前言
学习贵在坚持:小编之前在学习中,看到了很多有趣的小游戏,希望大家喜欢!这个飞机大战
的小程序的话刚做的比较粗糙哈,之后会继续优化,目前就分享下给大家!
正文
Show Time
Nov 1)背景环境
'''游戏界面''' def GamingInterface(num_player, screen): # 初始化 pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music']) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom']) fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot']) font = pygame.font.Font(cfg.FONTPATH, 20) # 游戏背景图 bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']] bg_move_dis = 0 bg_1 = pygame.image.load(bg_imgs[0]).convert() bg_2 = pygame.image.load(bg_imgs[1]).convert() bg_3 = pygame.image.load(bg_imgs[2]).convert() # 玩家, 子弹和小行星精灵组 player_group = pygame.sprite.Group() bullet_group = pygame.sprite.Group() asteroid_group = pygame.sprite.Group() # 产生小行星的时间间隔 asteroid_ticks = 90 for i in range(num_player): player_group.add(Ship(i+1, cfg)) clock = pygame.time.Clock() # 分数 score_1, score_2 = 0, 0 # 游戏主回圈 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击 pressed_keys = pygame.key.get_pressed() for idx, player in enumerate(player_group): direction = None if idx == 0: if pressed_keys[pygame.K_UP]: direction = 'up' elif pressed_keys[pygame.K_DOWN]: direction = 'down' elif pressed_keys[pygame.K_LEFT]: direction = 'left' elif pressed_keys[pygame.K_RIGHT]: direction = 'right' if direction: player.move(direction) if pressed_keys[pygame.K_j]: if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20 elif idx == 1: if pressed_keys[pygame.K_w]: direction = 'up' elif pressed_keys[pygame.K_s]: direction = 'down' elif pressed_keys[pygame.K_a]: direction = 'left' elif pressed_keys[pygame.K_d]: direction = 'right' if direction: player.move(direction) if pressed_keys[pygame.K_SPACE]: if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20 if player.cooling_time > 0: player.cooling_time -= 1 if (score_1 + score_2) < 500: background = bg_1 elif (score_1 + score_2) < 1500: background = bg_2 else: background = bg_3 # --向下移动背景图实作飞船向上移动的效果 screen.blit(background, (0, -background.get_rect().height + bg_move_dis)) screen.blit(background, (0, bg_move_dis)) bg_move_dis = (bg_move_dis + 2) % background.get_rect().height # --生成小行星 if asteroid_ticks == 0: asteroid_ticks = 90 asteroid_group.add(Asteroid(cfg)) else: asteroid_ticks -= 1 # --画飞船 for player in player_group: if pygame.sprite.spritecollide(player, asteroid_group, True, None): player.explode_step = 1 explosion_sound.play() elif player.explode_step > 0: if player.explode_step > 3: player_group.remove(player) if len(player_group) == 0: return else: player.explode(screen) else: player.draw(screen) # --画子弹 for bullet in bullet_group: bullet.move() if pygame.sprite.spritecollide(bullet, asteroid_group, True, None): bullet_group.remove(bullet) if bullet.player_idx == 1: score_1 += 1 else: score_2 += 1 else: bullet.draw(screen) # --画小行星 for asteroid in asteroid_group: asteroid.move() asteroid.rotate() asteroid.draw(screen) # --显示分数 score_1_text = '玩家一得分: %s' % score_1 score_2_text = '玩家二得分: %s' % score_2 text_1 = font.render(score_1_text, True, (0, 0, 255)) text_2 = font.render(score_2_text, True, (255, 0, 0)) screen.blit(text_1, (2, 5)) screen.blit(text_2, (2, 35)) # --荧屏重绘 pygame.display.update() clock.tick(60)
配置一些档案如背景图片等:
'''子弹''' class Bullet(pygame.sprite.Sprite): def __init__(self, idx, position, cfg): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(cfg.IMAGEPATHS['bullet']).convert_alpha() self.image = pygame.transform.scale(self.image, (10, 10)) # 位置 self.rect = self.image.get_rect() self.rect.left, self.rect.top = position self.position = position # 速度 self.speed = 8 # 玩家编号 self.player_idx = idx '''移动子弹''' def move(self): self.position = self.position[0], self.position[1] - self.speed self.rect.left, self.rect.top = self.position '''画子弹''' def draw(self, screen): screen.blit(self.image, self.rect) '''小行星''' class Asteroid(pygame.sprite.Sprite): def __init__(self, cfg): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(cfg.IMAGEPATHS['asteroid']).convert_alpha() # 位置 self.rect = self.image.get_rect() self.position = (random.randrange(20, cfg.SCREENSIZE[0] - 20), -64) self.rect.left, self.rect.top = self.position # 速度 self.speed = random.randrange(3, 9) self.angle = 0 self.angular_velocity = random.randrange(1, 5) self.rotate_ticks = 3 '''移动小行星''' def move(self): self.position = self.position[0], self.position[1] + self.speed self.rect.left, self.rect.top = self.position '''转动小行星''' def rotate(self): self.rotate_ticks -= 1 if self.rotate_ticks == 0: self.angle = (self.angle + self.angular_velocity) % 360 orig_rect = self.image.get_rect() rot_image = pygame.transform.rotate(self.image, self.angle) rot_rect = orig_rect.copy() rot_rect.center = rot_image.get_rect().center rot_image = rot_image.subsurface(rot_rect).copy() self.image = rot_image self.rotate_ticks = 3 '''画小行星''' def draw(self, screen): screen.blit(self.image, self.rect) '''飞船''' class Ship(pygame.sprite.Sprite): def __init__(self, idx, cfg): pygame.sprite.Sprite.__init__(self) self.cfg = cfg self.image = pygame.image.load(cfg.IMAGEPATHS['ship']).convert_alpha() self.explode_image = pygame.image.load(cfg.IMAGEPATHS['ship_exploded']).convert_alpha() # 位置 self.position = {'x': random.randrange(-10, 918), 'y': random.randrange(-10, 520)} self.rect = self.image.get_rect() self.rect.left, self.rect.top = self.position['x'], self.position['y'] # 速度 self.speed = {'x': 10, 'y': 5} # 玩家编号 self.player_idx = idx # 子弹冷却时间 self.cooling_time = 0 # 爆炸用 self.explode_step = 0 '''飞船爆炸''' def explode(self, screen): img = self.explode_image.subsurface((48 * (self.explode_step - 1), 0), (48, 48)) screen.blit(img, (self.position['x'], self.position['y'])) self.explode_step += 1 '''移动飞船''' def move(self, direction): if direction == 'left': self.position['x'] = max(-self.speed['x'] + self.position['x'], -10) elif direction == 'right': self.position['x'] = min(self.speed['x'] + self.position['x'], 918) elif direction == 'up': self.position['y'] = max(-self.speed['y'] + self.position['y'], -10) elif direction == 'down': self.position['y'] = min(self.speed['y'] + self.position['y'], 520) self.rect.left, self.rect.top = self.position['x'], self.position['y'] '''画飞船''' def draw(self, screen): screen.blit(self.image, self.rect) '''射击''' def shot(self): return Bullet(self.player_idx, (self.rect.center[0] - 5, self.position['y'] - 5), self.cfg)
游戏开始、结束界面:
'''开始界面''' def StartInterface(screen, cfg): clock = pygame.time.Clock() while True: button_1 = Button(screen, (330, 190), '单人模式', cfg) button_2 = Button(screen, (330, 305), '双人模式', cfg) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return 1 elif button_2.collidepoint(pygame.mouse.get_pos()): return 2 clock.tick(60) pygame.display.update() '''结束界面''' def EndInterface(screen, cfg): clock = pygame.time.Clock() while True: button_1 = Button(screen, (330, 190), '重新开始', cfg) button_2 = Button(screen, (330, 305), '退出游戏', cfg) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit() clock.tick(60) pygame.display.update()
Nov 4)展示效果
<iframe id="DjSTekqA-1636003778311" src="https://live.csdn.net/v/embed/179767" allowfullscreen="true" data-mediaembed="csdn"></iframe>
手把手教你使用Python开发飞机大战小游戏(含原始码)
小结
简易版本的飞机大战就写到这里结束了,有没有想现在就动手自己玩一下滴
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