运行结果:
参考代码:
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 = [] # 用来存储玩家飞机图片的列表
for i in range(len(player_rect)):
self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
self.rect = player_rect[0] # 初始化图片所在的矩形
self.rect.topleft = init_pos # 初始化矩形的左上角坐标
self.speed = 8 # 初始化玩家飞机速度,这里是一个确定的值
self.bullets = pygame.sprite.Group() # 玩家飞机所发射的子弹的集合
self.is_hit = False # 玩家是否被击中
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.top += 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 #正常的图像
self.rect = self.image.get_rect()
self.rect.topleft = init_pos
self.down_imgs = enemy_down_imgs # 爆炸的图像
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('sound/bullet.wav')
enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')
game_over_sound = pygame.mixer.Sound('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('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('image/background.png').convert()
game_over = pygame.image.load('image/gameover.png')
filename = '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)) #玩家精灵图片区域
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)
#自定义子弹对象使用的surface参数
bullet_rect = pygame.Rect(1004,987,9,21)
bulllt_img = plane_img.subsurface(bullet_rect)
# 定义敌机对象使用的surface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()
# 存储被击毁的飞机,用来渲染精灵动画
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(bulllt_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)
# 将被击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[0], player.rect) # 将正常飞机画出来
else:
# 玩家飞机被击中后的效果处理
screen.blit(player.image[1], player.rect) # 将爆炸的飞机画出来
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
# 绘制子弹和敌机
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()
# 监听键盘事件
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()
操作方式:键盘左右键控制飞机移动
来源:oschina
链接:https://my.oschina.net/u/4460892/blog/3192755