首先导入相关模块,random用于随机,os和pathlib用于加载文件和文件绝对路径:
import pygame
import random
import os
import pathlib
一些的常量设置 :
FPS=60
WIDTH=500
HEIGHT=600
WHITE=(255,255,255)
GREEN=(0,255,0)
RED=(255,0,0)
YELLOW=(255,255,0)
BLACK=(0,0,0)
初始化和图片加载(文件链接在最下面):
pygame.init()
pygame.mixer.init()
screen=pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption('飞机大战')
clock=pygame.time.Clock()
folder=pathlib.Path(__file__).parent.resolve()
background_img=pygame.image.load(os.path.join(folder,'img','background.png')).convert()
player_img=pygame.image.load(
os.path.join(folder,'img','player.png')).convert()
player_mini_img=pygame.transform.scale(player_img,(25,20))
player_mini_img.set_colorkey(BLACK)
pygame.display.set_icon(player_mini_img)
rock_img=pygame.image.load(
os.path.join(folder,'img','rock.png')).convert()
bullet_img=pygame.image.load(
os.path.join(folder,'img','bullet.png')).convert()
rock_images=[]
for i in range(7):
rock_images.append(pygame.image.load(
os.path.join(folder,'img',f'rock{i}.png')).convert())
expl_anim={}
expl_anim['lg']=[]
expl_anim['sm']=[]
expl_anim['player']=[]
for i in range(9):
expl_img=pygame.image.load(os.path.join(folder,'img',f'expl{i}.png')).convert()
expl_img.set_colorkey(BLACK)
expl_anim['lg'].append(pygame.transform.scale(expl_img,(75,75)))
expl_anim['sm'].append(pygame.transform.scale(expl_img,(30,30)))
player_expl_img=pygame.image.load(os.path.join(folder,'img',f'player_expl{i}.png')).convert()
player_expl_img.set_colorkey(BLACK)
expl_anim['player'].append(player_expl_img)
power_imgs={}
power_imgs['shield']=pygame.image.load(os.path.join(folder,'img','shield.png')).convert()
power_imgs['gun']=pygame.image.load(os.path.join(folder,'img','gun.png')).convert()
shoot_sound=pygame.mixer.Sound(os.path.join(folder,'sound','shoot.wav'))
expl_sounds=[
pygame.mixer.Sound(os.path.join(folder,'sound','expl0.wav')),
pygame.mixer.Sound(os.path.join(folder,'sound','expl1.wav'))
]
die_sound=pygame.mixer.Sound(os.path.join(folder,'sound','rumble.ogg'))
shield_sound=pygame.mixer.Sound(os.path.join(folder,'sound','pow0.wav'))
gun_sound=pygame.mixer.Sound(os.path.join(folder,'sound','pow1.wav'))
pygame.mixer.music.load(os.path.join(folder,'sound','background.ogg'))
pygame.mixer.music.set_volume(0.3)
font_name=os.path.join(folder,'font.ttf')
def draw_text(surf,text,size,x,y):
font=pygame.font.Font(font_name,size)
text_surface=font.render(text,True,WHITE)
text_rect=text_surface.get_rect()
text_rect.centerx=x
text_rect.top=y
surf.blit(text_surface,text_rect)
def draw_health(surf,hp,x,y):
if hp<0:
hp=0
BAR_LENGTH=100
BAR_HEIGHT=10
fill=(hp/100)*BAR_LENGTH
outline_rect=pygame.Rect(x,y,BAR_LENGTH,BAR_HEIGHT)
fill_rect=pygame.Rect(x,y,fill,BAR_HEIGHT)
pygame.draw.rect(surf,GREEN,fill_rect)
pygame.draw.rect(surf,WHITE,outline_rect,2)
def draw_lives(surf,lives,img,x,y):
for i in range(lives):
img_rect=img.get_rect()
img_rect.x=x+30*i
img_rect.y=y
surf.blit(img,img_rect)
def new_rock():
rock=Rock()
all_sprites.add(rock)
rocks.add(rock)
def draw_init():
screen.blit(background_img,(0,0))
draw_text(screen,'飞机大战',62,WIDTH/2,HEIGHT/4)
draw_text(screen,'左右键移动飞机,空格键发射子弹',22,WIDTH/2,HEIGHT/2)
draw_text(screen,'任意键开始',18,WIDTH/2,HEIGHT*3/4)
pygame.display.update()
waiting=True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
return True
elif event.type==pygame.KEYUP:
waiting=False
return False
角色定义:?
