本文实例为大家分享了python实现飞机大战的具体代码,供大家参考,具体内容如下
实现的效果如下:
主程序代码如下:
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import pygame from plane_sprites import * class PlaneGame( object ): """飞机大战主游戏""" def __init__( self ): print ( "游戏初始化" ) # 1,绘制屏幕窗口 self .screen = pygame.display.set_mode(SCREEN_RECT.size) # 2,创建时钟 self .clock = pygame.time.Clock() # 3,调用私有方法,精灵和精灵组的创建 self .sprite_creat() # 4,设置定时器事件,创建敌机 pygame.time.set_timer(CREATE_ENEMY_EVENT, 400 ) pygame.time.set_timer(HERO_FIRE_EVENT, 200 ) def sprite_creat( self ): bg1 = BackGround() bg2 = BackGround( True ) self .bg_group = pygame.sprite.Group(bg1, bg2) self .enemy_group = pygame.sprite.Group() # 创建英雄的精灵和精灵组 self .hero = Hero() self .hero_group = pygame.sprite.Group( self .hero) def start_game( self ): print ( "游戏开始。。。" ) while True : # 1,设置刷新帧率 self .clock.tick(FRAME_PER_SEC) # 2,事件监听 self .__event_handle() # 3,碰撞检测 self .__check_collide() # 4,更新/绘制精灵和精灵组 self .__updtae_sprites() # 5,更新显示 pygame.display.update() def __event_handle( self ): for event in pygame.event.get(): if event. type = = pygame.QUIT: PlaneGame.__game_over() elif event. type = = CREATE_ENEMY_EVENT: print ( "敌机出场。。。" ) # 创建敌机精灵 enemy = Enemy() # 敌机精灵添加到敌机精灵组 self .enemy_group.add(enemy) elif event. type = = HERO_FIRE_EVENT: self .hero.fire() # 移动英雄 keys_pressed = pygame.key.get_pressed() if keys_pressed[pygame.K_RIGHT]: self .hero.speed = 5 elif keys_pressed[pygame.K_LEFT]: self .hero.speed = - 5 else : self .hero.speed = 0 def __check_collide( self ): pygame.sprite.groupcollide( self .hero.bullets, self .enemy_group, True , True ) enemies = pygame.sprite.spritecollide( self .hero, self .enemy_group, True ) if len (enemies) > 0 : self .hero.kill() PlaneGame.__game_over() def __updtae_sprites( self ): self .bg_group.update() self .bg_group.draw( self .screen) self .enemy_group.update() self .enemy_group.draw( self .screen) self .hero_group.update() self .hero_group.draw( self .screen) self .hero.bullets.update() self .hero.bullets.draw( self .screen) @staticmethod def __game_over(): print ( "游戏结束了" ) pygame.quit() exit() if __name__ = = '__main__' : # 创建游戏对象 game = PlaneGame() # 启动游戏 game.start_game() |
各个类的代码如下:
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import pygame import random # 屏幕大小 SCREEN_RECT = pygame.Rect( 0 , 0 , 480 , 700 ) # 刷新帧率 FRAME_PER_SEC = 60 # 创建敌机的定时器常量 CREATE_ENEMY_EVENT = pygame.USEREVENT # 创建发射子弹事件常量 HERO_FIRE_EVENT = pygame.USEREVENT + 1 class GameSprite(pygame.sprite.Sprite): def __init__( self , image_name, speed = 1 ): super ().__init__() self .image = pygame.image.load(image_name) self .rect = self .image.get_rect() self .speed = speed def update( self ): self .rect.y + = self .speed class BackGround(GameSprite): def __init__( self , is_alt = False ): super ().__init__( "./feiji/background.png" ) if is_alt: self .rect.y = - self .rect.height def update( self ): self .rect.y + = self .speed # self.speed += 0.0001 # 判断背景图片是否移出屏幕窗口 if self .rect.y > SCREEN_RECT.height: self .rect.y = - self .rect.height class Enemy(GameSprite): def __init__( self ): super ().__init__( "./feiji/enemy0.png" ) # 随机敌机的速度 self .speed = random.randint( 2 , 5 ) # 随机敌机的水平位置 self .rect.x = random.randint( 0 , (SCREEN_RECT.width - self .rect.width)) def update( self ): super ().update() # 判断敌机是否移出屏幕 if self .rect.y > SCREEN_RECT.height: print ( "飞出屏幕。。。" ) # 将敌机从敌机精灵组中删除 self .kill() def __del__( self ): print ( "删除敌机" ) class Hero(GameSprite): """英雄类""" def __init__( self ): super (Hero, self ).__init__( "./feiji/hero1.png" , 0 ) self .rect.centerx = SCREEN_RECT.centerx self .rect.bottom = SCREEN_RECT.bottom - 80 self .bullets = pygame.sprite.Group() def update( self ): self .rect.x + = self .speed if self .rect.x < = 0 : self .rect.x = 0 elif self .rect.x > = (SCREEN_RECT.width - self .rect.width): self .rect.x = SCREEN_RECT.width - self .rect.width def fire( self ): # 创建子弹精灵 bullet = Bullet() # 设置子弹精灵的位置 bullet.rect.bottom = self .rect.y - 5 bullet.rect.centerx = self .rect.centerx # 将子弹精灵添加到子弹精灵组中去 self .bullets.add(bullet) class Bullet(GameSprite): def __init__( self ): super (Bullet, self ).__init__( './feiji/bullet.png' , - 2 ) def update( self ): super (Bullet, self ).update() if self .rect.y < = 0 : self .kill() |
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服务器之家。
原文链接:https://blog.csdn.net/weixin_42489971/article/details/81461967