python

超轻量级php框架startmvc

pygame实现雷电游戏雏形开发

更新时间:2020-06-12 18:42:01 作者:startmvc
本文实例为大家分享了pygame实现雷电游戏开发代码,供大家参考,具体内容如下源代码:stars

本文实例为大家分享了pygame实现雷电游戏开发代码,供大家参考,具体内容如下

源代码:

stars.py


#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import pygame
from pygame.locals import *
from random import randint
import math
 
class Star(object):
 def __init__(self, x, y, speed, color=(255,255,255)):
 
 self.x = x
 self.y = y
 self.speed = speed
 self.color = color
 
class Stars(object):
 '''
 用于绘制星星背景
 '''
 def __init__(self, num = 0, SCREEN_SIZE=(800,600), color=(255,255,255)):
 self.stars = []
 self.MIN_SPEED = 10
 self.MAX_SPEED = 300
 self.SCREEN_SIZE = SCREEN_SIZE
 if num > 0:
 self.create_star(num, color)
 
 def set_min_speed(self,speed):
 self.MIN_SPEED = speed
 def set_max_speed(self,speed):
 self.MAX_SPEED = speed
 
 def create_star(self,num = 1, color = (255,255,255)):
 '''创建一个或多个星星,颜色可选'''
 for i in xrange(0,num):
 x = float(randint(0, self.SCREEN_SIZE[0]))
 y = float(randint(0, self.SCREEN_SIZE[1]))
 speed = float(randint(self.MIN_SPEED, self.MAX_SPEED))
 self.stars.append( Star(x, y, speed, color) )
 
 def move(self,time_passed_seconds):
 '''移动星星并过滤'''
 for star in self.stars:
 star.y = star.y + time_passed_seconds * star.speed
 #过滤跑出画面的星星
 self.stars = filter(lambda one: one.y<=self.SCREEN_SIZE[1], self.stars)
 
 def draw(self, surface):
 '''将星星画到指定图像对象'''
 for star in self.stars:
 #pygame.draw.aaline(surface, star.color,\
 # (star.x, star.y), (star.x+1., star.y))
 surface.set_at((int(star.x),int(star.y)),star.color)
 
 
def test():
 
 pygame.init()
 screen = pygame.display.set_mode((800, 600)) #, FULLSCREEN)
 
 stars = Stars()
 #stars.set_max_speed(1000)
 #stars.set_min_speed(300)
 
 # 在第一帧,画上一些星星
 stars.create_star(200)
 
 clock = pygame.time.Clock()
 
 white = (255, 255, 255)
 
 while True:
 
 for event in pygame.event.get():
 if event.type == QUIT:
 return
 if event.type == KEYDOWN:
 return
 
 time_passed = clock.tick(30)
 time_passed_seconds = time_passed / 1000.
 
 #update_background(stars, screen, time_passed_seconds)
 # 增加一颗新的星星
 stars.create_star(1)
 stars.move(time_passed_seconds)
 
 screen.fill((0, 0, 0))
 
 # 绘制所有的星
 stars.draw(screen)
 
 pygame.display.update()
 
if __name__ == "__main__":
 test()

game.py


#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import pygame
from pygame.locals import *
from random import randint
#from gameobjects import vector2
import math
import time
 
SCREEN_RECT = pygame.Rect(0,0,800,600)
 
class Player(pygame.sprite.Sprite):
 '''玩家类'''
 speed = 10
 images = []
 def __init__(self):
 pygame.sprite.Sprite.__init__(self, self.containers)
 self.image = Player.images[0]
 self.rect = self.image.get_rect(midbottom=SCREEN_RECT.midbottom)
 self.health= 4
 #self.time = 0
 #self.reloading = False
 
 #def update(self, time_passed_seconds=0.0): if not self.reloading: super(Player,self).update(time_passed_seconds) else: self.time += time_passed_seconds if self.time > 1.5: print self.time self.time = 0.0 self.reloading = False self.groups()[0].remove(self)
 
 def move(self, directions):
 '''移动,direction == 'up' or 'down' or 'left' or 'right' '''
 for direction in directions:
 if direction == 'up':
 self.rect.move_ip(0, -1 * Player.speed)
 elif direction == 'down':
 self.rect.move_ip(0, 1 * Player.speed)
 elif direction == 'left':
 self.rect.move_ip(-1 * Player.speed, 0)
 elif direction == 'right':
 self.rect.move_ip(1 * Player.speed, 0)
 else:
 print 'argument error'
 return None
 self.rect.clamp_ip(SCREEN_RECT)
 
