python实现飞机大战
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:
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:
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()
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