#导入模块
import pygame, os
import time
import random
from pygame.sprite import Sprite
from pygame.sprite import Group
def fire_music():
pass
# 设置开火音乐
# effect = pygame.mixer.Sound('sounds/fire.wav')
# pygame.mixer.Sound.play(effect)
class Boss(Sprite):
def __init__(self,boss_img_name):
super().__init__()
# 加载BOSS图片
self.image = pygame.image.load('图片/'+boss_img_name+'.png').convert_alpha()
# 转换BOSS大小
# self.image = pygame.transform.scale(self.image, (1, 12))
# 生成BOSS矩形框架
self.rect = self.image.get_rect()
self.blood = 1000
# boss左右移动的速度
self.speed = 3.5
def move(self):
if self.rect.centerx>=512:
self.speed =-self.speed
if self.rect.centerx0:
self.speed = -self.speed
self.rect.centerx +=self.speed
class Enemy(Sprite):
def __init__(self,screen):
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super().__init__() # 获取屏幕对象 self.screen = screen # 随机 生成5个编号 alien_num = random.randint(1,5) # 随机 加载五个飞机中的某个 self.image = pygame.image.load('图片/alien_' + str(alien_num) + '.png') # picture = pygame.transform.scale(picture, (1280, 720)) self.image = pygame.transform.scale(self.image,(62,62)) # 获取飞机的 rect self.rect = self.image.get_rect() # 击落本机获得的分数 self.score = 10 # 加载子弹的图片 self.bullet_img = pygame.image.load("图片/alien_bullet.png").convert_alpha() self.bullet_img = pygame.transform.scale(self.bullet_img, (12, 12)) # 以下为可以调节子弹尺寸的代码 # picture = pygame.transform.scale(picture, (1280, 720)) #飞机的移动速度 self.speed = random.randint(3,5) #生成子弹精灵组合 self.bullets = Group() # 敌机射击频率 self.shoot_frequency = 0 # 飞机出现 def move(self): self.rect.top += 5 #暂时不用射击 # self.shoot() # self.moveBullet() # 发射子弹 def shoot(self): if self.shoot_frequency % 200 == 0: bullet = Enemy_Bullet(self.bullet_img, self.rect.midbottom) self.bullets.add(bullet) self.shoot_frequency += 1 if self.shoot_frequency > 200: self.shoot_frequency = 1 # 删除子弹 def moveBullet(self): for bullet in self.bullets: bullet.move() if bullet.rect.bottom < 0: self.bullets.remove(bullet) # 绘制子弹 def drawBullets(self, scr): self.bullets.draw(scr) class Enemy_Bullet(pygame.sprite.Sprite): def __init__(self, init_pos): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("图片/alien_bullet.png").convert_alpha() self.image = pygame.transform.scale(self.image, (12, 12)) self.rect = self.image.get_rect() # 敌机子弹初始位置设置 self.rect.midbottom = init_pos self.rect.centery +=36 self.speed = 8 def move(self): self.rect.top += self.speed class MyHero(Sprite): _rate = 100 # 每帧停留的毫秒数 def __init__(self,screen,size = 1): super().