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pygame实现简易飞机大战

时间:2021-04-01 00:32     来源/作者:wangbowj123

利用pygame实现了简易版飞机大战。源代码如下:

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# -*- coding:utf-8 -*-
import pygame
import sys
from pygame.locals import *
from pygame.font import *
import time
import random
 
class Hero(object):
 #玩家 英雄类
 def __init__(self, screen_temp):
 self.x = 210
 self.y = 700
 self.life = 21
 # self.life = 100
 self.image = pygame.image.load("./feiji/hero1.png")
 self.screen = screen_temp
 self.bullet_list = []#用来存储子弹对象的引用
 #爆炸效果用的如下属性
 self.hit = False #表示是否要爆炸
 self.bomb_list = [] #用来存储爆炸时需要的图片
 self.__create_images() #调用这个方法向bomb_list中添加图片
 self.image_num = 0 #用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片
 self.image_index = 0#用来记录当前要显示的爆炸效果的图片的序号
 
 def __create_images(self):
 #添加爆炸图片
 self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n1.png"))
 self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n3.png"))
 self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n4.png"))
 
 def display(self):
 #显示玩家的飞机
 #如果被击中,就显示爆炸效果,否则显示普通的飞机效果
 if self.hit == True:
  self.screen.blit(self.bomb_list[self.image_index], (self.x, self.y))#(self.x, self.y)是指当前英雄的位置
  #blit方法 (一个对象,左上角位置)
  self.image_num += 1
  print(self.image_num)
  if self.image_num == 7:
  self.image_num = 0
  self.image_index += 1
  print(self.image_index) #这里子弹打住英雄时没有被清除掉,所以打一下,就死了
  if self.image_index > 3:
  time.sleep(1)
  exit()#调用exit让游戏退出
  #self.image_index = 0
 else:
  if self.x< 0: #控制英雄,不让它跑出界面
  self.x = 0
  elif self.x > 382:
  self.x = 382
  if self.y < 0:
  self.y = 0
  elif self.y > 750:
  self.y = 750
  self.screen.blit(self.image,(self.x, self.y))#z这里是只要没有被打中,就一直是刚开始的样子
 
 #不管玩家飞机是否被击中,都要显示发射出去的子弹
 for bullet in self.bullet_list:
  bullet.display()
  bullet.move()
 
 def move(self, move_x,move_y):
 self.x += move_x
 self.y += move_y
 
 def fire(self):
 #通过创建一个子弹对象,完成发射子弹
 bullet = Bullet(self.screen, self.x, self.y)#创建一个子弹对象
 self.bullet_list.append(bullet)
 
 def bomb(self):
 self.hit = True
 
 def judge(self):
 global life
 if life <= 0:
  self.bomb()
 
class Bullet(object):
 #玩家子弹类
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 40
 self.y = y_temp - 20
 self.image = pygame.image.load("./feiji/bullet.png")
 self.screen = screen_temp
 
 def display(self):
 self.screen.blit(self.image, (self.x, self.y))
 
 def move(self):
 self.y -= 10
 
class Bullet_Enemy(object):
 #敌机子弹类
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 25
 self.y = y_temp + 30
 self.image = pygame.image.load("./feiji/bullet1.png")
 self.screen = screen_temp
 
 def display(self):
 self.screen.blit(self.image,(self.x,self.y))
 
 def move(self, hero):
 self.y += 10
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
 #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
  life -= 10
  #self.bullet_list.remove()
  print("---judge_enemy---")
  return True
  if life<=0:
  hero.bomb()
 return False
 
class Bullet_Boss(object):
 #boss子弹类1
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 80
 self.y = y_temp + 230
 self.image = pygame.image.load("./feiji/bullet2.png")
 self.screen = screen_temp
 
 def display(self):
 self.screen.blit(self.image, (self.x, self.y))
 
 def move(self, hero):
 self.y += 6
 self.x += 2
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
 #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
  life -= 20
  #self.bullet_list.remove()
  print("---judge_boss---")
  return True
  if life<=0:
  hero.bomb()
 return False
 
class Bullet_Boss1(object):
 #boss子弹类2
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 80
 self.y = y_temp + 230
 self.image = pygame.image.load("./feiji/bullet2.png")
 self.screen = screen_temp
 
 def display(self):
 self.screen.blit(self.image, (self.x, self.y))
 
