python3实现飞机大战
本文实例为大家分享了python3实现飞机大战的具体代码,供大家参考,具体内容如下
以下是亲测Python飞机大战全部代码,在保证有pygame环境支持并且有Python3解释器的话完全没问题!
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运行效果如下图:
#!/usr/bin/env python3 # -*- coding: utf-8 -*- # 导入需要使用的模块 import pygame from pygame.locals import * from sys import exit import random # 设置屏幕大小的变量 SCREEN_WIDTH = 480 SCREEN_HEIGHT = 800 import codecs # 子弹类 class Bullet(pygame.sprite.Sprite): def __init__(self,bullet_img,init_pos): # 实现父类的初始化方法 pygame.sprite.Sprite.__init__(self) self.image = bullet_img self.rect = self.image.get_rect() self.rect.midbottom = init_pos self.speed = 10 def move(self): self.rect.top -= self.speed # 玩家飞机类 class Player(pygame.sprite.Sprite): def __init__(self,plane_img,player_rect,init_pos): pygame.sprite.Sprite.__init__(self) self.image=[] for i in range(len(player_rect)): self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha()) self.rect = player_rect[0] self.rect.topleft = init_pos self.speed = 8 self.bullets = pygame.sprite.Group() #玩家飞机发射子弹的集合 self.img_index = 0 self.is_hit = False # 发射子弹 def shoot(self,bullet_img): bullet = Bullet(bullet_img,self.rect.midtop) self.bullets.add(bullet) # 将子弹放入玩家飞机的子弹集合 # 向上移动 def moveUp(self): if self.rect.top <= 0: self.rect.top = 0 else: self.rect.top -= self.speed # 向下移动 def moveDown(self): if self.rect.top >= SCREEN_HEIGHT - self.rect.height: self.rect.top = SCREEN_HEIGHT - self.rect.height else: self.rect.top += self.speed # 向左移动 def moveLeft(self): if self.rect.left <= 0: self.rect.left = 0 else: self.rect.left -= self.speed # 向右移动 def moveRight(self): if self.rect.left >= SCREEN_WIDTH - self.rect.width: self.rect.left = SCREEN_WIDTH - self.rect.width else: self.rect.left += self.speed # 敌机类 class Enemy(pygame.sprite.Sprite): # 飞机的图片 敌机坠毁的图片 敌机的位置 def __init__(self,enemy_img,enemy_down_imgs,init_pos): pygame.sprite.Sprite.__init__(self) self.image = enemy_img self.rect = self.image.get_rect() self.rect.topleft = init_pos self.down_imgs = enemy_down_imgs self.speed = 2 self.down_index = 0 # 移动 def move(self): self.rect.top += self.speed # 对文件的操作 # 写入文本 # 要写入的内容,写入方式,写入文件所在的位置 def write_txt(contert, strim, path): f = codecs.open(path,strim, 'utf8') f.write(str(contert)) f.close() # 读取文本 def read_txt(path): with open(path,'r',encoding='utf8') as f: lines = f.readlines() return lines # 初始化pygame pygame.init() # 设置游戏界面的大小,背景图片,标题 # 界面startGame( screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT)) # 标题 pygame.display.set_caption('飞机大战') # 图标 ic_launcher = pygame.image.load('resources/image/ic_launcher.png').convert_alpha() pygame.display.set_icon(ic_launcher) # 背景图 background = pygame.image.load('resources/image/background.png').convert() # 游戏结束 game_over = pygame.image.load('resources/image/gameover.png') # 飞机及子弹的图片 plane_img = pygame.image.load('resources/image/shoot.png') def startGame(): # 1.