__init__() # 获取屏幕对象 self.screen = screen # 获取整张图片 self.image_big = pygame.image.load('图片/hero.png').convert_alpha() # subsurface 形成大图的子表面框架 # 获取飞机正面图片 self.image = self.image_big.subsurface(pygame.Rect(120, 0, 318 - 240, 87)) # 获取飞机正面矩形框架尺寸 self.rect = self.image.get_rect() # 获取屏幕对象矩形 self.screen_rect = screen.get_rect() # 获取屏幕正中x坐标 self.rect.centerx = self.screen_rect.centerx # 获取屏幕底部y坐标 self.rect.centery = self.screen_rect.bottom - self.rect.height # 设置飞机初始位置 self.centerX = float(self.rect.centerx) self.centerY = float(self.rect.centery) # 飞机尾焰 self.air = None # 设置飞机尾焰位置 self.air_rect = pygame.Rect(self.centerX - 20,self.centerY+int((self.rect.height+72)/2)-10-36,40,72) #玩家所有发射子弹的集合 self.bullets = Group() self.bullet_image = pygame.image.load('图片/bullet_1.png').convert_alpha() # 子弹射击 def shoot(self): # 产生一颗子弹实例 bullet = Bullet(self.bullet_image,self.rect.midtop) # 在group子弹精灵集合中加入子弹 self.bullets.add(bullet) # 子弹删除 def moveBullet(self): # 逐个检查子弹精灵集合 到达屏幕顶端的子弹删除 for bullet in self.bullets: bullet.move() if bullet.rect.bottom < 0: self.bullets.remove(bullet) # 子弹显示 def drawBullets(self, scr): # 将精灵集合中的子弹绘制到屏幕上 self.bullets.draw(scr) # 向上飞时,增加喷射火焰 def set_air(self, case): if case == 'up': air = pygame.image.load('图片/air.png').convert_alpha() img = air.subsurface(pygame.Rect(80, 0, 50, 87)) self.air = img elif case == 'remove': self.air = None # 根据移动方向获取飞机移动状态的图片 def set_image(self, case): if case=='left': rect = pygame.Rect(195,0,318-248,87) image = self.image_big.subsurface(rect) elif case =='right': rect = pygame.Rect(195,0,318-248,87) image = pygame.transform.flip(self.image_big.subsurface(rect), True, False) elif case == 'up' or case == 'down': rect = pygame.Rect(120, 0, 318 - 240, 87) image = self.image_big.subsurface(rect) self.image = image class Bullet(pygame.sprite.Sprite): def __init__(self, bullet_img, init_pos): pygame.sprite.Sprite.__init__(self) self.image = bullet_img self.rect = bullet_img.get_rect() self.rect.midbottom = init_pos self.speed = 25 def move(self): self.rect.top -= self.speed # 初始化pygame pygame.init() # pygame.mixer.init() # pygame.mixer_music.load('sounds/enviro.mp3') # 加载播放音乐 # pygame.mixer.music.play(-1) #-1 为循环播放 # 设置游戏主题 pygame.display.set_caption('雷电飞机') # 初始化屏幕大小 screen = pygame.display.set_mode((512,768)) # 设置游戏背景图片 # 游戏刚开始时的背景图 bg_img0 = pygame.image.load('图片/start_bg.jpg').convert() # 加载游戏开始图标 start_img = pygame.image.load('图片/start.png').convert_alpha() start_rect = start_img.get_rect() start_rect.centerx = 262 start_rect.centery = 455 # 游戏进行中的背景图 bg_img1 = pygame.image.load('图片/map1.jpg').convert() bg_img2 = bg_img1.copy() # 游戏结束时的背景图 bg_img3 = pygame.image.load('图片/map3.jpg').convert() # 加载游戏结束图标 gameover_img = pygame.image.load('图片/gameover.png').convert_alpha() # 加载游戏成功图标 gamesuccess = pygame.image.load('图片/success.png').convert_alpha() # 加载重玩图标 restart_img = pygame.image.load('图片/restart.png').convert_alpha() restart_rect = restart_img.get_rect() restart_rect.centerx = 249 restart_rect.centery = 420 # 背景图片初始位置 pos_y1 = -768 pos_y2 = 0 # 实例化BOSS boss = Boss('boss_1') bosses = Group() bosses.add(boss) # 测试主角图片 # air = pygame.image.load('图片/air.png').convert_alpha() # img = air.subsurface(pygame.Rect(80, 0, 50, 87)) # image_big = pygame.image.load('图片/hero.png').convert_alpha() # image = image_big.subsurface(pygame.Rect(195,0,318-248,87)) # 生成我方飞机 student_plane = MyHero(screen) # 生成敌方飞机 # 生成敌机group enemies = Group() # 生成敌机子弹 enemy_bullets = Group() max_enemies = 9 # 设置敌机数量总数为9 # 敌机随机出现的节奏 下方randint参数 为43,55 ran1,ran2 = 30,40 # 生成计时频率变量 sec = 0 # 生成分数 score = 0 # 设置系统字体 my_font = pygame.font.Font('fonts/msyh.ttf', 18) # 游戏主循环 # 设置游戏状态 开始 结束 game = 'wait' while True: # 游戏在等待状态 if game =='wait': # 最小游戏框架一个都不能省略 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() # 检测鼠标是否按下 重新开始按钮 if event.type == pygame.MOUSEBUTTONDOWN: # 检测鼠标点击位置是否与重启rect重叠 if start_rect.collidepoint(event.pos): student_plane.__init__(screen) game = 'ing' # 游戏结束游戏画面暂停 screen.blit(bg_img0, (0, 0)) screen.blit(start_img, start_rect) # 测试尾焰位置 pygame.display.flip() time.sleep(0.05) # 游戏进行状态 elif game == 'ing': # 设置这3行 监听事件 并且内部设定了延迟防止游戏卡死 # 屏幕滚动----------------------------------------------------- screen.blit(bg_img1, (0, pos_y1)) screen.blit(bg_img2, (0, pos_y2)) # 测试尾焰位置 # screen.blit(img, (100, 100)) pos_y1 += 1 pos_y2 += 1 # 屏幕背景滚动完毕后重置位置 if pos_y1 >= 0: pos_y1 = -768 if pos_y2 >= 768: pos_y2 = 0 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() # 监听键盘事件 # 按键弹起取消飞机向上尾焰 矫正飞机姿势 if event.type == pygame.KEYUP: student_plane.set_image('down') student_plane.air = None # 发射子弹 if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and len(student_plane.bullets) # 检查子弹集合的数量限制子弹最大数量 fire_music() # 产生一颗子弹实例 # 在group子弹精灵集合中加入子弹 student_plane.shoot() # 将精灵集合中的子弹绘制到屏幕上 student_plane.drawBullets(screen) # 逐个检查子弹精灵集合 到达屏幕顶端的子弹删除 student_plane.moveBullet() keys = pygame.key.get_pressed() if keys[pygame.K_a]: # 设置飞机状态图片 student_plane.set_image('left') if student_plane.rect.centerx>=40: student_plane.rect.centerx -=8.5 elif keys[pygame.K_d]: # 设置飞机状态图片 student_plane.set_image('right') if student_plane.rect.centerx : student_plane.rect.centerx +=8.5 elif keys[pygame.K_w]: #设置飞机状态图片 student_plane.set_image('up') student_plane.set_air('up') if student_plane.rect.centery >= 45: student_plane.rect.centery -=8.5 elif keys[pygame.K_s]: # 设置飞机状态图片 student_plane.set_image('down') if student_plane.rect.centery : student_plane.rect.centery +=8.5 # 显示飞机 screen.blit(student_plane.image,student_plane.rect) if student_plane.air != None: screen.blit(student_plane.air, (student_plane.rect.centerx-30, student_plane.rect.centery+33)) # 敌机 --------------------------------------------------------------------------------------- # 敌机移动 # 控制时间节奏 sec变量 sec +=1 #随机控制生成敌机的节奏 rhy = random.randint(ran1,ran2) # 敌机最多数量 if sec%rhy ==0 and len(enemies) < max_enemies or sec ==1: # 设置敌机数量总数为9 # 生成一只敌机 enemy = Enemy(screen) enemy.rect.centerx=random.randint(0,512) # 生成上述敌机的子弹 enemy_bullet = Enemy_Bullet((enemy.rect.centerx,enemy.rect.centery)) # 敌机group 和 敌机子弹group加载敌机和子弹 enemies.add(enemy) enemy_bullets.add(enemy_bullet) # 敌机出现 和 敌机子弹出现 