 def move(self, hero):
 self.y += 6
 self.x -= 2
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
 #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
  life -= 20
  #self.bullet_list.remove()
  print("---judge_boss---")
  return True
  if life<=0:
  hero.bomb()
 return False
 
class Bullet_Boss2(object):
 #boss子弹类3
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 80
 self.y = y_temp + 230
 self.image = pygame.image.load("./feiji/bullet2.png")
 self.screen = screen_temp
 
 def display(self):
 self.screen.blit(self.image, (self.x, self.y))
 
 def move(self, hero):
 self.y += 6
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
 #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
  life -= 20
  #self.bullet_list.remove()
  print("---judge_boss---")
  return True
  if life<=0:
  hero.bomb()
 return False
 
class Base(object):
 #基类 类似于抽象类
 def __init__(self, screen_temp, x, y, image_name):
 self.x = x
 self.y = y
 self.screen = screen_temp
 self.image = pygame.image.load(image_name)
 self.alive = True
 
 def display(self):
 if self.alive == True:
  self.screen.blit(self.image, (self.x, self.y))
 
 def move(self):
 self.y += 5
 
class bomb_bullet(Base):
 #炸弹类
 def __init__(self, screen_temp):
 Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb.png")
 
 def judge(self, hero):
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
  self.alive = False
  hero.bomb()
 
 if self.y >= 850:
  #self.alive = False
  self.y = 0
  self.x = random.randint(45, 400)
  #print("bomb.y = %d"%self.y)
 
class supply(Base):
 #补给类
 def __init__(self, screen_temp):
 Base.__init__(self, screen_temp, random.randint(45, 400), -300, "./feiji/bomb-1.gif")
 
 def judge(self, hero):
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
  self.alive = False
  life += 10
 
 if self.y >= 1500:
  self.y = 0
  self.x = random.randint(45, 400)
  self.alive = True
 
class clear_bullet(Base):
 def __init__(self, screen_temp):
 Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb-2.gif")
 self.alive = False
 
 def judge(self, hero, enemies):
 global q
 q += 1
 #self.move()
 if q == 20:
  #self.move()
  self.alive = True
  q = 0
  if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
  self.alive = False
  for enemy in enemies:
   enemy.hit == True
 
 
class EnemyPlane(object):
 #敌机类
 def __init__(self, screen_temp):
 self.x = random.randint(15, 480)
 self.y = 0
 self.image = pygame.image.load("./feiji/enemy0.png")
 self.screen = screen_temp
 self.bullet_list = []#用来存储子弹对象的引用
 #self.direction = "right"#用来设置这个飞机默认的移动方向
 self.hit = False
 self.bomb_list = []
 self.__create_images()
 self.image_num = 0
 self.image_index = 0
 #利用产生的随机数,随机确定飞机初始移动方向
 self.k = random.randint(1, 20)
 if self.k <= 10:
  self.direction = "right"
 elif self.k > 10:
  self.direction = "left"
 
 def display(self, hero):
 #显示敌人的飞机
 if not self.hit:
  self.screen.blit(self.image, (self.x,self.y))
 else:
  self.screen.blit(self.bomb_list[self.image_index], (self.x,self.y))
  self.image_num += 1
  if self.image_num == 3 and self.image_index < 3:
  self.image_num = 0
  self.image_index += 1
  #print(self.image_index)
  # if self.image_index > 2:
  # time.sleep(0.1)
 
 for bullet in self.bullet_list:
  bullet.display()
  if(bullet.move(hero)):
  self.bullet_list.remove(bullet)
 
 def move(self):
 #利用随机数来控制飞机移动距离,以及移动范围
 d1 = random.uniform(1,3)
 d2 = random.uniform(0.2,3)
 p1 = random.uniform(50,100)
 p2 = random.uniform(-200,0)
 if self.direction == "right":
  self.x += d1
 elif self.direction == "left":
  self.x -= d1
 
 if self.x > 480 - p1:
  #480 - 50
  self.direction="left"
 elif self.x < p2:
  self.direction = "right"
 self.y += d2
 
 def bomb(self):
 self.hit = True
 
 def __create_images(self):
 self.bomb_list.append(pygame.image.load("./feiji/enemy0_down1.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy0_down2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy0_down3.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy0_down4.png"))
 