设置玩家飞机不同状态的图片列表,多张图片展示为动画效果 player_rect = [] # 玩家飞机的图片 player_rect.append(pygame.Rect(0,99,102,126)) player_rect.append(pygame.Rect(165,360,102,126)) # 玩家飞机爆炸的图片 player_rect.append(pygame.Rect(165,234,102,126)) player_rect.append(pygame.Rect(330,634,102,126)) player_rect.append(pygame.Rect(330,498,102,126)) player_rect.append(pygame.Rect(432,624,102,126)) player_pos = [200,600] # 生成玩家飞机类 player = Player(plane_img,player_rect,player_pos) # 加入子弹的图片 bullet_rect = pygame.Rect(69,77,10,21) bullet_img = plane_img.subsurface(bullet_rect) # 加入敌机图片 enemy1_rect = pygame.Rect(534,612,57,43) #没有爆炸前的图片 enemy1_img = plane_img.subsurface(enemy1_rect) enemy1_down_imgs = [] #飞机销毁后的图片 enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,347,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873,679,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,296,57,43))) enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930,697,57,43))) # 存储敌机的集合 enmies1 = pygame.sprite.Group() # 存储被击毁的敌机的集合 enemies_down = pygame.sprite.Group() # 初始子弹射击频率 shoot_frequency = 0 # 初始化敌机生成频率 enemy_frequency = 0 # 玩家飞机被击中后的效果处理 player_down_index = 16 # 设置游戏的帧数 clock = pygame.time.Clock() # 初始化成绩 score = 0 # 判断循环结束的参数 running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: exit() screen.fill(0) screen.blit(background,(0,0)) clock.tick(60) # 生成子弹 判断玩家有没有被击中 if not player.is_hit: if shoot_frequency % 15 == 0: player.shoot(bullet_img) shoot_frequency += 1 if shoot_frequency >= 15: shoot_frequency = 0 for bullet in player.bullets: bullet.move() if bullet.rect.bottom<0: player.bullets.remove(bullet) # 显示子弹 player.bullets.draw(screen) # 生成敌机,..需要控制频率 if enemy_frequency % 50 == 0: #生成随机的位置 enemy1_pos = [random.randint(0,SCREEN_WIDTH-enemy1_rect.width),0] # 初始化敌机 enemy1 = Enemy(enemy1_img,enemy1_down_imgs,enemy1_pos) # 存储到集合中 enmies1.add(enemy1) enemy_frequency += 1 # 敌机生成到 100 则重新循环 if enemy_frequency >= 100: enemy_frequency = 0 # 敌机的移动 for enemy in enmies1: enemy.move() # 敌机与玩家碰撞效果处理 if pygame.sprite.collide_circle(enemy,player): # pygame判定是否相撞的方法 enemies_down.add(enemy) # 将敌机加入到坠毁的集合中 enmies1.remove(enemy) # 从敌机集合中移除 player.is_hit = True break # 移动出屏幕的敌机 if enemy.rect.top < 0: enmies1.remove(enemy) # 与子弹碰撞 enemies1_down = pygame.sprite.groupcollide(enmies1,player.bullets,1,1) for enemy_down in enemies1_down: enemies_down.add(enemy_down) # 绘制玩家飞机 if not player.is_hit: screen.blit(player.image[player.img_index],player.rect) # 实现飞机动效 player.img_index = shoot_frequency // 8 else: # 玩家飞机被击毁后的动画效果 player.img_index = player_down_index // 8 screen.blit(player.image[player.img_index],player.rect) player_down_index += 1 if player_down_index > 47: running = False # 敌机被击中的效果 for enemy_down in enemies_down: if enemy_down.down_index == 0: pass if enemy_down.down_index > 7: enemies_down.remove(enemy_down) score += 100 continue # 绘制碰撞动画 screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2],enemy_down.rect) enemy_down.down_index += 1 # 显示敌机 enmies1.draw(screen) # 绘制当前得分 score_font = pygame.font.Font(None,36) score_text = score_font.render(str(score),True,(128,128,128)) text_rect = score_text.get_rect() text_rect.topleft = [10,10] screen.blit(score_text,text_rect) # 获取键盘的输入 key_pressed = pygame.key.get_pressed() if key_pressed[K_UP] or key_pressed[K_w]: player.moveUp() if key_pressed[K_DOWN] or key_pressed[K_s]: player.moveDown() if key_pressed[K_LEFT] or key_pressed[K_a]: player.moveLeft() if key_pressed[K_RIGHT] or key_pressed[K_d]: