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本文实例为大家分享了pygame实现飞机大战的具体代码,供大家参考,具体内容如下

运行效果图:

pygame实现飞机大战

pygame实现飞机大战

import pygame
import random
import time
import os
from os import path

WIDTH = 480
HEIGHT = 600
FPS = 60#每秒显示多少帧
POWERUP_TIME = 5000

COLOR = (255,174,200)
WHITE = (255,255,255)
BLACK = (0,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
RED = (255,0,0)
YELLOW = (255,255,0)
#game_folder = os.path.dirname(__file__)
#img_folder = os.path.join(game_folder,'img')

pygame.init()
pygame.mixer.init()#声音的初始化
screen = pygame.display.set_mode((WIDTH,HEIGHT))#屏幕
pygame.display.set_caption("星际大战")#题目
clock = pygame.time.Clock()


snd_dir = path.join(path.dirname(__file__), 'snd')
img_dir = path.join(path.dirname(__file__), 'img')
background = pygame.image.load(path.join(img_dir, 'background.png'))
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir,'playerShip1.png'))
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
#meteor_img = pygame.image.load(path.join(img_dir, "meteorBrown.png"))
bullet_img = pygame.image.load(path.join(img_dir, "laserRed.png"))
missile_img = pygame.image.load(path.join(img_dir, "missileRed.png"))
meteor_images = []
meteor_list =['monster11.png','monster22.png','monster33.png','monster44.png','monster55.png']
for img in meteor_list:
 meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()
powerup_images['star'] = pygame.image.load(path.join(img_dir, 'star_gold.png')).convert()
powerup_images['heart'] = pygame.image.load(path.join(img_dir, 'heart_gold.png')).convert()
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'shoot_sound.wav'))
expl_sounds = []
for snd in ['rumble1.ogg', 'bomb.wav']:
 expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
pygame.mixer.music.load(path.join(snd_dir, 'back_music.wav'))
pygame.mixer.music.set_volume(0.7)

#爆炸效果
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(4):
 filename = 'explosion0{}.png'.format(i)
 img = pygame.image.load(path.join(img_dir, filename)).convert()
 img.set_colorkey(WHITE)
 img_lg = pygame.transform.scale(img, (75, 75))
 explosion_anim['lg'].append(img_lg)
 img_sm = pygame.transform.scale(img, (32, 32))
 explosion_anim['sm'].append(img_sm) #玩家爆炸
 filename = 'explosion0{}.png'.format(i)
 img = pygame.image.load(path.join(img_dir, filename)).convert()
 img.set_colorkey(WHITE)
 explosion_anim['player'].append(img)

####################################### 类区 #######################################

class Player(pygame.sprite.Sprite):
 def __init__(self):
  pygame.sprite.Sprite.__init__(self)
  #self.image = player_img
  self.image = pygame.Surface((50,40))#设置精灵大小
  self.image = pygame.transform.scale(player_img, (40, 39))#调整图片大小
  self.image.set_colorkey(BLACK)
  self.rect = self.image.get_rect()
  self.radius = 18
  #pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
  self.rect.centerx=WIDTH/2
  self.rect.bottom = HEIGHT - 10
  self.speedx = 0
  self.shield = 100
  self.shoot_delay = 250 #发射子弹间隔ms
  self.last_shot = pygame.time.get_ticks()#跟踪最后一个子弹射击的时间
  self.lives = 3
  self.hidden = False
  self.hide_timer = pygame.time.get_ticks()
  self.power = 1
  self.power_time = pygame.time.get_ticks()

 def shoot(self):
  now = pygame.time.get_ticks()
  if now - self.last_shot > self.shoot_delay:#满足间隔时间
   self.last_shot = now
   if self.power == 1:
    bullet = Bullet(self.rect.centerx, self.rect.top)
    all_sprites.add(bullet)
    bullets.add(bullet)
    shoot_sound.play()
   if self.power == 2:
    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()
   if self.power == 3:
    bullet1 = Bullet(self.rect.left, self.rect.centery)
    bullet2 = Bullet(self.rect.right, self.rect.centery)
    missile1 = Missile(self.rect.centerx, self.rect.top) # 导弹
    all_sprites.add(bullet1)
    all_sprites.add(bullet2)
    all_sprites.add(missile1)
    bullets.add(bullet1)
    bullets.add(bullet2)
    bullets.add(missile1)
    shoot_sound.play()
  # timeout for powerups
  if self.power >= 3 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
   self.power -= 1
   self.power_time = pygame.time.get_ticks()

 def hide(self):
  # hide the player temporarily
  self.hidden = True
  self.hide_timer = pygame.time.get_ticks()
  self.rect.center = (WIDTH / 2, HEIGHT + 200)

 def powerup(self):
  self.power += 1
  self.power_time = pygame.time.get_ticks()

 def lifeup(self):
  if self.lives < 3:
   self.lives += 1
  elif self.lives == 3:
   self.lives = 3