 def fire(self):
 #利用随机数来控制敌机的开火,1/80的概率
 s = random.randint(0,800)
 bullet1 = Bullet_Enemy(self.screen, self.x, self.y)
 if s < 10:
  self.bullet_list.append(bullet1)
 
class EnemyPlanes(EnemyPlane):
 #敌机群类 继承自EnemyPlane类
 def __init__(self, screen_temp):
 EnemyPlane.__init__(self, screen_temp)
 self.num = 0
 self.enemy_list = [] #用列表存储产生的多架敌机
 self.screen = screen_temp
 
 def add_enemy(self, num):
 #产生多架敌机的函数
 self.num = num
 for i in range(num):
  enemy = EnemyPlane(self.screen)
  self.enemy_list.append(enemy)
 
 def display(self, hero):
 for i in range(self.num):
  self.enemy_list[i].display(hero)
 
 def move(self):
 for i in range(self.num):
  self.enemy_list[i].move()
 
 def fire(self):
 #s = random.randint(0,1000)
 for i in range(self.num):
  self.enemy_list[i].fire()
 
class Boss(EnemyPlane):
 #boss敌机类 继承自EnemyPlane类
 def __init__(self,screen_temp):
 EnemyPlane.__init__(self,screen_temp)
 self.x = 150
 self.y = 0
 self.bomb_list = []
 self.__create_images()
 self.image = pygame.image.load("./feiji/enemy2.png")
 self.screen = screen_temp
 self.bullet_list = []
 
 def __create_images(self):
 #self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down1.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down3.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down4.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down5.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down6.png"))
 
 def display(self, hero):
 #显示敌人的飞机
 global g
 #print(g)
 self.screen.blit(self.bomb_list[g], (self.x,self.y))
 for bullet in self.bullet_list:
  bullet.display()
  if(bullet.move(hero)):
  self.bullet_list.remove(bullet)
 
 def move(self):
 d1 = 0
 self.y += 0
 
 def fire(self):
 global s
 s += 1
 bullet1 = Bullet_Boss(self.screen, self.x, self.y)
 bullet2 = Bullet_Boss1(self.screen, self.x, self.y)
 bullet3 = Bullet_Boss2(self.screen, self.x, self.y)
 if s == 20:
  s = 0
  self.bullet_list.append(bullet1)
  self.bullet_list.append(bullet2)
  self.bullet_list.append(bullet3)
 
def judge1(hero,enemy):
 #判断敌机的炸毁
 for bullet1 in hero.bullet_list:
 if bullet1.y in range(int(enemy.y),int(enemy.y + 30)) and bullet1.x in range(int(enemy.x-10),int(enemy.x + 50)):
  hero.bullet_list.remove(bullet1)
  enemy.bomb()
 if bullet1.y < 0 or bullet1.x < 0 or bullet1.x > 480: #删除越界的玩家子弹
  hero.bullet_list.remove(bullet1)
 
def judge3(hero,boss):
 #判断boss的炸毁
 global goal, g, goal0
 for bullet3 in hero.bullet_list:
 if bullet3.y in range(int(boss.y), int(boss.y + 60)) and bullet3.x in range(int(boss.x), int(boss.x + 100)):
  hero.bullet_list.remove(bullet3)
  g += 1
  boss.image = boss.bomb_list[g]
  print("g = %d"%g)
  if g >= 6:
  boss.y, g, goal = 0, 0, 0
  boss.bomb()
  goal0 += 10
 
def clear_enemy(enemies):
 #清除敌机群类中被炸毁的敌机
 global goal, goal0
 for enemy in enemies.enemy_list:
 if enemy.hit == True and enemy.image_index == 3:
  enemies.enemy_list.remove(enemy)
  enemies.num -= 1
  goal += 1
  goal0 += 5
  print("goal = %d"%goal)
 if enemy.y >= 850:
  enemies.enemy_list.remove(enemy)
  enemies.num -= 1
 
def judge_num(enemies):
 #判断频幕上敌人的数量,如果为零,继续添加敌人
 n = random.randint(1,5)
 if len(enemies.enemy_list) == 0:
 enemies.add_enemy(n)
 
def show_text(screen_temp):
 #在屏幕上显示文字
 text = "GOAL:" + str(goal0) + "Life:" + str(life)
 font_size = 50
 pos = (0,0)
 color = (0,255,0)
 cur_font = pygame.font.SysFont("宋体",font_size)
 text_fmt = cur_font.render(text, 1, color)
 screen_temp.blit(text_fmt, pos)
 
def creat_bomb(screen_temp):
 bomb = bomb_bullet(screen_temp)
 bomb_list = []
 bomb_list.apend(bomb)
 
