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初始化 pygame :pygame.init()
创建窗口:screen = pygame.display.set_mode([width,height])
加载图片资源::pic = pygame.image.load(“图片”)
加载音乐资源:pygame.mixer.music.load(‘音乐’)
os库查找文件:os.path.join(‘文件夹’,’文件‘)
yx = pygame.mixer.Sound(“f音效”)
播放音效:yx.play()
获取所有的事件: pygame.event.get()
import pygame import random import os #游戏内的常量 FPS = 60 WIDTH = 500 HEIGHT = 600 WHITE = (255,255,255) GREEN = (0,255,0) RED =(255,0,0) YELLOW = (255,255,0) BLACK = (0,0,0) #游戏初始化 pygame.init() pygame.mixer.init()#初始化声音混合器 screen = pygame.display.set_mode((WIDTH,HEIGHT)) pygame.display.set_caption("飞机大战") clock = pygame.time.Clock() #引入图片文件 #os.path.join可以寻找到图片文件 convert方法可以把东西转化为对象 background_img = pygame.image.load(os.path.join("img","background.png")).convert() player_img = pygame.image.load(os.path.join("img","player.png")).convert() player_mini_img = pygame.transform.scale(player_img,(25,20)) #scale是改变大小的方法 player_mini_img.set_colorkey(BLACK) rock_img = pygame.image.load(os.path.join("img","rock.png")).convert() bullet_img = pygame.image.load(os.path.join("img","bullet.png")).convert() #存储许多陨石图片 rock_images = [] for i in range(7): rock_images.append(pygame.image.load(os.path.join("img",f"rock{i}.png")).convert()) #爆炸动画的储存 expl_anim = {} expl_anim['lg'] = [] expl_anim['sm'] = [] expl_anim['player'] = [] for i in range(9): expl_img = pygame.image.load(os.path.join("img",f"expl{i}.png")).convert() expl_img.set_colorkey(BLACK) expl_anim['lg'].append(pygame.transform.scale(expl_img,(75,75))) expl_anim['sm'].append(pygame.transform.scale(expl_img, (30, 30))) player_expl_img = pygame.image.load(os.path.join("img",f"player_expl{i}.png")).convert() player_expl_img.set_colorkey(BLACK) expl_anim['player'].append(player_expl_img) #引入宝箱的图片 power_imgs = {} power_imgs['shield'] = pygame.image.load(os.path.join("img","shield.png")).convert() power_imgs['gun'] = pygame.image.load(os.path.join("img","gun.png")).convert() #射击的声音 shoot_sound = pygame.mixer.Sound(os.path.join("sound","shoot.wav")) #爆炸的音效 expl_sounds =[ pygame.mixer.Sound(os.path.join("sound","expl0.wav")), pygame.mixer.Sound(os.path.join("sound","expl1.wav")), ] #死亡爆炸 die_sound = pygame.mixer.Sound(os.path.join("sound","rumble.ogg")) #接到宝箱 shield_sound = pygame.mixer.Sound(os.path.join("sound","pow0.wav")) gun_sound = pygame.mixer.Sound(os.path.join("sound","pow1.wav")) #背景音乐 pygame.mixer.music.load(os.path.join("sound","background.ogg")) pygame.mixer.music.set_volume(0.3) running = True #引入字体 font_name = pygame.font.match_font("arial") #绘制得分的函数 def draw_text(surf,text,size,x,y): font = pygame.font.Font(font_name,size) text_surface = font.render(text,True,WHITE)#渲染一下字体 text_rect = text_surface.get_rect() text_rect.centerx = x text_rect.top = y surf.blit(text_surface,text_rect) #生成陨石的函数 def new_rock(): rock = Rock() all_sprites.add(rock) rocks.add(rock) #绘制血量条的函数 def draw_health(surf,hp,x,y): if hp < 0 : hp = 0 BAR_LENGTH = 100 BAR_HEIGHT = 10 fill = (hp/100)*BAR_LENGTH #内部的长度 outline_rect = pygame.Rect(x,y,BAR_LENGTH,BAR_HEIGHT) #外框 fill_rect = pygame.Rect(x,y,fill,BAR_HEIGHT) #内部 pygame.draw.rect(surf,GREEN,fill_rect) pygame.draw.rect(surf, WHITE, outline_rect,2) #绘制右上角代表生命的飞机 def draw_lives(surf,lives,img,x,y): for i in range(lives): img_rect = img.get_rect() img_rect.x = x+30*i img_rect.y = y surf.blit(img,img_rect) #创造玩家类 class Player(pygame.sprite.Sprite): #初始化方法 def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.transform.scale(player_img,(50,40)) #设置好大小的图片 self.image.set_colorkey(BLACK)#把黑色的东西设置成透明 #定位 self.rect = self.image.get_rect() #圆形图片轮廓 self.radius = 23 # pygame.draw.circle(self.image,RED,self.rect.center,self.radius) self.rect.centerx = WIDTH/2 self.rect.bottom = HEIGHT -20 self.health = 100 self.lives = 3 self.hidden = False self.speedx = 8 self.hide_time = pygame.time.get_ticks() self.gun = 1 #更新的方法 def update(self): now = pygame.time.get_ticks() key_pressed = pygame.key.get_pressed() #获取键盘操作 #控制上下左右的移动 if key_pressed[pygame.K_RIGHT]: self.rect.x = self.rect.x + self.speedx if key_pressed[pygame.K_LEFT]: self.rect.x = self.rect.x - self.speedx if key_pressed[pygame.K_DOWN]: self.rect.y = self.rect.y + self.speedx if key_pressed[pygame.K_UP]: self.rect.y = self.rect.y - self.speedx #上下左右移动的限制 if self.rect.left < 0: self.rect.left = 0 if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.top < 0: self.rect.top = 0 if self.rect.bottom > HEIGHT: self.rect.bottom = HEIGHT #恢复正常 if self.hidden and (pygame.time.get_ticks() - self.hide_time > 1000): self.hidden = False self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT - 20 #时间到了变成单射 if self.gun > 1 and now - self.gun_time > 10000: self.gun = 1 #射击方法 def shoot(self): if not (self.hidden): if self.gun == 1:#单射 bullet = Bullet(self.rect.centerx,self.rect.centery) all_sprites.add(bullet) bullets.add(bullet) shoot_sound.play() elif self.gun >= 2:#双射 bullet1 = Bullet(self.rect.left, self.rect.centery) bullet2 = Bullet(self.rect.right, self.rect.centery) all_sprites.add(bullet1) all_sprites.add(bullet2) bullets.add(bullet1) bullets.add(bullet2) shoot_sound.play() #隐藏右上角的飞机 def hide(self): self.hidden = True self.hide_time = pygame.time.get_ticks() self.rect.center = (WIDTH/2,HEIGHT+500) #增加弹道的发方法 def gunup(self): self.gun += 1 self.gun_time = pygame.time.get_ticks() #陨石类 class Rock(pygame.sprite.Sprite): #初始化方法 def __init__(self): pygame.sprite.Sprite.__init__(self) self.image_origin = random.choice(rock_images) self.image_origin.set_colorkey(BLACK) #图片副本 self.image = self.image_origin.copy() #定位 self.rect = self.image.get_rect() #圆形图片轮廓 self.radius = self.rect.width / 2.2 self.rect.x = random.randrange(0,WIDTH-self.rect.width) self.rect.y = random.randrange(-180,-100) self.speedy = random.randrange(2,10) self.speedx = random.randrange(-3,+3) self.rot_degree = random.randrange(-3,3) #旋转的角度 self.total_degree = 0 #石头旋转的方法 def rotate(self): self.total_degree = self.total_degree + self.rot_degree self.total_degree = self.total_degree % 360 self.image = pygame.transform.rotate(self.image_origin,self.total_degree)#transform是旋转方法 center = self.rect.center self.rect= self.image.get_rect() self.rect.center = center #更新的方法 def update(self): self.rotate() self.rect.y += self.speedy self.rect.x += self.speedx #如果屏幕上没有陨石则会重新生成 if (self.rect.top > HEIGHT) or (self.rect.right < 0)or(self.rect.left > WIDTH) : self.rect.x = random.randrange(0, WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(2, 10) self.speedx = random.randrange(-3, +3) #子弹类 class Bullet(pygame.sprite.Sprite): # 初始化方法 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) self.image = bullet_img self.image.set_colorkey(BLACK) # 定位 self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.speedy = -10 # 更新的方法 def update(self): self.rect.y += self.speedy # 如果屏幕上没有子弹则会消除掉 if (self.rect.bottom < 0) : self.kill() #爆炸类 class Explosion(pygame.sprite.Sprite): # 初始化方法 def __init__(self,center,size): pygame.sprite.Sprite.