 def update (self):
  self.speedx = 0
  keystste = pygame.key.get_pressed()
  if keystste[pygame.K_LEFT]:
   self.speedx = -8
  if keystste[pygame.K_RIGHT]:
   self.speedx = 8
  if keystste[pygame.K_SPACE]:
   self.shoot()
  self.rect.x += self.speedx
  if self.rect.right > WIDTH:
   self.rect.right = WIDTH
  if self.rect.left < 0:
   self.rect.left = 0
  # unhide if hidden
  if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
   self.hidden = False
   self.rect.centerx = WIDTH / 2
   self.rect.bottom = HEIGHT - 10


class Mob(pygame.sprite.Sprite):
 def __init__(self):
  pygame.sprite.Sprite.__init__(self)
  self.image_orig = random.choice(meteor_images)
  self.image_orig.set_colorkey(COLOR)
  self.image = self.image_orig.copy()
  self.rect = self.image.get_rect()
  #self.image = player_img
  #self.image = pygame.Surface((30,40))#设置精灵大小
  #self.image = pygame.transform.scale(meteor_img, (39, 39))
  self.radius = int(self.rect.width * .85 / 2)
  #pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
  self.rect.x = random.randrange(WIDTH - self.rect.width)
  self.rect.y = random.randrange(-100, -40)
  self.speedy = random.randrange(1, 8)
  self.speedx = random.randrange(-3, 3)
  self.rot = 0
  self.rot_speed = random.randrange(-8, 8)#每次旋转度 数字是速度,正值是顺时针
  self.last_update = pygame.time.get_ticks()#自时钟启动以来已经过了多少毫秒

 def update(self):
  self.rotate()
  self.rect.x += self.speedx
  self.rect.y += self.speedy
  if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
   self.rect.x = random.randrange(WIDTH - self.rect.width)
   self.rect.y = random.randrange(-100, -40)
   self.speedy = random.randrange(1, 8)
   all_sprites.update()

 def rotate(self):
  now = pygame.time.get_ticks()
  if now - self.last_update > 50:
   self.last_update = now
   self.rot = (self.rot + self.rot_speed) % 360
   new_image = pygame.transform.rotate(self.image_orig, self.rot)
   #self.image = pygame.transform.rotate(self.image_orig, self.rot)#从原始图像上改
   #self.image = pygame.transform.rotate(self.image, self.rot_speed)
   old_center = self.rect.center
   self.image = new_image
   self.rect = self.image.get_rect()
   self.rect.center = old_center

class Bullet(pygame.sprite.Sprite):
 def __init__(self, x, y):
  pygame.sprite.Sprite.__init__(self)
  self.image = pygame.Surface((10, 20))
  self.image = pygame.transform.scale(bullet_img, (15, 40))
  self.image.set_colorkey(BLACK)
  self.rect = self.image.get_rect()
  self.rect.bottom = y
  self.rect.centerx = x
  self.speedy = -10

 def update(self):
  self.rect.y += self.speedy
  # kill if it moves off the top of the screen
  if self.rect.bottom < 0:
   self.kill()

#创建导弹类#
class Missile(pygame.sprite.Sprite):
 def __init__(self, x, y):
  pygame.sprite.Sprite.__init__(self)
  self.image = missile_img
  self.image.set_colorkey(BLACK)
  self.rect = self.image.get_rect()
  self.rect.bottom = y
  self.rect.centerx = x
  self.speedy = -10

 def update(self):
  self.rect.y += self.speedy
  if self.rect.bottom < 0:
   self.kill()


class Explosion(pygame.sprite.Sprite):
 def __init__(self, center, size):
  pygame.sprite.Sprite.__init__(self)
  self.size = size
  self.image = explosion_anim[self.size][0]
  self.rect = self.image.get_rect()
  self.rect.center = center
  self.frame = 0
  self.last_update = pygame.time.get_ticks()
  self.frame_rate = 50 #frame_rate属性:控制如何快速运行动画

 def update(self):  #描画爆炸效果(前提是Explosion对象被创建)
  now = pygame.time.get_ticks()
  if now - self.last_update > self.frame_rate:
   self.last_update = now
   self.frame += 1
   if self.frame == len(explosion_anim[self.size]):
    self.kill()
   else:
    center = self.rect.center
    self.image = explosion_anim[self.size][self.frame]
    self.rect = self.image.get_rect()
    self.rect.center = center

#玩家buf
class Pow(pygame.sprite.Sprite):
 def __init__(self, center):
  pygame.sprite.Sprite.__init__(self)
  self.type = random.choice(['shield', 'gun','star','heart'])
  self.image = powerup_images[self.type]
  self.image.set_colorkey(BLACK)
  self.rect = self.image.get_rect()
  self.rect.center = center
  self.speedy = 2

 def update(self):
  self.rect.y += self.speedy
  # kill if it moves off the bottom of the screen
  if self.rect.top > HEIGHT:
   self.kill()


#######################################函数区#######################################

#画分数框
font_name = pygame.font.match_font('arial')
def draw_text(surf, text, size, x, y):
 font = pygame.font.Font(font_name, size)
 text_surface = font.render(text, True, WHITE)
 text_rect = text_surface.get_rect()
 text_rect.midtop = (x, y)
 surf.blit(text_surface, text_rect)

