本文实例为大家分享了pygame实现雷电游戏开发代码,供大家参考,具体内容如下
源代码:
stars.py
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#-*- coding=utf-8 -*- #!/usr/bin/python import pygame from pygame. locals import * from random import randint import math class star( object ): def __init__( self , x, y, speed, color = ( 255 , 255 , 255 )): self .x = x self .y = y self .speed = speed self .color = color class stars( object ): ''' 用于绘制星星背景 ''' def __init__( self , num = 0 , screen_size = ( 800 , 600 ), color = ( 255 , 255 , 255 )): self .stars = [] self .min_speed = 10 self .max_speed = 300 self .screen_size = screen_size if num > 0 : self .create_star(num, color) def set_min_speed( self ,speed): self .min_speed = speed def set_max_speed( self ,speed): self .max_speed = speed def create_star( self ,num = 1 , color = ( 255 , 255 , 255 )): '''创建一个或多个星星,颜色可选''' for i in xrange ( 0 ,num): x = float (randint( 0 , self .screen_size[ 0 ])) y = float (randint( 0 , self .screen_size[ 1 ])) speed = float (randint( self .min_speed, self .max_speed)) self .stars.append( star(x, y, speed, color) ) def move( self ,time_passed_seconds): '''移动星星并过滤''' for star in self .stars: star.y = star.y + time_passed_seconds * star.speed #过滤跑出画面的星星 self .stars = filter ( lambda one: one.y< = self .screen_size[ 1 ], self .stars) def draw( self , surface): '''将星星画到指定图像对象''' for star in self .stars: #pygame.draw.aaline(surface, star.color,\ # (star.x, star.y), (star.x+1., star.y)) surface.set_at(( int (star.x), int (star.y)),star.color) def test(): pygame.init() screen = pygame.display.set_mode(( 800 , 600 )) #, fullscreen) stars = stars() #stars.set_max_speed(1000) #stars.set_min_speed(300) # 在第一帧,画上一些星星 stars.create_star( 200 ) clock = pygame.time.clock() white = ( 255 , 255 , 255 ) while true: for event in pygame.event.get(): if event. type = = quit: return if event. type = = keydown: return time_passed = clock.tick( 30 ) time_passed_seconds = time_passed / 1000. #update_background(stars, screen, time_passed_seconds) # 增加一颗新的星星 stars.create_star( 1 ) stars.move(time_passed_seconds) screen.fill(( 0 , 0 , 0 )) # 绘制所有的星 stars.draw(screen) pygame.display.update() if __name__ = = "__main__" : test() |
game.py
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#-*- coding=utf-8 -*- #!/usr/bin/python import pygame from pygame. locals import * from random import randint #from gameobjects import vector2 import math import time screen_rect = pygame.rect( 0 , 0 , 800 , 600 ) class player(pygame.sprite.sprite): '''玩家类''' speed = 10 images = [] def __init__( self ): pygame.sprite.sprite.__init__( self , self .containers) self .image = player.images[ 0 ] self .rect = self .image.get_rect(midbottom = screen_rect.midbottom) self .health = 4 #self.time = 0 #self.reloading = false #def update(self, time_passed_seconds=0.0): if not self.reloading: super(player,self).update(time_passed_seconds) else: self.time += time_passed_seconds if self.time > 1.5: print self.time self.time = 0.0 self.reloading = false self.groups()[0].remove(self) def move( self , directions): '''移动,direction == 'up' or 'down' or 'left' or 'right' ''' for direction in directions: if direction = = 'up' : self .rect.move_ip( 0 , - 1 * player.speed) elif direction = = 'down' : self .rect.move_ip( 0 , 1 * player.speed) elif direction = = 'left' : self .rect.move_ip( - 1 * player.speed, 0 ) elif