 def shoted_and_live(self, harm):
 '''被攻击处理,依然存活返回True,否则返回False'''
 self.health -= harm
 if self.health <= 0:
 return False
 else:
 return True
 
 def attack_pos(self):
 return self.rect.x + self.rect.width / 2, self.rect.y
 
class Shot(pygame.sprite.Sprite):
 '''通用子弹类'''
 speed_tab = [ 13, 13, 26, 30 ]
 #子弹攻击力表
 harm_tab = [ 1, 2 , 3, 12]
 images = []
 #子弹大小表
 shot_size = []
 def __init__(self, pos, angle, id=1 ):
 '''pos为射出位置
 angle参数为子弹射出的方向角度,以12点钟方向为0度,逆时针增大'''
 pygame.sprite.Sprite.__init__(self, self.containers)
 self.id = id
 self.angle = angle
 self.speed = Shot.speed_tab[id-1]
 self.harm = Shot.harm_tab[id-1]
 self.image = pygame.transform.scale(Shot.images[id-1], Shot.shot_size[id-1])
 self.image = pygame.transform.rotate(self.image, angle)
 self.rect = self.image.get_rect(midbottom=pos)
 
 def update(self,time_passed_seconds=0.0):
 radian = self.angle / 180.0 * math.pi
 self.rect.move_ip(math.sin(radian) * -self.speed,\
 -self.speed * math.cos(radian) )
 if self.rect.x+self.rect.width < 0 or\
 self.rect.x > SCREEN_RECT.width or\
 self.rect.y+self.rect.height < 0 or\
 self.rect.y > SCREEN_RECT.height:
 self.kill()
 
class AlienShot(Shot):
 '''
 敌方子弹类
 为了对象分组专为敌人的子弹使用一个新类,并定制子弹射速
 '''
 def __init__(self, pos, angle, id=1, speed=20 ):
 Shot.__init__(self, pos, angle, id)
 self.speed = speed
 
def SectorShot(pos, shot_id):
 '''扇形子弹的封装'''
 Shot(pos, 0, shot_id)
 Shot(pos, 15, shot_id)
 Shot(pos, 30, shot_id)
 Shot(pos, 45, shot_id)
 Shot(pos, 315,shot_id)
 Shot(pos, 330,shot_id)
 Shot(pos, 345,shot_id)
 
 
def CommonShot(pos, shot_id):
 '''常规子弹'''
 Shot(pos, 0, shot_id)
 
class Alien(pygame.sprite.Sprite):
 '''通用敌人类'''
 #默认速度表,速度为像素/秒
 speed_tab = [ 400, 200, 200 ]
 images= []
 #用于射击间隔
 times = [0.15, 0.3, 0.4]
 
 def __init__(self, id=1, health=5):
 pygame.sprite.Sprite.__init__(self, self.containers)
 self.id = id
 self.speed = Alien.speed_tab[id-1]
 self.health = health
 self.image = Alien.images[id-1]
 self.rect = self.image.get_rect()
 self.rect.topleft = (randint(0, SCREEN_RECT.width-self.rect.width),0)
 
 self.move_tab = [ self.move_line, self.move_circle, self.move_curve ]
 #用于射击的时间计算
 self.time = 0.0
 
 def update(self, time_passed_seconds=0.0):
 self.move_tab[self.id-1](time_passed_seconds)
 if self.rect.x < 0 or self.rect.x > SCREEN_RECT.width or self.rect.y < 0 or self.rect.y > SCREEN_RECT.height:
 self.kill()
 self.time += time_passed_seconds
 if self.time > Alien.times[self.id-1]:
 self.time = 0.0
 if self.id == 1:
 AlienShot(self.attack_pos(), 180, 1, 30)
 elif self.id == 2:
 AlienShot(self.attack_pos(), 120, 1, 10)
 AlienShot(self.attack_pos(), 150, 1, 10)
 AlienShot(self.attack_pos(), 180, 1, 10)
 AlienShot(self.attack_pos(), 210, 1, 10)
 AlienShot(self.attack_pos(), 240, 1, 10)
 elif self.id == 3:
 AlienShot(self.attack_pos(), 180, 2, 10)
 
 
 def shoted_and_live(self, harm):
 '''被攻击处理,依然存活返回True,否则返回False'''
 self.health -= harm
 if self.health <= 0:
 return False
 else:
 return True
 
