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超轻量级php框架startmvc

python pygame实现滚动横版射击游戏城市之战

更新时间:2020-08-09 17:18:01 作者:startmvc
pygame城市之战横版射击游戏,按上下左右方向箭头操作飞机。这是一个横板射击小游戏,在

pygame城市之战横版射击游戏,按上下左右方向箭头操作飞机。这是一个横板射击小游戏,在黑夜的城市上空,你将要操作一架飞机去射击敌机,爆炸效果还不错。

在游戏中定义了滚动的背景类,定义了飞机类Plane,定义了子弹类,敌机类,爆炸类等,是学习Pygame和面向对象编程的好例子。

代码:


import math
import time
import pygame
from pygame.locals import *
from random import choice,randint
 
class ScrolledBackground(pygame.sprite.Sprite):
 def __init__(self,image,screen):
 pygame.sprite.Sprite.__init__(self)
 self.screen = screen
 self.width = screen.get_width()
 self.height = screen.get_height()
 self.image0 = pygame.image.load(image).convert_alpha()
 self.image1 = pygame.image.load(image).convert_alpha()
 
 self.rect0 = self.image0.get_rect() 
 self.rect1 = self.image1.get_rect()
 self.rect1.left = self.rect0.right
 self.dx = -10
 self.dy = 0
 
 def update(self):
 pass
 
 def draw(self):
 pass
 
 
class Plane(pygame.sprite.Sprite):
 def __init__(self,image,keys,screen):
 pygame.sprite.Sprite.__init__(self)
 self.keys = keys # 上下左右按键
 self.image = pygame.image.load(image).convert_alpha()
 self.screen = screen
 self.rect = self.image.get_rect()
 self.rect.centery = self.screen.get_height()//2
 self.xspeed = 0
 self.yspeed = 0
 self.dead = False # 新增加的属性
 
 def keys_check(self,all_keys): 
 pass
 
 def update(self):
 self.rect.move_ip(self.xspeed,self.yspeed)
 
 def draw(self):
 self.screen.blit(self.image,self.rect)
 
class Bullet(pygame.sprite.Sprite):
 def __init__(self,image,plane,group,screen):
 pygame.sprite.Sprite.__init__(self)
 self.plane = plane
 self.image = pygame.image.load(image).convert_alpha()
 self.rect = self.image.get_rect()
 self.rect.center = plane.rect.center
 self.group = group
 self.group.add(self)
 self.screen = screen
 self.screen_width = screen.get_width()
 self.screen_height = screen.get_height() 
 
 def update(self):
 self.rect.move_ip(10,0)
 if self.rect.left > self.screen_width :
 self.group.remove(self)
 
def split_images(image,rows,cols):
 """image是一张图片,把它切分为若干图,返回列表"""
 global explosion_images_list
 image = pygame.image.load(image)
 step_width = image.get_width()//cols
 step_height = image.get_height()//rows
 
 pass 
 
class Explosion(pygame.sprite.Sprite):
 """爆炸效果类,显示一系列帧图"""
 def __init__(self,surimages,position,group):
 pygame.sprite.Sprite.__init__(self)
 self.surimages = surimages # 爆炸效果用到的surface列表
 self.index = 0
 self.amounts = len(surimages)
 self.image = self.surimages[self.index] # 初始造型
 self.rect = self.image.get_rect() # 矩形对象
 self.rect.center = position # 爆炸位置
 self.group = group
 self.group.add(self)
 self.interval_time = 0.01 # 造型切换时间
 self.begin_time = time.time() # 爆炸起始时间
 
 def update(self): # 换造型
 
 if time.time() - self.begin_time >= self.interval_time: # 超时,则换造型
 if self.index < self.amounts:
 self.image = self.surimages[self.index]
 self.index = self.index + 1
 self.begin_time = time.time()
 else:
 self.group.remove(self) # 造型切换完了则从组中移除自己
 
class Enemy(pygame.sprite.Sprite):
 def __init__(self,images,group,screen):
 """images是surface列表"""
 pygame.sprite.Sprite.__init__(self)
 self.screen = screen
 self.screen_width = self.screen.get_width() # 获取屏幕宽度
 self.screen_height = self.screen.get_height() # 获取屏幕高度
 self.image = choice(images) # 随机选择一个surface
 self.rect = self.image.get_rect()
 self.rect.left = self.screen_width + randint(10,self.screen_width)
 self.rect.centery = randint(0,self.screen_height)
 self.group = group
 self.group.add(self) # 加入到自己的组
 def update(self):
 self.rect.move_ip(-5,0)
 if self.rect.right <= 0 :
 self.group.remove(self)
 
class Eullet(pygame.sprite.Sprite):
 """敌方子弹类"""
 def __init__(self,image,selfgroup,enemy_group,plane,screen):
 """参数列表:image,已转换成surface的对象
 selfgroup,所在的组
 enemy_group,敌人组.
 plane,我方飞机
 screen,屏幕对象
 """ 
 pass
 
 def update(self):
 self.rect.move_ip(-self.dx//30,-self.dy//30)
 if self.beyond_edge() :
 self.group.remove(self)
 
 def beyond_edge(self): 
 pass
 
def collision_check():
 """对游戏中的对象进行碰撞检测,碰撞检测有以下几种:
 1、我方飞机碰到敌方飞机,都爆炸。给我方飞机增加dead属性。
 2、我方飞机碰到敌方子弹,我方飞机爆炸,游戏结束。
 3、敌方飞机碰到我方子弹,敌方飞机爆炸。
 以下引用的是全局变量
 """
 global enemy_counter
 "我方飞机和敌方飞机任何一架的碰撞"
 if not plane1.dead:
 eny = pygame.sprite.spritecollideany(plane1, group_enemy)
 if eny!=None : # 碰到了,我方飞机死,游戏结束 
 Explosion(explosion_images_list,eny.rect.center,group_explosion) # 在敌方飞机处发生爆炸
 Explosion(explosion_images_list,plane1.rect.center,group_explosion) # 在我方飞机处发生爆炸
 plane1.dead = True
 group_enemy.remove(eny) # 从敌方组中移除碰撞的敌机
 