direction = = 'right' : self .rect.move_ip( 1 * player.speed, 0 ) else : print 'argument error' return none self .rect.clamp_ip(screen_rect) def shoted_and_live( self , harm): '''被攻击处理,依然存活返回true,否则返回false''' self .health - = harm if self .health < = 0 : return false else : return true def attack_pos( self ): return self .rect.x + self .rect.width / 2 , self .rect.y class shot(pygame.sprite.sprite): '''通用子弹类''' speed_tab = [ 13 , 13 , 26 , 30 ] #子弹攻击力表 harm_tab = [ 1 , 2 , 3 , 12 ] images = [] #子弹大小表 shot_size = [] def __init__( self , pos, angle, id = 1 ): '''pos为射出位置 angle参数为子弹射出的方向角度,以12点钟方向为0度,逆时针增大''' pygame.sprite.sprite.__init__( self , self .containers) self . id = id self .angle = angle self .speed = shot.speed_tab[ id - 1 ] self .harm = shot.harm_tab[ id - 1 ] self .image = pygame.transform.scale(shot.images[ id - 1 ], shot.shot_size[ id - 1 ]) self .image = pygame.transform.rotate( self .image, angle) self .rect = self .image.get_rect(midbottom = pos) def update( self ,time_passed_seconds = 0.0 ): radian = self .angle / 180.0 * math.pi self .rect.move_ip(math.sin(radian) * - self .speed,\ - self .speed * math.cos(radian) ) if self .rect.x + self .rect.width < 0 or \ self .rect.x > screen_rect.width or \ self .rect.y + self .rect.height < 0 or \ self .rect.y > screen_rect.height: self .kill() class alienshot(shot): ''' 敌方子弹类 为了对象分组专为敌人的子弹使用一个新类,并定制子弹射速 ''' def __init__( self , pos, angle, id = 1 , speed = 20 ): shot.__init__( self , pos, angle, id ) self .speed = speed def sectorshot(pos, shot_id): '''扇形子弹的封装''' shot(pos, 0 , shot_id) shot(pos, 15 , shot_id) shot(pos, 30 , shot_id) shot(pos, 45 , shot_id) shot(pos, 315 ,shot_id) shot(pos, 330 ,shot_id) shot(pos, 345 ,shot_id) def commonshot(pos, shot_id): '''常规子弹''' shot(pos, 0 , shot_id) class alien(pygame.sprite.sprite): '''通用敌人类''' #默认速度表,速度为像素/秒 speed_tab = [ 400 , 200 , 200 ] images = [] #用于射击间隔 times = [ 0.15 , 0.3 , 0.4 ] def __init__( self , id = 1 , health = 5 ): pygame.sprite.sprite.__init__( self , self .containers) self . id = id self .speed = alien.speed_tab[ id - 1 ] self .health = health self .image = alien.images[ id - 1 ] self .rect = self .image.get_rect() self .rect.topleft = (randint( 0 , screen_rect.width - self .rect.width), 0 ) self .move_tab = [ self .move_line, self .move_circle, self .move_curve ] #用于射击的时间计算 self .time = 0.0 def update( self , time_passed_seconds = 0.0 ): self .move_tab[ self . id - 1 ](time_passed_seconds) if self .rect.x < 0 or self .rect.x > screen_rect.width or self .rect.y < 0 or self .rect.y > screen_rect.height: self .kill() self .time + = time_passed_seconds if self .time > alien.times[ self . id - 1 ]: self .time = 0.0 if self . id = = 1 : alienshot( self .attack_pos(), 180 , 1 , 30 ) elif self . id = = 2 : alienshot( self .attack_pos(), 120 , 1 , 10 ) alienshot( self .attack_pos(), 150 , 1 , 10 ) alienshot( self .attack_pos(), 180 , 1 , 10 ) alienshot( self .attack_pos(), 210 , 1 , 10 ) alienshot( self .attack_pos(), 240 , 1 , 10 ) elif self . id = = 3 : alienshot( self .attack_pos(), 180 , 2 , 10 ) def shoted_and_live( self , harm): '''被攻击处理,依然存活返回true,否则返回false''' self .health - = harm if self .health < = 0 : return false else : return true def move_line( self , time_passed_seconds): self .rect.move_ip( 0 , self .speed * time_passed_seconds) def move_circle( self , time_passed_seconds): if not hasattr ( self , 'angle' ): self .angle = 180 else : self .angle = self .angle + time_passed_seconds * 360 if not hasattr ( self , 'radius' ): self .radius = 60 if not hasattr ( self , 'center' ): x = self .rect.x + self .radius if self .rect.x < self .radius else self .rect.x - self .radius self .center = [ x, 0 + self .radius] self .center[ 1 ] + = 2 new_pos = self .