 def move_line(self, time_passed_seconds):
 self.rect.move_ip(0, self.speed * time_passed_seconds)
 
 def move_circle(self, time_passed_seconds):
 if not hasattr(self, 'angle'):
 self.angle = 180
 else:
 self.angle = self.angle+time_passed_seconds*360
 if not hasattr(self, 'radius'):
 self.radius = 60
 if not hasattr(self, 'center'):
 x = self.rect.x+self.radius if self.rect.x < self.radius else self.rect.x-self.radius
 self.center = [ x, 0+self.radius]
 self.center[1] += 2
 new_pos = self.__circle_next( self.center, self.radius, self.angle) 
 #self.rect.move_ip(new_pos[0], new_pos[1])
 self.rect.x, self.rect.y = new_pos[0], new_pos[1]
 
 def __circle_next(self, center, radius, angle):
 x = math.sin(angle/180.0*math.pi) * radius + center[0]
 y = math.cos(angle/180.0*math.pi) * radius + center[1]
 return x, y
 
 def move_curve(self, time_passed_seconds):
 if not hasattr(self, 'ray'):
 self.ray = self.rect.x
 if not hasattr(self, 'angle'):
 self.angle = 0
 else:
 self.angle = self.angle + time_passed_seconds * 360
 if not hasattr(self, 'curve_width'):
 self.curve_width = 50
 x = math.sin(self.angle/180*math.pi) * self.curve_width + self.ray
 y = self.rect.y + self.speed * time_passed_seconds
 self.rect.x, self.rect.y = x, y
 
 def attack_pos(self):
 return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height
 
class Explosion(pygame.sprite.Sprite):
 '''爆炸类'''
 #用于存储爆炸图像每帧的坐标
 areas = [\
(0,0,104,135), (104,0,104,135), (208,0,104,135),(312,0,104,135),(416,0,94,135),\
(0,135,102,112),(102,135,102,112),(204,135,102,112),(306,135,102,112),(408,135,102,112),\
(0,247,108,144),(108,247,100,144),(208,247,102,144),(310,247,100,144),(412,247,98,144),\
(0,400,95,100) ]
 images = []
 
 def __init__(self, pos, id=1, areas=None):
 pygame.sprite.Sprite.__init__(self, self.containers)
 self.pos = pos
 self.fps = 0
 self.image_data = Explosion.images[id-1]
 if areas is not None:
 self.areas = areas
 
 self.update()
 
 
 def update(self, time_passed_seconds=0.0):
 self.rect = pygame.Rect(self.areas[self.fps])
 self.image = self.image_data.subsurface(Rect(self.areas[self.fps]))
 self.rect.topleft = self.pos
 self.fps += 1
 if self.fps >= len(self.areas):
 self.kill()
 
class Score(pygame.sprite.Sprite):
 
 score = 0
 health= 0
 life = 0
 def __init__(self, font_type = "文泉驿点阵正黑"):
 pygame.sprite.Sprite.__init__(self)
 self.font = pygame.font.SysFont(font_type, 20)
 self.color= (255,255,255)
 self.msg = u"得分:%d\n生命:%d"
 self.update()
 self.rect = self.image.get_rect()
 self.rect.topleft = (10,10)
 
 def update(self, time_passed_seconds=0.0):
 self.msg = u"生命:%d 得分:%d"% (Score.life, Score.score)
 self.image = self.font.render(self.msg, True, self.color)

main.py


#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import os
import time
import pygame
from pygame.locals import *
from random import randint
 
import stars 
from game import *
 
#默认星空的速度
default_stars_speed = (50, 300)
#子弹种数和当前子弹ID,以及对应的子弹大小、发射频率(个/秒)
SHOT_NUM = 4
shot_id = 1
shot_size= [(2,9), (16, 16), (19,14), (99,120)]
shot_rate= [ 0.15, 0.3, 0.10, 0.7 ]
 
dest_area = [\
(0,0,104,135), (104,0,104,135), (208,0,104,135),(312,0,104,135),(416,0,104,135),\
(0,135,102,112),(102,135,102,112),(204,135,102,112),(306,135,102,112),(408,135,102,112),\
(0,247,108,144),(108,247,100,144),(208,247,102,144),(310,247,100,144),(412,247,98,144),\
(0,400,95,100) ]
 