player.moveRight() pygame.display.update() # 绘制游戏结束画面 screen.blit(game_over,(0,0)) # 绘制Game Over显示最终分数 font = pygame.font.Font(None,48) text = font.render("Score:"+str(score),True,(255,0,0)) text_rect = text.get_rect() text_rect.centerx = screen.get_rect().centerx # x轴位置 text_rect.centery = screen.get_rect().centery + 24 # y轴位置 screen.blit(text,text_rect) # 使用字体 xtfont = pygame.font.SysFont("jamrul",30) # 绘制重新开始按钮 textstart = xtfont.render('Start',True,(255,0,0)) text_rect = textstart.get_rect() text_rect.centerx = screen.get_rect().centerx # x轴位置 text_rect.centery = screen.get_rect().centery + 120 # y轴位置 screen.blit(textstart,text_rect) # 排行榜按钮 textstart = xtfont.render('Ranking',True,(255,0,0)) text_rect = textstart.get_rect() text_rect.centerx = screen.get_rect().centerx # x轴位置 text_rect.centery = screen.get_rect().centery + 180 # y轴位置 screen.blit(textstart,text_rect) # 判断得分更新排行榜 # 临时变量 j = 0 # 读取文件 arrayscore = read_txt(r'score.txt')[0].split('mr') # 循环分数列表在列表里排序 for i in range(0,len(arrayscore)): if score > int(arrayscore[i]): # 大于排行榜上的内容 把分数和当前分数进行替换 j = arraysco.re[i] arrayscore[i] = str(score) score = 0 # 替换下来的分数移动一位 if int(j) > int(arrayscore[i]): k = arrayscore[i] arrayscore[i] = str(j) j = k # 循环分数列表 写入文档 for i in range(0,len(arrayscore)): # 判断列表的第一个分数 if i == 0: write_txt(arrayscore[i]+'mr','w',r'score.txt') else: # 判断是否是最后一个 if (i==9): # 最近添加内容最后一个分数不加 mr write_txt(arrayscore[i],'a',r'score.txt') else: # 不是最后一个分数,添加的时候加 mr write_txt(arrayscore[i]+'mr','a',r'score.txt') # 定义排行榜函数 def gameRanking(): # 绘制背景图片 screen2 = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT)) screen2.fill(0) screen2.blit(background,(0,0)) # 使用系统字体 xtfont = pygame.font.SysFont('jamrul',30) # 1.绘制标题 textstart = xtfont.render('Ranking',True,(255,0,0)) text_rect = textstart.get_rect() text_rect.centerx = screen.get_rect().centerx # x轴位置 text_rect.centery = 50 # y轴位置 screen.blit(textstart,text_rect) # 2.绘制重新开始按钮 textstart = xtfont.render('Start',True,(255,0,0)) text_rect = textstart.get_rect() text_rect.centerx = screen.get_rect().centerx # x轴位置 text_rect.centery = screen.get_rect().centery + 120 # y轴位置 screen.blit(textstart,text_rect) # 3.展示排行榜的数据 arrayscore = read_txt(r'score.txt')[0].split('mr') for i in range(0,len(arrayscore)): font = pygame.font.Font(None,48) # 编写排名 k = i+1 text = font.render(str(k) + " "+arrayscore[i],True,(255,0,0)) text_rect = text.get_rect() text_rect.centerx = screen2.get_rect().centerx text_rect.centery = 80 + 30*k # 绘制分数 screen2.blit(text,text_rect) startGame() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: exit() # 监控鼠标的点击 elif event.type == pygame.MOUSEBUTTONDOWN: # 判定重新开始范围 if screen.get_rect().centerx - 70 <= event.pos[0]\ and event.pos[0] <= screen.get_rect().centerx + 50\ and screen.get_rect().centery + 100 <= event.pos[1]\ and screen.get_rect().centery + 140 >= event.pos[1]: startGame() # 判定排行榜范围 if screen.get_rect().centerx - 70 <= event.pos[0]\ and event.pos[0] <= screen.get_rect().centerx + 50\ and screen.get_rect().centery + 160 <= event.pos[1]\ and screen.get_rect().centery + 200 >= event.pos[1]: gameRanking() pygame.display.update()
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