__circle_next( self .center, self .radius, self .angle) #self.rect.move_ip(new_pos[0], new_pos[1]) self .rect.x, self .rect.y = new_pos[ 0 ], new_pos[ 1 ] def __circle_next( self , center, radius, angle): x = math.sin(angle / 180.0 * math.pi) * radius + center[ 0 ] y = math.cos(angle / 180.0 * math.pi) * radius + center[ 1 ] return x, y def move_curve( self , time_passed_seconds): if not hasattr ( self , 'ray' ): self .ray = self .rect.x if not hasattr ( self , 'angle' ): self .angle = 0 else : self .angle = self .angle + time_passed_seconds * 360 if not hasattr ( self , 'curve_width' ): self .curve_width = 50 x = math.sin( self .angle / 180 * math.pi) * self .curve_width + self .ray y = self .rect.y + self .speed * time_passed_seconds self .rect.x, self .rect.y = x, y def attack_pos( self ): return self .rect.x + self .rect.width / 2 , self .rect.y + self .rect.height class explosion(pygame.sprite.sprite): '''爆炸类''' #用于存储爆炸图像每帧的坐标 areas = [\ ( 0 , 0 , 104 , 135 ), ( 104 , 0 , 104 , 135 ), ( 208 , 0 , 104 , 135 ),( 312 , 0 , 104 , 135 ),( 416 , 0 , 94 , 135 ),\ ( 0 , 135 , 102 , 112 ),( 102 , 135 , 102 , 112 ),( 204 , 135 , 102 , 112 ),( 306 , 135 , 102 , 112 ),( 408 , 135 , 102 , 112 ),\ ( 0 , 247 , 108 , 144 ),( 108 , 247 , 100 , 144 ),( 208 , 247 , 102 , 144 ),( 310 , 247 , 100 , 144 ),( 412 , 247 , 98 , 144 ),\ ( 0 , 400 , 95 , 100 ) ] images = [] def __init__( self , pos, id = 1 , areas = none): pygame.sprite.sprite.__init__( self , self .containers) self .pos = pos self .fps = 0 self .image_data = explosion.images[ id - 1 ] if areas is not none: self .areas = areas self .update() def update( self , time_passed_seconds = 0.0 ): self .rect = pygame.rect( self .areas[ self .fps]) self .image = self .image_data.subsurface(rect( self .areas[ self .fps])) self .rect.topleft = self .pos self .fps + = 1 if self .fps > = len ( self .areas): self .kill() class score(pygame.sprite.sprite): score = 0 health = 0 life = 0 def __init__( self , font_type = "文泉驿点阵正黑" ): pygame.sprite.sprite.__init__( self ) self .font = pygame.font.sysfont(font_type, 20 ) self .color = ( 255 , 255 , 255 ) self .msg = u "得分:%d\n生命:%d" self .update() self .rect = self .image.get_rect() self .rect.topleft = ( 10 , 10 ) def update( self , time_passed_seconds = 0.0 ): self .msg = u "生命:%d 得分:%d" % (score.life, score.score) self .image = self .font.render( self .msg, true, self .color) |
main.py
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#-*- coding=utf-8 -*- #!