star_bmg = []
def update_background(stars, screen, time_passed_seconds):
 '''在指定图像上生成一些星星并移动,绘制'''
 stars.create_star(2,(randint(0,255),randint(0,255),randint(0,255)))
 #stars.create_star(1,(255,255,255))
 stars.move(time_passed_seconds)
 screen.fill((0, 0, 0))
 stars.draw(screen) 
 #screen.blit(star_bmg[0],(100,100))
 #screen.blit(star_bmg[1],(100,100))
 
def load_image(file, alpha=False):
 '''加载一张图片,可指定是否为alpha转换'''
 file = 'data/image/' + file
 try:
 surface = pygame.image.load(file)
 except pygame.error:
 raise SystemExit('加载图像 "%s" 失败 %s' % (file, pygame.get_error()) )
 if alpha:
 return surface.convert_alpha()
 return surface.convert()
 
def load_sound(file):
 file = 'data/music/' + file
 try:
 sound = pygame.mixer.Sound(file)
 return sound
 except pygame.error:
 print ('加载音乐 "%s" 失败' % file)
 return None
 
def main():
 global shot_id 
 global star_bmg
 
 pygame.mixer.pre_init(44100, -16, 2, 4096)
 pygame.init()
 screen = pygame.display.set_mode((800, 600)) #, FULLSCREEN)
 
 #加载各种资源数据
 image_list = os.listdir('data/image')
 image_list.sort()
 Player.images = [ load_image(file,True) for file in image_list if 'player' in file ]
 Alien.images = [ pygame.transform.rotate(load_image(file,True),180)\
 for file in image_list if 'alien' in file ]
 Shot.images = [ load_image(file,True) for file in image_list if 'shot' in file ]
 star_bmg = [ load_image(file,True) for file in image_list if 'star' in file ]
 
 Shot.shot_size = shot_size
 shot_sound = load_sound('shot2.wav')
 Explosion.images = [ load_image(file,True) for file in image_list if 'explosion' in file ]
 explosion_sound1 = load_sound('explosion1.wav')
 explosion_sound2 = load_sound('explosion2.wav')
 change_shot_sound = load_sound('change_shot.wav')
 alarm_sound = load_sound('alarm.wav')
 #加载并播放BGM
 pygame.mixer.music.load('data/music/bgm01.ogg')
 pygame.mixer.music.play(-1)
 
 # 初始化并生成一些星星
 world = stars.Stars(200)
 world.set_min_speed(default_stars_speed[0])
 world.set_max_speed(default_stars_speed[1])
 
 #为各种游戏对象分组,all组存储了所有游戏对象
 shots = pygame.sprite.Group() #玩家的子弹和敌人的子弹分成2组
 alien_shots = pygame.sprite.Group() 
 aliens= pygame.sprite.Group()
 explosions = pygame.sprite.Group()
 all = pygame.sprite.Group()
 
 Player.containers = all
 Alien.containers = aliens, all
 Shot.containers = shots, all
 AlienShot.containers = alien_shots, all
 Explosion.containers = explosions, all
 
 player = Player()
 
 #玩家生命数,重载标志和重载时间
 life = 3
 reloading = False
 reloading_time = 1.5
 
 Score.score = 0
 Score.life = life
 score = Score()
 all.add(score)
 #无敌标志,重生后需要进入一段无敌时间
 iamyourdaddy = False
 
 clock = pygame.time.Clock()
 prev_time = 0.0
 
 while life or len(explosions.sprites())>0:
 allkill=None 
 for event in pygame.event.get():
 if event.type == QUIT:
 return
 if event.type == KEYDOWN and event.key == K_ESCAPE:
 return
 if event.type == KEYDOWN:
 #处理子弹切换
 if event.key == K_TAB:
 shot_id = shot_id % SHOT_NUM + 1
 change_shot_sound.play()
 elif event.key == K_x:
 for alien in aliens:
 alien.kill()
 explosion_sound2.play()
 Explosion(alien.rect.topleft)
 for shot in alien_shots:
 shot.kill()
 explosion_sound2.play()
 Explosion(shot.rect.topleft)
 
 keystate = pygame.key.get_pressed()
 time_passed = clock.tick(30)
 time_passed_seconds = time_passed / 1000.
 
 update_background(world, screen, time_passed_seconds)
 #all.clear(screen, screen)
 all.update(time_passed_seconds)
 
