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python飞机大战游戏

Crius。 人气:0

1、准备环境

下载python(这里建议不需要安装最新的,好像pygame还没有对3.8支持的包,我也没去试),安装pygame模块。

进入cmd:

输入“pip install pygame”——>显示“successfully”安装成功。

2、代码块:

import sys#退出程序
import pygame

class Settings():
  def __init__(self):
    self.screen_width=480
    self.screen_height=852
    self.bg_color = (255,192,203)
    self.hero_speed = 2#控制飞机移速
    
    self.bullet_speed = 4
    self.bullet_width = 4
    self.bullet_height = 8
    self.bullet_color = (0,0,128)#设置子弹属性
    self.enemy_speed = 1

class Enemy(pygame.sprite.Sprite):#创建敌人类
  def __init__(self,screen,settings):
    super(Enemy,self).__init__()
    self.screen = screen
    self.settings = settings
    self.image = pygame.image.load("image/enemy1.png")
    self.rect = self.image.get_rect()
    self.rect.x = 10
    self.rect.y = 10
    self.speed = settings.enemy_speed
    self.y = float(self.rect.y)

  def update(self):
    self.y += self.speed
    self.rect.y = self.y
  
  def blitme(self):#绘制
    self.screen.blit(self.image,self.rect)    
    
class Bullet(pygame.sprite.Sprite):#继承sprite 精灵
  def __init__(self,screen,settings,hero):
    super(Bullet,self).__init__()#初始化父类
    self.screen = screen
    self.settings = settings

    self.image = pygame.image.load('image/bullet1.png')#图片绘制子弹
    self.rect = self.image.get_rect()
    #self.rect = pygame.Rect(0,0,settings.bullet_width,settings.bullet_height)
    self.rect.centerx = hero.rect.centerx#子弹与飞机中心保持一致
    self.rect.y =hero.rect.y#y坐标也保持一致
    self.y = float(hero.rect.y)#减小误差
    self.speed = settings.bullet_speed#把自身速度保存下来
    self.color = settings.bullet_color

  def update(self):#子弹移动 子弹持续向上移动 让y坐标减少即可
    self.y -= self.speed
    self.rect.y = self.y

  def drawme(self):#绘制方法
    #pygame.draw.rect(self.screen,self.color,self.rect)#绘制一个矩形上去 屏幕 颜色 位置及大小
    self.screen.blit(self.image,self.rect)

class Bg():#定义一个背景类
  def __init__(self,screen):
    self.screen = screen
    self.image = pygame.image.load("image/background.png")
    self.rect = self.image.get_rect()

  def blitme(self):#绘制自身
    self.screen.blit(self.image,self.rect)

class Hero():#绘制飞机
  def __init__(self,screen,settings):
    self.screen = screen
    self.settings = settings#控制飞机移速
    self.image = pygame.image.load("image/hero1.png")
    self.rect = self.image.get_rect()
    self.screen_rect = screen.get_rect()
    #self.rect.x = self.screen_rect.width/2 - self.rect.width/2#保证居中,屏幕宽度一半减去自身宽度一半
    self.rect.centerx = self.screen_rect.centerx#利用中心点坐标
    self.rect.bottom = self.screen_rect.bottom#botom自身高度,位于最下方
    self.moving_right = False#设置一个标志位,控制按键按下与抬起
    self.moving_left = False
    self.centerx = float(self.screen_rect.centerx)#修改误差,不让它忽略小数
    
  def blitme(self):#绘制自身
    self.screen.blit(self.image,self.rect)

  def update(self):#控制飞机移动
    if self.moving_right and self.rect.right < self.screen_rect.right:#控制飞机右边不能超出屏幕边界
      self.centerx += self.settings.hero_speed
    if self.moving_left and self.rect.left > 0:#控制到左边距离大于0
      self.centerx -= self.settings.hero_speed
    self.rect.centerx = self.centerx

def check_events(screen,settings,hero,bullets):#事件检测
  for event in pygame.event.get():
    if event.type == pygame.QUIT:
      pygame.quit()
      sys.exit()
    elif event.type == pygame.KEYDOWN:#判断是否按键按下
      if event.key == pygame.K_RIGHT:#判断是否按下方向右键
        hero.moving_right = True
      elif event.key == pygame.K_LEFT:
        hero.moving_left = True
      elif event.key == pygame.K_SPACE:
        new_bullet = Bullet(screen,settings,hero)
        bullets.add(new_bullet)      
    elif event.type == pygame.KEYUP:
      if event.key == pygame.K_RIGHT:
        hero.moving_right = False
      elif event.key == pygame.K_LEFT:
        hero.moving_left = False

def update_screen(bg,hero,bullets,enemys,screen):
  bg.blitme()
  for bullet in bullets.sprites():
    bullet.drawme()
  hero.blitme()
  #enemy.blitme()
  enemys.draw(screen)
  pygame.display.flip()#刷新

def update_bullets(bullets):
  bullets.update()
  for bullet in bullets.sprites():#检测子弹是否超出屏幕外,控制子弹删除
    if bullet.rect.bottom<0:
      bullets.remove(bullets)

def update_enemys(enemys,bullets):
  enemys.update()
  pygame.sprite.groupcollide(bullets,enemys,True,True)#组的碰撞检测,传递两个组,True代表碰撞后是否销毁

def create_enemys(enemys,screen,settings):#控制多个敌人生成
  enemy = Enemy(screen,settings)
  enemys.add(enemy)
  number_enemys = screen.get_rect().width/(20+enemy.rect.width)#利用屏幕总宽度除以单个敌人所占空间得出一行最大敌人数
  for index in range(int(number_enemys)):
    if index==0:
      continue#终止当前循环,继续下次循环
    x = 10 + index * (20+enemy.rect.width)#敌人之间存在10像素间隔
    new_enemy = Enemy(screen,settings)
    new_enemy.rect.x = x
    enemys.add(new_enemy)

def run_game():
  pygame.init()#创建可视化窗口5 
  settings = Settings()
  screen = pygame.display.set_mode((settings.screen_width,settings.screen_height))#设置窗口大小
  bg = Bg(screen)
  hero = Hero(screen,settings)
  #enemy = Enemy(screen,settings)
  bullets = pygame.sprite.Group()#管理子弹
  enemys = pygame.sprite.Group()#管理敌人
  create_enemys(enemys,screen,settings)
  
  while True:  
    check_events(screen,settings,hero,bullets)
    hero.update()
    update_bullets(bullets)
    update_enemys(enemys,bullets)
    #print(len(bullets.sprites()))#验证删除子弹代码是否生效
    update_screen(bg,hero,bullets,enemys,screen)
    

run_game() 

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