#画血条
def draw_shield_bar(surf, x, y, pct): #pct填充参数(shield血量)
 if pct < 0:
  pct = 0
 BAR_LENGTH = 100
 BAR_HEIGHT = 10
 fill = (pct / 100) * BAR_LENGTH
 outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
 fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
 pygame.draw.rect(surf, COLOR, fill_rect)
 pygame.draw.rect(surf, WHITE, outline_rect, 2)

#产生新怪物
def newmob():
 m = Mob()
 all_sprites.add(m)
 mobs.add(m)

#显示生命
def draw_lives(surf, x, y, lives, img):
 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)

def show_go_screen():
 screen.blit(background, background_rect)
 draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
 draw_text(screen, "Arrow keys move, Space to fire", 22, WIDTH / 2, HEIGHT / 2)
 draw_text(screen, "Heart can add a life. Stars can clear all monsters.", 16, WIDTH / 2, HEIGHT * 4 / 5)
 draw_text(screen, "Shield can add blood. Space to fire. Lightning can strengthen bullets.", 16, WIDTH / 2, HEIGHT * 5 / 6)
 draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 2 / 3)

 pygame.display.flip()
 waiting = True
 while waiting:
  clock.tick(FPS)
  for event in pygame.event.get():
   if event.type == pygame.QUIT:
    pygame.quit()
   if event.type == pygame.KEYUP:
    waiting = False

all_sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group() #碰撞检测组 子弹组
mobs = pygame.sprite.Group()
powerups = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):    #创建障碍物
 newmob()


score = 0
count = 0#用于循环计算FPS
start =time.time()
pygame.mixer.music.play(loops=-1) #背景音乐


game_over = True
running = True
while running:
 if game_over:
  show_go_screen()
  game_over = False
  all_sprites = pygame.sprite.Group()
  mobs = pygame.sprite.Group()
  bullets = pygame.sprite.Group()
  powerups = pygame.sprite.Group()
  player = Player()
  all_sprites.add(player)
  for i in range(8):
   newmob()
  score = 0

 clock.tick(FPS)#保持正确的时间运行
 for event in pygame.event.get():
  # check for closing window
  if event.type == pygame.QUIT:
   running = False
  #elif event.type == pygame.KEYDOWN:
   # if event.key == pygame.K_SPACE:
   #  player.shoot()
 # Update
 all_sprites.update()

 # 检查障碍物与玩家碰撞
 #hits = pygame.sprite.spritecollide(player, mobs, False)#碰撞检测,true碰撞后会消失
 hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
 for hit in hits:
  player.shield -= hit.radius * 2
  expl = Explosion(hit.rect.center, 'sm')
  all_sprites.add(expl)
  newmob()

  if player.shield <= 0:
   death_explosion = Explosion(player.rect.center, 'lg')
   all_sprites.add(death_explosion)
   random.choice(expl_sounds).play()
   player.hide()
   player.lives -= 1
   player.shield = 100
  #player.kill()
   # if the player died and the explosion has finished playing
 if player.lives == 0 and not death_explosion.alive():
  game_over = True
  #running = False
  #if hits: running = False

  #draw
  screen.fill(BLACK)
  screen.blit(background, background_rect)
  all_sprites.draw(screen)
  draw_text(screen, str(score), 18, WIDTH / 2, 10)

 #all_sprites.update()

 # 检查子弹击中障碍物
 hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
 for hit in hits:
  score += 50 - hit.radius
  random.choice(expl_sounds).play()
  expl = Explosion(hit.rect.center, 'lg')
  all_sprites.add(expl)
  if random.random() > 0.9:#10%的几率奖励
   pow = Pow(hit.rect.center)
   all_sprites.add(pow)
   powerups.add(pow)
  newmob()

 # 检查玩家击中powerup(盾牌或能量)
 hits = pygame.sprite.spritecollide(player, powerups, True)
 for hit in hits:
  #加血
  if hit.type == 'shield':
   player.shield += random.randrange(10, 30)
   if player.shield >= 100:
    player.shield = 100
  #子弹增强
  if hit.type == 'gun':
   player.powerup()
  #清楚屏内所有怪物
  if hit.type == 'star':
   mob_ctr = 0
   for mob in mobs.sprites():
    mob.kill()
    mob_ctr += 1
   for i in range(mob_ctr):
    newmob()
  #生命加 1
  if hit.type == 'heart':
   player.lifeup()
   #print(player.lives)
   draw_lives(screen, WIDTH - 100, 5, player.lives,player_mini_img)
   pygame.display.flip()
 #显示
 #背景填充
 screen.fill(BLACK)
 screen.blit(background, background_rect)
 all_sprites.draw(screen)
 draw_text(screen, str(score), 27, WIDTH / 2, 10)
 draw_shield_bar(screen, 5, 5, player.shield)
 draw_lives(screen, WIDTH - 100, 5, player.lives,player_mini_img)#画生命
 #all_sprites.draw(screen)
 pygame.display.flip()#完成后翻面白板,屏幕显示

pygame.quit()

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

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