打飞机

作者: 跟我念一遍 | 来源:发表于2018-12-01 16:15 被阅读0次

    -- coding: utf-8 --

    @Time : 2018/8/4 10:11

    @Author :Hcy

    @Email : 297420160@qq.com

    @File : 打飞机.py

    @Software : PyCharm

    import pygame
    from sys import exit
    from pygame.locals import *
    import random
    
    # 设置游戏屏幕大小
    SCREEN_WIDTH = 480
    SCREEN_HEIGHT = 800
    
    # 子弹类
    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
    
    # 玩家飞机类
    class Player(pygame.sprite.Sprite):
        def __init__(self, plane_img, player_rect, init_pos):
            pygame.sprite.Sprite.__init__(self)
            self.image = []                                 # 用来存储玩家飞机图片的列表
            for i in range(len(player_rect)):
                self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
            self.rect = player_rect[0]                      # 初始化图片所在的矩形
            self.rect.topleft = init_pos                    # 初始化矩形的左上角坐标
            self.speed = 8                                  # 初始化玩家飞机速度,这里是一个确定的值
            self.bullets = pygame.sprite.Group()            # 玩家飞机所发射的子弹的集合
            self.img_index = 0                              # 玩家飞机图片索引
            self.is_hit = False                             # 玩家是否被击中
    
        # 发射子弹
        def shoot(self, bullet_img):
            bullet = Bullet(bullet_img, self.rect.midtop)
            self.bullets.add(bullet)
    
        # 向上移动,需要判断边界
        def moveUp(self):
            if self.rect.top <= 0:
                self.rect.top = 0
            else:
                self.rect.top -= self.speed
    
        # 向下移动,需要判断边界
        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
    
        # 向左移动,需要判断边界
        def moveLeft(self):
            if self.rect.left <= 0:
                self.rect.left = 0
            else:
                self.rect.left -= self.speed
    
        # 向右移动,需要判断边界
        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
    
    # 敌机类
    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
    
        # 敌机移动,边界判断及删除在游戏主循环里处理
        def move(self):
            self.rect.top += self.speed
    
    # 初始化 pygame
    pygame.init()
    
    # 设置游戏界面大小、背景图片及标题
    # 游戏界面像素大小
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    
    # 游戏界面标题
    pygame.display.set_caption('飞机大战')
    
    # 背景图
    background = pygame.image.load('./image/background.png').convert()
    
    # Game Over 的背景图
    game_over = pygame.image.load('./image/gameover.png')
    
    # 飞机及子弹图片集合
    plane_img = pygame.image.load('./image/shoot.png')
    
    # 设置玩家飞机不同状态的图片列表,多张图片展示为动画效果
    player_rect = []
    player_rect.append(pygame.Rect(0, 99, 102, 126))        # 玩家飞机图片
    player_rect.append(pygame.Rect(165, 360, 102, 126))
    player_rect.append(pygame.Rect(165, 234, 102, 126))     # 玩家爆炸图片
    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)
    
    # 子弹图片
    bullet_rect = pygame.Rect(1004, 987, 9, 21)
    bullet_img = plane_img.subsurface(bullet_rect)
    
    # 敌机不同状态的图片列表,多张图片展示为动画效果
    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)))
    
    #存储敌机,管理多个对象
    enemies1 = pygame.sprite.Group()
    
    # 存储被击毁的飞机,用来渲染击毁动画
    enemies_down = pygame.sprite.Group()
    
    # 初始化射击及敌机移动频率
    shoot_frequency = 0
    enemy_frequency = 0
    
    # 玩家飞机被击中后的效果处理
    player_down_index = 16
    
    # 初始化分数
    score = 0
    
    # 游戏循环帧率设置
    clock = pygame.time.Clock()
    
    # 判断游戏循环退出的参数
    running = True
    
    # 游戏主循环
    while running:
        # 控制游戏最大帧率为 60
        clock.tick(60)
    
        # 生成子弹,需要控制发射频率
        # 首先判断玩家飞机没有被击中
        if not player.is_hit:
            if shoot_frequency % 15 == 0:
                player.shoot(bullet_img)
            shoot_frequency += 1
            if shoot_frequency >= 15:
                shoot_frequency = 0
    
        # 生成敌机,需要控制生成频率
        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:
            # 以固定速度移动子弹
            bullet.move()
            # 移动出屏幕后删除子弹
            if bullet.rect.bottom < 0:
                player.bullets.remove(bullet)
    
        for enemy in enemies1:
            #2. 移动敌机
            enemy.move()
            #3. 敌机与玩家飞机碰撞效果处理
            if pygame.sprite.collide_circle(enemy, player):
                enemies_down.add(enemy)
                enemies1.remove(enemy)
                player.is_hit = True
                break
            #4. 移动出屏幕后删除飞机
            if enemy.rect.top < 0:
                enemies1.remove(enemy)
    
        #敌机被子弹击中效果处理
        # 将被击中的敌机对象添加到击毁敌机 Group 中,用来渲染击毁动画
        enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
        for enemy_down in enemies1_down:
            enemies_down.add(enemy_down)
    
        # 绘制背景
        screen.fill(0)
        screen.blit(background, (0, 0))
    
        # 绘制玩家飞机
        if not player.is_hit:
            screen.blit(player.image[player.img_index], player.rect)
            # 更换图片索引使飞机有动画效果
            player.img_index = shoot_frequency // 8
        else:
            # 玩家飞机被击中后的效果处理
            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:
                # 击中效果处理完成后游戏结束
                running = False
    
        # 敌机被子弹击中效果显示
        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
    
        # 显示子弹
        player.bullets.draw(screen)
        # 显示敌机
        enemies1.draw(screen)
    
        # 绘制得分
        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()
    
        # 处理游戏退出
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()
    
        # 获取键盘事件(上下左右按键)
        key_pressed = pygame.key.get_pressed()
    
        # 处理键盘事件(移动飞机的位置)
        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()
    
    # 游戏 Game Over 后显示最终得分
    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)
    
    # 显示得分并处理游戏退出
    while 1:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()
        pygame.display.update()
    

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