % 100 == 0:        enemypos = [random.randint(30, 630), 0]        enemyplane = Enemy(enemyfilename, enemypos)        #將敵機(jī)對(duì)象添加到列表中        enemys.append(enemyplane)      enemy_frequency += 1      if enemy_frequency >= 100:        enemy_frequency = 0      # 讓敵機(jī)動(dòng)起來      for i in enemys:        i.move()        screen.blit(i.enemy_image,i.enemy_rect)        # 當(dāng)敵機(jī)飛出屏幕,刪除敵機(jī)對(duì)象        if i.enemy_rect.bottom >= 950:          enemys.remove(i)        # 遍歷子彈對(duì)象,判斷子彈是否擊中敵機(jī)        for j in player.bullets:          # 如果擊中,分?jǐn)?shù)增加,同時(shí)移除該子彈和敵機(jī)對(duì)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(jī)對(duì)象,判斷玩家是否和敵機(jī)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(shí)顯示分?jǐn)?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)      breakmain()            
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