__init__(self) self.size = size self.image = expl_anim[self.size][0] # 定位 self.rect = self.image.get_rect() self.rect.center = center self.frame = 0 self.last_update = pygame.time.get_ticks() # 更新的方法 def update(self): now = pygame.time.get_ticks() if now - self.last_update > 50: self.last_update = now self.frame = self.frame + 1 if self.frame == len(expl_anim[self.size]): self.kill() else: self.image = expl_anim[self.size][self.frame] center = self.rect.center self.rect = self.image.get_rect() self.rect.center = center #宝箱类 class Power(pygame.sprite.Sprite): # 初始化方法 def __init__(self,center): pygame.sprite.Sprite.__init__(self) self.type = random.choice(['shield','gun']) self.image = power_imgs[self.type] self.image.set_colorkey(BLACK) #音效 if self.type == 'shield': shield_sound.play() elif self.type == 'gun': gun_sound.play() # 定位 self.rect = self.image.get_rect() self.rect.center = center self.speedy = 3 # 更新的方法 def update(self): self.rect.y += self.speedy # 如果屏幕上没有子弹则会消除掉 if (self.rect.bottom > HEIGHT) : self.kill() #变量的初始化 all_sprites = pygame.sprite.Group() #所有的 rocks = pygame.sprite.Group() #陨石 powers = pygame.sprite.Group() #宝箱 bullets = pygame.sprite.Group() #子弹 player = Player()#实例化 all_sprites.add(player) score = 0 #播放声音 pygame.mixer.music.play(-1) #生成掉落的陨石 for i in range(8): new_rock() #主程序循环 while running: clock.tick(FPS) #设定帧率 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() #更新游戏 all_sprites.update() #检测陨石子弹互相碰撞的情况 hits_rockandbullet = pygame.sprite.groupcollide(rocks,bullets,True,True) #陨石子弹碰撞消除一次就生成一个陨石 for hit in hits_rockandbullet: random.choice(expl_sounds).play() expl = Explosion(hit.rect.center,'lg') all_sprites.add(expl) die_sound.play() r = Rock() all_sprites.add(r) rocks.add(r) score = score + int(hit.radius) #有概率生成宝箱 if random.random() > 0.7: p = Power(hit.rect.center) all_sprites.add(p) powers.add(p) #飞船碰到宝箱 hits_playerandpower = pygame.sprite.spritecollide(player,powers,True) for hit in hits_playerandpower: if hit.type == 'shield': player.health = player.health + 20 if player.health > 100: player.health =100 elif hit.type=='gun': player.gunup() #检测飞机碰撞的情况 hits_playerandrock = pygame.sprite.spritecollide(player,rocks,True,pygame.sprite.collide_circle) # for hit in hits_playerandrock: player.health -= hit.radius new_rock() expl = Explosion(hit.rect.center,'sm') all_sprites.add(expl) if player.health <= 0: death_expl = Explosion(player.rect.center,'player') all_sprites.add(death_expl) player.lives -= 1 player.health = 100 player.hide() elif player.lives == 0: running = False #显示画面 screen.fill(BLACK) screen.blit(background_img,(0,0))#设置背景图片 all_sprites.draw(screen) draw_text(screen,str(score),18,WIDTH/2,0) #显示得分 draw_health(screen,player.health,10,30) draw_lives(screen,player.lives,player_mini_img,WIDTH-100,15) pygame.display.update() #刷新界面 pygame.quit()
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