-- coding: utf-8 --
@Time : 2018/8/4 10:11
@Author :Hcy
@File : 打飛機(jī).py
@Software : PyCharm
import pygame
from sys import exit
from pygame.locals import *
import random
# 設(shè)置游戲屏幕大小
SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800
# 子彈類
class Bullet(pygame.sprite.Sprite):
def __init__(self, bullet_img, init_pos):
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
# 玩家飛機(jī)類
class Player(pygame.sprite.Sprite):
def __init__(self, plane_img, player_rect, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = [] # 用來存儲玩家飛機(jī)圖片的列表
for i in range(len(player_rect)):
self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
self.rect = player_rect[0] # 初始化圖片所在的矩形
self.rect.topleft = init_pos # 初始化矩形的左上角坐標(biāo)
self.speed = 8 # 初始化玩家飛機(jī)速度印蔬,這里是一個確定的值
self.bullets = pygame.sprite.Group() # 玩家飛機(jī)所發(fā)射的子彈的集合
self.img_index = 0 # 玩家飛機(jī)圖片索引
self.is_hit = False # 玩家是否被擊中
# 發(fā)射子彈
def shoot(self, bullet_img):
bullet = Bullet(bullet_img, self.rect.midtop)
self.bullets.add(bullet)
# 向上移動茴恰,需要判斷邊界
def moveUp(self):
if self.rect.top <= 0:
self.rect.top = 0
else:
self.rect.top -= self.speed
# 向下移動锦针,需要判斷邊界
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
# 向左移動,需要判斷邊界
def moveLeft(self):
if self.rect.left <= 0:
self.rect.left = 0
else:
self.rect.left -= self.speed
# 向右移動酣藻,需要判斷邊界
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
# 敵機(jī)類
class Enemy(pygame.sprite.Sprite):
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
# 敵機(jī)移動,邊界判斷及刪除在游戲主循環(huán)里處理
def move(self):
self.rect.top += self.speed
# 初始化 pygame
pygame.init()
# 設(shè)置游戲界面大小鞋怀、背景圖片及標(biāo)題
# 游戲界面像素大小
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# 游戲界面標(biāo)題
pygame.display.set_caption('飛機(jī)大戰(zhàn)')
# 背景圖
background = pygame.image.load('./image/background.png').convert()
# Game Over 的背景圖
game_over = pygame.image.load('./image/gameover.png')
# 飛機(jī)及子彈圖片集合
plane_img = pygame.image.load('./image/shoot.png')
# 設(shè)置玩家飛機(jī)不同狀態(tài)的圖片列表屋休,多張圖片展示為動畫效果
player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126)) # 玩家飛機(jī)圖片
player_rect.append(pygame.Rect(165, 360, 102, 126))
player_rect.append(pygame.Rect(165, 234, 102, 126)) # 玩家爆炸圖片
player_rect.append(pygame.Rect(330, 624, 102, 126))
player_rect.append(pygame.Rect(330, 498, 102, 126))
player_rect.append(pygame.Rect(432, 624, 102, 126))
player_pos = [200, 600]
player = Player(plane_img, player_rect, player_pos)
# 子彈圖片
bullet_rect = pygame.Rect(1004, 987, 9, 21)
bullet_img = plane_img.subsurface(bullet_rect)
# 敵機(jī)不同狀態(tài)的圖片列表,多張圖片展示為動畫效果
enemy1_rect = pygame.Rect(534, 612, 57, 43)
enemy1_img = plane_img.subsurface(enemy1_rect)
enemy1_down_imgs = []
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267, 347, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873, 697, 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)))
#存儲敵機(jī)梆惯,管理多個對象
enemies1 = pygame.sprite.Group()
# 存儲被擊毀的飛機(jī)酱鸭,用來渲染擊毀動畫
enemies_down = pygame.sprite.Group()
# 初始化射擊及敵機(jī)移動頻率
shoot_frequency = 0
enemy_frequency = 0
# 玩家飛機(jī)被擊中后的效果處理
player_down_index = 16
# 初始化分?jǐn)?shù)
score = 0
# 游戲循環(huán)幀率設(shè)置
clock = pygame.time.Clock()
# 判斷游戲循環(huán)退出的參數(shù)
running = True
# 游戲主循環(huán)
while running:
# 控制游戲最大幀率為 60
clock.tick(60)
# 生成子彈,需要控制發(fā)射頻率
# 首先判斷玩家飛機(jī)沒有被擊中
if not player.is_hit:
if shoot_frequency % 15 == 0:
player.shoot(bullet_img)
shoot_frequency += 1
if shoot_frequency >= 15:
shoot_frequency = 0
# 生成敵機(jī)垛吗,需要控制生成頻率
if enemy_frequency % 50 == 0:
enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0]
enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos)
enemies1.add(enemy1)
enemy_frequency += 1
if enemy_frequency >= 100:
enemy_frequency = 0
for bullet in player.bullets:
# 以固定速度移動子彈
bullet.move()
# 移動出屏幕后刪除子彈
if bullet.rect.bottom < 0:
player.bullets.remove(bullet)
for enemy in enemies1:
#2. 移動敵機(jī)
enemy.move()
#3. 敵機(jī)與玩家飛機(jī)碰撞效果處理
if pygame.sprite.collide_circle(enemy, player):
enemies_down.add(enemy)
enemies1.remove(enemy)
player.is_hit = True
break
#4. 移動出屏幕后刪除飛機(jī)
if enemy.rect.top < 0:
enemies1.remove(enemy)
#敵機(jī)被子彈擊中效果處理
# 將被擊中的敵機(jī)對象添加到擊毀敵機(jī) Group 中凹髓,用來渲染擊毀動畫
enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
for enemy_down in enemies1_down:
enemies_down.add(enemy_down)
# 繪制背景
screen.fill(0)
screen.blit(background, (0, 0))
# 繪制玩家飛機(jī)
if not player.is_hit:
screen.blit(player.image[player.img_index], player.rect)
# 更換圖片索引使飛機(jī)有動畫效果
player.img_index = shoot_frequency // 8
else:
# 玩家飛機(jī)被擊中后的效果處理
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:
# 擊中效果處理完成后游戲結(jié)束
running = False
# 敵機(jī)被子彈擊中效果顯示
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 += 1000
continue
screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)
enemy_down.down_index += 1
# 顯示子彈
player.bullets.draw(screen)
# 顯示敵機(jī)
enemies1.draw(screen)
# 繪制得分
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)
# 更新屏幕
pygame.display.update()
# 處理游戲退出
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# 獲取鍵盤事件(上下左右按鍵)
key_pressed = pygame.key.get_pressed()
# 處理鍵盤事件(移動飛機(jī)的位置)
if key_pressed[K_w] or key_pressed[K_UP]:
player.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]:
player.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]:
player.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
player.moveRight()
# 游戲 Game Over 后顯示最終得分
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
text_rect.centery = screen.get_rect().centery + 24
screen.blit(game_over, (0, 0))
screen.blit(text, text_rect)
# 顯示得分并處理游戲退出
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
pygame.display.update()