/usr/bin/python import os import time import pygame from pygame. locals import * from random import randint import stars from game import * #默认星空的速度 default_stars_speed = ( 50 , 300 ) #子弹种数和当前子弹id,以及对应的子弹大小、发射频率(个/秒) shot_num = 4 shot_id = 1 shot_size = [( 2 , 9 ), ( 16 , 16 ), ( 19 , 14 ), ( 99 , 120 )] shot_rate = [ 0.15 , 0.3 , 0.10 , 0.7 ] dest_area = [\ ( 0 , 0 , 104 , 135 ), ( 104 , 0 , 104 , 135 ), ( 208 , 0 , 104 , 135 ),( 312 , 0 , 104 , 135 ),( 416 , 0 , 104 , 135 ),\ ( 0 , 135 , 102 , 112 ),( 102 , 135 , 102 , 112 ),( 204 , 135 , 102 , 112 ),( 306 , 135 , 102 , 112 ),( 408 , 135 , 102 , 112 ),\ ( 0 , 247 , 108 , 144 ),( 108 , 247 , 100 , 144 ),( 208 , 247 , 102 , 144 ),( 310 , 247 , 100 , 144 ),( 412 , 247 , 98 , 144 ),\ ( 0 , 400 , 95 , 100 ) ] star_bmg = [] def update_background(stars, screen, time_passed_seconds): '''在指定图像上生成一些星星并移动,绘制''' stars.create_star( 2 ,(randint( 0 , 255 ),randint( 0 , 255 ),randint( 0 , 255 ))) #stars.create_star(1,(255,255,255)) stars.move(time_passed_seconds) screen.fill(( 0 , 0 , 0 )) stars.draw(screen) #screen.blit(star_bmg[0],(100,100)) #screen.blit(star_bmg[1],(100,100)) def load_image( file , alpha = false): '''加载一张图片,可指定是否为alpha转换''' file = 'data/image/' + file try : surface = pygame.image.load( file ) except pygame.error: raise systemexit( '加载图像 "%s" 失败 %s' % ( file , pygame.get_error()) ) if alpha: return surface.convert_alpha() return surface.convert() def load_sound( file ): file = 'data/music/' + file try : sound = pygame.mixer.sound( file ) return sound except pygame.error: print ( '加载音乐 "%s" 失败' % file ) return none def main(): global shot_id global star_bmg pygame.mixer.pre_init( 44100 , - 16 , 2 , 4096 ) pygame.init() screen = pygame.display.set_mode(( 800 , 600 )) #, fullscreen) #加载各种资源数据 image_list = os.listdir( 'data/image' ) image_list.sort() player.images = [ load_image( file ,true) for file in image_list if 'player' in file ] alien.images = [ pygame.transform.rotate(load_image( file ,true), 180 )\ for file in image_list if 'alien' in file ] shot.images = [ load_image( file ,true) for file in image_list if 'shot' in file ] star_bmg = [ load_image( file ,true) for file in image_list if 'star' in file ] shot.shot_size = shot_size shot_sound = load_sound( 'shot2.wav' ) explosion.images = [ load_image( file ,true) for file in image_list if 'explosion' in file ] explosion_sound1 = load_sound( 'explosion1.wav' ) explosion_sound2 = load_sound( 'explosion2.wav' ) change_shot_sound = load_sound( 'change_shot.wav' ) alarm_sound = load_sound( 'alarm.wav' ) #加载并播放bgm pygame.mixer.music.load( 'data/music/bgm01.ogg' ) pygame.mixer.music.play( - 1 ) # 初始化并生成一些星星 world = stars.stars( 200 ) world.set_min_speed(default_stars_speed[ 0 ]) world.set_max_speed(default_stars_speed[ 1 ]) #为各种游戏对象分组,all组存储了所有游戏对象 shots = pygame.sprite.group() #玩家的子弹和敌人的子弹分成2组 alien_shots = pygame.sprite.group() aliens = pygame.sprite.group() explosions = pygame.sprite.group() all = pygame.sprite.group() player.containers = all alien.containers = aliens, all shot.containers = shots, all alienshot.containers = alien_shots, all explosion.containers = explosions, all player = player() #玩家生命数,重载标志和重载时间 life = 3 reloading = false reloading_time = 1.5 score.score = 0 score.life = life score = score() all .add(score) #无敌标志,重生后需要进入一段无敌时间 iamyourdaddy = false clock = pygame.time.clock() prev_time = 0.0 while life or len (explosions.sprites())> 0 : allkill = none for event in pygame.event.get(): if event. type = = quit: return if event. type = = keydown and event.key = = k_escape: return if event. type = = keydown: #处理子弹切换 if event.key = = k_tab: shot_id = shot_id % shot_num + 1 change_shot_sound.play() elif event.key = = k_x: for alien in aliens: alien.kill() explosion_sound2.play() explosion(alien.rect.topleft) for shot in alien_shots: shot.kill() explosion_sound2.play() explosion(shot.rect.topleft) keystate = pygame.key.get_pressed() time_passed = clock.tick( 30 ) time_passed_seconds = time_passed / 1000. update_background(world, screen, time_passed_seconds) #all.clear(screen, screen) all .update(time_passed_seconds) #处理方向控制 direct = [] if keystate[k_up]: direct.append( 'up' ) #模拟加速星空 world.set_min_speed(default_stars_speed[ 0 ] * 10 ) world.set_max_speed(default_stars_speed[ 1 ] * 2 ) if keystate[k_down]: direct.append( 'down' ) #模拟减速星空 world.set_min_speed( 10 ) world.set_max_speed(default_stars_speed[ 1 ] / 2 ) if keystate[k_left]: direct.append( 'left' ) if keystate[k_right]: direct.append( 'right' ) player.move(direct) #若不是上下则恢复默认速度 if not (keystate[k_up] or keystate[k_down]): world.set_min_speed(default_stars_speed[ 0 ]) world.set_max_speed(default_stars_speed[ 1 ]) #处理攻击行为,用攻击间隔控制频率 if not reloading and keystate[k_space]: if time.time() - prev_time > shot_rate[shot_id - 1 ]: #第二个参数为射出角度,以12点钟方向为0度逆时针变大 #shot(player.attack_pos(), 45, shot_id) if shot_id = = 1 : sectorshot(player.attack_pos(), shot_id) else : commonshot(player.attack_pos(), shot_id) shot_sound.play() #explosion(player.attack_pos()) prev_time = time.time() #随机生成敌人,不同敌人血量不同 n = randint( 0 , 100 ) if n = = 1 : alien( 1 , 3 ) elif n = = 2 : alien( 2 , 5 ) elif n = = 3 : alien( 3 , 5 ) #处理玩家子弹与敌方的碰撞,碰撞字典键为第一个组的对象,值为第二个组的对象列表 collide_dict = pygame.sprite.groupcollide(aliens,shots,false,false) for alien in collide_dict: for shot in collide_dict[alien]: if shot_id! = 4 : shot.kill() explosion_sound1.play() harm = shot.harm if not alien.shoted_and_live(harm): score.score + = 1 alien.kill() explosion_sound2.play() explosion(alien.rect.topleft) #检测无敌时间是否结束 if iamyourdaddy: wait + = time_passed_seconds if wait > 1.5 : iamyourdaddy = false wait = 0.0 #如果玩家处于重生中则不检测玩家碰撞 if not reloading: #处理玩家与敌人的碰撞 for alien in pygame.sprite.spritecollide(player, aliens,true): explosion_sound2.play() explosion(alien.rect.topleft) if iamyourdaddy: pass else : alarm_sound.play( 2 ) explosion(player.rect.topleft) score.score + = 1 score.life - = 1 player.kill() reloading = true wait = 0.0 life - = 1 if not reloading: #处理玩家与敌方子弹的碰撞 for shot in pygame.sprite.spritecollide(player, alien_shots, true): explosion_sound1.play() harm = shot.harm if iamyourdaddy: pass elif not player.shoted_and_live(harm): alarm_sound.play( 2 ) explosion_sound2.play() explosion(player.rect.topleft) score.life - = 1 player.kill() reloading = true wait = 0.0 life - = 1 #处理子弹与子弹的碰撞 if shot_id = = 4 : collide_dict = pygame.sprite.groupcollide(alien_shots,shots,true,false) for alien_shot in collide_dict: explosion_sound2.play() explosion(alien_shot.rect.topleft) #死亡后重置玩家,生命数-1 if reloading: wait + = time_passed_seconds if wait > reloading_time: reloading = false player = player() wait = 0.0 #进入无敌模式 iamyourdaddy = true # 增加一颗新的星星 #stars.create_star(1) #stars.move(time_passed_seconds) #screen.fill((0, 0, 0)) # 绘制所有的星 #stars.draw(screen) #screen.blit(image,(300,300)) all .draw(screen) pygame.display.update() #绘制结束画面 #设置字体 font = pygame.font.sysfont( "文泉驿点阵正黑" , 80 ) end = font.render(u "you lost!!!" , true, ( 255 , 0 , 0 )) screen.blit(end, ( 180 , 270 )) pygame.display.update() time.sleep( 2.5 ) if __name__ = = "__main__" : main() |
测试画面:
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/xiaokint3/article/details/14497733