 "我方飞机碰到敌方子弹,我方死,游戏结束。"
 if not plane1.dead:
 b = pygame.sprite.spritecollideany(plane1, group_enemy_bullet)
 if b!=None : # 碰到了,我方飞机死,游戏结束 
 Explosion(explosion_images_list,plane1.rect.center,group_explosion) # 在我方飞机处发生爆炸
 plane1.dead = True
 
 "敌方飞机碰到我方子弹,我方子弹爆,敌方爆炸"
 result_dict = pygame.sprite.groupcollide(group_bullet1, group_enemy, True, True) # 一颗子弹可能打到几架飞机
 if result_dict !={}:
 missle = list(result_dict.keys())[0] # 碰到我方子弹
 enemy_list = result_dict[missle]
 #Explosion(explosion_images_list,missle.rect.center,group_explosion)
 enemy_counter += len(enemy_list) # 大于一定的数量,如果我方战机没死,则成功结束
 for e in enemy_list: Explosion(explosion_images_list,e.rect.center,group_explosion)
 
 pygame.display.set_caption("风火轮少儿编程_城市之战射击游戏,当前打爆敌机数:" + str(enemy_counter) + ",请自行编写游戏成功结束的代码!")
 
 
 
if __name__ == "__main__":
 
 width,height = 480,360
 enemy_bullet = "images/bullet2.png"
 enemy_images = ["images/enemy0.png","images/enemy1.png","images/enemy2.png","images/enemy3.png"]
 explosion_images = "images/explosion.png"
 image = "images/night city with street.png"
 plane_image1 = "images/plane.png"
 bullet_image1 = "images/bullet.png"
 
 pygame.init()
 screen = pygame.display.set_mode((width,height))
 pygame.display.set_caption("城市之战,按上下左右操作飞机。风火轮少儿编程_www.scratch8.net")
 
 enemy_bullet = pygame.image.load(enemy_bullet)
 enemy_images = [pygame.image.load(img) for img in enemy_images] # 形成敌机的surface列表
 explosion_images_list = [] # 爆炸效果surface列表
 explosion_images = split_images(explosion_images,2,13) # 按2行13列切分图形,返回surface列表
 
 
 keys1 = [K_UP,K_DOWN,K_LEFT,K_RIGHT]
 plane1 = Plane(plane_image1,keys1,screen)
 bg = ScrolledBackground(image,screen)
 running = True
 clock = pygame.time.Clock()
 
 bullet1_shoot_EVENT = USEREVENT + 1
 pygame.time.set_timer(bullet1_shoot_EVENT,500)
 
 "敌机定时生成事件"
 enemy_EVENT = USEREVENT + 2
 pygame.time.set_timer(enemy_EVENT,1000)
 
 "敌机定时发射子弹事件"
 enemy_shoot_EVENT = USEREVENT + 3
 pygame.time.set_timer(enemy_shoot_EVENT,50)
 
 group_explosion = pygame.sprite.Group()
 group_bullet1 = pygame.sprite.Group()
 group_enemy = pygame.sprite.Group()
 group_enemy_bullet = pygame.sprite.Group()
 enemy_amounts = 100 # 大于这个数量则游戏成功结束
 enemy_counter = 0
 while running:
 for event in pygame.event.get():
 if event.type == QUIT:
 running = False
 break
 if event.type == bullet1_shoot_EVENT: # 我方子弹1发射事件
 if not plane1.dead:
 Bullet(bullet_image1,plane1,group_bullet1,screen)
 if event.type == enemy_EVENT: # 定时生成一架敌机
 Enemy(enemy_images,group_enemy,screen)
 
 if event.type == enemy_EVENT: # 定时生成一枚敌机子弹
 Eullet(enemy_bullet,group_enemy_bullet,group_enemy,plane1,screen)
 
 
 all_keys = pygame.key.get_pressed() # 所有按键检测
 plane1.keys_check(all_keys) # 对plane1进行按键检测
 
 bg.update() # 更新背景坐标
 group_bullet1.update() # 我方子弹更新
 if not plane1.dead :
 plane1.update() # 飞机1坐标更新
 group_enemy.update() # 敌机坐标
 group_enemy_bullet.update() # 敌机子弹更新
 group_explosion.update() # 爆炸效果更新
 
 "坐标都更新完后,应该进行碰撞检测"
 collision_check()
 
 screen.fill((0,0,0))
 bg.draw()
 group_bullet1.draw(screen)
 if not plane1.dead :
 plane1.draw()
 group_enemy.draw(screen)
 group_enemy_bullet.draw(screen)
 group_explosion.draw(screen)
 pygame.display.update()
 clock.tick(30)
 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脚本之家。

python pygame 射击游戏