#定义的全局变量
goal = 0 #玩家得分
goal0 = 0
g = 0 #击中boss的次数
life = 100#生命值
s = 0 #判断大boss是否发射子弹
q = 0
 
def main():
 #主函数执行
 #获取事件,比如按键等
 bb = False
 move_x = 0
 move_y = 0
 pygame.init()
 screen = pygame.display.set_mode((480,852),0,32)
 #     210,400
 background = pygame.image.load("./feiji/background.png")
 pygame.display.set_caption("飞机大战")
 atlas = pygame.image.load("./feiji/New Atlas.png")
 #创建玩家飞机
 hero = Hero(screen)
 #创建敌机群
 enemis = EnemyPlanes(screen)
 enemis.add_enemy(5)
 #创建boss对象
 boss = Boss(screen)
 #创建炸弹对象
 bomb = bomb_bullet(screen)
 #创建补给对象
 supply0 = supply(screen)
 clear = clear_bullet(screen)
 left_key, right_key, up_key, down_key, done = 0, 0, 0, 0, 0
 # mark = 0#用来判断boss发射子弹
 while True:
 if done:
  if done % 8 == 0:
  done = 1
  hero.fire()
  else:
  done += 1
 for event in pygame.event.get():
  #判断是否是点击了退出按钮
  if event.type == QUIT:
  print("exit")
  exit()
  #判断是否是按下了键
  if event.type == KEYDOWN :
  #down
  #检测按键是否是a或者left
 
  if event.key == K_a or event.key == K_LEFT:
   #print('left')
   move_x = -5
   left_key += 1
 
  #检测按键是否是d或者right
  elif event.key == K_d or event.key == K_RIGHT:
   #print('right')
   move_x = 5
   right_key += 1
 
  elif event.key == K_w or event.key == K_UP:
   move_y = -5
   up_key += 1
 
  elif event.key == K_s or event.key == K_DOWN:
   move_y = 5
   down_key += 1
 
  #检测按键是否是空格键
  elif event.key == K_SPACE:
   #print('space')
   hero.fire()
   done = 1
   #enemis.fire()
 
  elif event.key == K_b:
   print('b')
   hero.bomb()
 
  if event.type == KEYUP:
  if event.key == K_a or event.key == K_LEFT:
   left_key -= 1
   if right_key == 0:
   move_x = 0
   else:
   move_x = 5
 
  if event.key == K_d or event.key == K_RIGHT:
   right_key -= 1
   if left_key == 0:
   move_x = 0
   else:
   move_x = -5
 
  if event.key == K_w or event.key == K_UP:
   up_key -= 1
   if down_key == 0:
   move_y = 0
   else:
   move_y = 5
 
  if event.key == K_s or event.key == K_DOWN:
   down_key -= 1
   if up_key == 0:
   move_y = 0
   else:
   move_y = -5
 
  if event.key == K_SPACE:
   done = 0
 
 screen.blit(background, (0, 0))
 hero.move(move_x, move_y)
 hero.display()
 hero.judge()
 enemis.display(hero)
 enemis.move()
 enemis.fire()
 bomb.display()
 bomb.judge(hero)
 bomb.move()
 supply0.display()
 supply0.judge(hero)
 supply0.move()
 #clear.display()
 #clear.judge(hero, enemis)
 #clear.move()
 for i in range(enemis.num):
  judge1(hero, enemis.enemy_list[i])
  #enemis.enemy_list[i].judge(hero)
 clear_enemy(enemis)
 judge_num(enemis)
 show_text(screen)
 if goal >= 15:
  boss.display(hero)
  boss.move()
  # mark+=1
  # if mark==8:
  boss.fire()
  # mark = 0
  #boss.judge
  judge3(hero, boss)
 pygame.display.update()
 
if __name__ == "__main__":
 main()

方法是利用面向对象的思想,写了基本的敌机类、英雄类、武器类等,利用继承关系产生多架敌机。

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/wangbowj123/article/details/77895084

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