 #处理方向控制
 direct = []
 if keystate[K_UP]:
 direct.append('up')
 #模拟加速星空
 world.set_min_speed(default_stars_speed[0] * 10)
 world.set_max_speed(default_stars_speed[1] * 2)
 if keystate[K_DOWN]:
 direct.append('down')
 #模拟减速星空
 world.set_min_speed(10)
 world.set_max_speed(default_stars_speed[1] / 2)
 if keystate[K_LEFT]:
 direct.append('left')
 if keystate[K_RIGHT]:
 direct.append('right')
 player.move(direct)
 #若不是上下则恢复默认速度
 if not (keystate[K_UP] or keystate[K_DOWN]):
 world.set_min_speed(default_stars_speed[0])
 world.set_max_speed(default_stars_speed[1])
 
 #处理攻击行为,用攻击间隔控制频率
 if not reloading and keystate[K_SPACE]:
 if time.time()-prev_time > shot_rate[shot_id-1]:
 #第二个参数为射出角度,以12点钟方向为0度逆时针变大
 #Shot(player.attack_pos(), 45, shot_id)
 if shot_id==1:
 SectorShot(player.attack_pos(), shot_id)
 else:
 CommonShot(player.attack_pos(), shot_id)
 shot_sound.play()
 #Explosion(player.attack_pos())
 prev_time = time.time()
 
 #随机生成敌人,不同敌人血量不同
 n = randint(0,100)
 if n==1: 
 Alien(1,3)
 elif n==2:
 Alien(2,5)
 elif n==3:
 Alien(3,5)
 
 #处理玩家子弹与敌方的碰撞,碰撞字典键为第一个组的对象,值为第二个组的对象列表
 collide_dict = pygame.sprite.groupcollide(aliens,shots,False,False)
 for alien in collide_dict:
 for shot in collide_dict[alien]:
 if shot_id!=4:
 shot.kill()
 explosion_sound1.play()
 harm = shot.harm
 if not alien.shoted_and_live(harm):
 Score.score += 1
 alien.kill()
 explosion_sound2.play()
 Explosion(alien.rect.topleft)
 
 #检测无敌时间是否结束
 if iamyourdaddy:
 wait += time_passed_seconds
 if wait > 1.5:
 iamyourdaddy = False
 wait = 0.0
 
 #如果玩家处于重生中则不检测玩家碰撞
 if not reloading:
 #处理玩家与敌人的碰撞
 for alien in pygame.sprite.spritecollide(player, aliens,True):
 explosion_sound2.play()
 Explosion(alien.rect.topleft)
 if iamyourdaddy:
 pass
 else:
 alarm_sound.play(2)
 
 Explosion(player.rect.topleft)
 Score.score += 1
 Score.life -= 1
 player.kill()
 reloading = True
 wait = 0.0
 life -= 1
 
 if not reloading:
 #处理玩家与敌方子弹的碰撞
 for shot in pygame.sprite.spritecollide(player, alien_shots, True):
 explosion_sound1.play()
 harm = shot.harm
 if iamyourdaddy:
 pass
 elif not player.shoted_and_live(harm):
 alarm_sound.play(2)
 
 explosion_sound2.play()
 Explosion(player.rect.topleft)
 Score.life -= 1
 player.kill()
 reloading = True
 wait = 0.0
 life -= 1
 
 #处理子弹与子弹的碰撞
 if shot_id==4:
 collide_dict = pygame.sprite.groupcollide(alien_shots,shots,True,False)
 for alien_shot in collide_dict:
 explosion_sound2.play()
 Explosion(alien_shot.rect.topleft)
 
 #死亡后重置玩家,生命数-1
 if reloading: 
 wait += time_passed_seconds 
 if wait > reloading_time: 
 reloading = False 
 player = Player()
 wait = 0.0
 #进入无敌模式
 iamyourdaddy = True
 
 # 增加一颗新的星星
 #stars.create_star(1)
 #stars.move(time_passed_seconds)
 #screen.fill((0, 0, 0))
 # 绘制所有的星
 #stars.draw(screen)
 #screen.blit(image,(300,300))
 all.draw(screen)
 pygame.display.update()
 
 #绘制结束画面
 #设置字体
 font = pygame.font.SysFont("文泉驿点阵正黑", 80)
 end = font.render(u"YOU LOST!!!", True, (255,0,0))
 screen.blit(end, (180, 270))
 pygame.display.update()
 time.sleep(2.5)
 
if __name__ == "__main__":
 main()

测试画面:

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脚本之家。

pygame 雷电游戏 游戏