enemies.draw(screen) enemy_bullets.draw(screen) # 迭代敌机集合 for enemy in enemies: # 让每个对象移动起来 enemy.move() # 敌机超出屏幕边界后 自动删除敌机 collision_over1 = pygame.sprite.collide_rect(student_plane, enemy) if collision_over1: # 为了重启游戏时 防止有旧子弹和飞机存在 enemies.remove(enemy) game = 'over' if enemy.rect.bottom >768: enemies.remove(enemy) for enemy_bullet in enemy_bullets: # 让每个对象移动起来 enemy_bullet.move() collision_over2 = pygame.sprite.collide_rect(student_plane, enemy_bullet) if collision_over2: # 为了重启游戏时 防止有旧子弹和飞机存在 enemy_bullets.remove(enemy_bullet) game = 'over' # 敌机子弹超出屏幕边界后 自动删除敌机 if enemy_bullet.rect.bottom >768: enemy_bullets.remove(enemy_bullet) # -----------------------Boss -------------------------- if score >=140: # 小敌机出现的节奏 ran1,ran2 = 15,25 max_enemies = 17 screen.blit(boss.image,boss.rect) boss.move() for my_bullet in student_plane.bullets: hit_boss = pygame.sprite.collide_rect(boss,my_bullet) if hit_boss: boss.blood -=1.2 score+=1 if boss.blood 0: game = 'success' # 处理碰撞 ---------------------------碰撞检测-------------------------------------------------- # 参数: # group1:精灵组1。 # group2:精灵组2。 # dokill1:发生碰撞时,是否销毁精灵组1中的发生碰撞的精灵。 # dokill2:发生碰撞时,是否销毁精灵组2中的发生碰撞的精灵。 collisions = pygame.sprite.groupcollide(student_plane.bullets, enemies, True, True) if collisions: score+=10 # -----------游戏结束------------ # 分数和奖励的显示------------------------------------------------------------------------- surface1 = my_font.render(u"当前得分:%s"%(score),True,[255,0,0]) screen.blit(surface1,[20,20]) # 更新画面 pygame.display.flip() # 设置帧数和延迟 time.sleep(0.05) #游戏结束状态 elif game == 'over': score = 0 # 最小游戏框架一个都不能省略 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() # 检测鼠标是否按下 重新开始按钮 if event.type == pygame.MOUSEBUTTONDOWN: # 检测鼠标点击位置是否与重启rect重叠 if restart_rect.collidepoint(event.pos): student_plane.__init__(screen) game = 'ing' # 游戏结束游戏画面暂停 screen.blit(bg_img1, (0, pos_y1)) screen.blit(bg_img2, (0, pos_y2)) screen.blit(gameover_img, (163, 310)) screen.blit(restart_img, restart_rect) # 测试尾焰位置 # screen.blit(img, (100, 100)) pos_y1 += 0 pos_y2 += 0 pygame.display.flip() time.sleep(0.05) # surface2 = my_font.render("Game Over" , True, [255, 0, 0]) # screen.blit(surface1, [250, 350]) elif game == 'success': score = 0 boss.blood = 1000 # 最小游戏框架一个都不能省略 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() # 检测鼠标是否按下 重新开始按钮 if event.type == pygame.MOUSEBUTTONDOWN: # 检测鼠标点击位置是否与重启rect重叠 if restart_rect.collidepoint(event.pos): student_plane.__init__(screen) game = 'ing' # 游戏结束游戏画面暂停 screen.blit(bg_img1, (0, pos_y1)) screen.blit(bg_img2, (0, pos_y2)) screen.blit(gamesuccess, (170, 220)) screen.blit(restart_img, restart_rect) # 测试尾焰位置 # screen.blit(img, (100, 100)) pos_y1 += 0 pos_y2 += 0 pygame.display.flip() time.sleep(0.05)
Original: https://www.cnblogs.com/hahaa/p/15703758.html
Author: 轻松学Python
Title: 当我给表弟用python写了个雷霆战机后…
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