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.transform.scale(player_img,(50,40))
self.image.set_colorkey(BLACK)
self.rect=self.image.get_rect()
self.radius=23
self.rect.centerx=WIDTH/2
self.rect.bottom=HEIGHT-20
self.speedx=8
self.health=100
self.lives=3
self.hidden=False
self.gun=1
def update(self):
now=pygame.time.get_ticks()
key_pressed=pygame.key.get_pressed()
if key_pressed[pygame.K_RIGHT]:
self.rect.x += self.speedx
if key_pressed[pygame.K_LEFT]:
self.rect.x -= self.speedx
if self.rect.right>WIDTH:
self.rect.right=WIDTH
if self.rect.left<0:
self.rect.left=0
if self.hidden and now-self.hide_time>1000:
self.hidden=False
self.rect.centerx=WIDTH/2
self.rect.bottom=HEIGHT-20
if self.gun>1 and now-self.gun_time>5000:
self.gun=1
def shoot(self):
if not(self.hidden):
if self.gun==1:
bullet=Bullet(self.rect.centerx,self.rect.centery)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
elif self.gun>=2:
bullet1=Bullet(self.rect.left,self.rect.centery)
bullet2=Bullet(self.rect.right,self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
def hide(self):
self.hidden=True
self.hide_time=pygame.time.get_ticks()
self.rect.center=(WIDTH/2,HEIGHT+500)
def gunup(self):
self.gun=self.gun+1
self.gun_time=pygame.time.get_ticks()
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_origin=random.choice(rock_images)
self.image_origin.set_colorkey(BLACK)
self.image=self.image_origin.copy()
self.rect=self.image.get_rect()
self.radius=self.rect.width/2.2
self.rect.x=random.randrange(0,WIDTH-self.rect.width)
self.rect.y=random.randrange(-180,-100)
self.speedy=1
self.speedx=random.randrange(-3,3)
self.rot_degree=random.randrange(-3,3)
self.total_degree=0
def rotate(self):
self.total_degree=self.total_degree+self.rot_degree
self.total_degree=self.total_degree%360
self.image=pygame.transform.rotate(self.image_origin,self.total_degree)
center=self.rect.center
self.rect=self.image.get_rect()
self.rect.center=center
def update(self):
self.rotate()
self.rect.y+=self.speedy
self.rect.x+=self.speedx
if self.rect.top>HEIGHT or self.rect.left>WIDTH or self.rect.right<0:
self.rect.x=random.randrange(0,WIDTH-self.rect.width)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(2,10)
self.speedx=random.randrange(-3,3)
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image=bullet_img
self.image.set_colorkey(BLACK)
self.rect=self.image.get_rect()
self.rect.x=x
self.rect.y=y
self.speedy=-10
def update(self):
self.rect.y+=self.speedy
if self.rect.bottom<0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self,center,size):
pygame.sprite.Sprite.__init__(self)
self.size=size
self.image=expl_anim[self.size][0]
self.rect=self.image.get_rect()
self.rect.center=center
self.frame=0
self.last_update=pygame.time.get_ticks()
def update(self):
now=pygame.time.get_ticks()
if now-self.last_update>50:
self.last_update=now
self.frame=self.frame+1
if self.frame==len(expl_anim[self.size]):
self.kill()
else:
self.image=expl_anim[self.size][self.frame]
center=self.rect.center
self.rect=self.image.get_rect()
self.rect.center=center
class Power(pygame.sprite.Sprite):
def __init__(self,center):
pygame.sprite.Sprite.__init__(self)
self.type=random.choice(['shield','gun'])
self.image=power_imgs[self.type]
self.image.set_colorkey(BLACK)
if self.type=='shield':
shield_sound.play()
elif self.type=='gun':
gun_sound.play()
self.rect=self.image.get_rect()
self.rect.center=center
self.speedy=3
def update(self):
self.rect.y+=self.speedy
if self.rect.top>HEIGHT:
self.kill()
程序主循环:
show_init=True
running=True
while running:
if show_init:
close=draw_init()
if close:
break
show_init=False
all_sprites=pygame.sprite.Group()
rocks=pygame.sprite.Group()
powers=pygame.sprite.Group()
bullets=pygame.sprite.Group()
player=Player()
all_sprites.add(player)
score=0
pygame.mixer.music.play(-1)
for i in range(8):
new_rock()
clock.tick(FPS)
for event in pygame.event.get():
if event.type==pygame.QUIT:
running=False
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_SPACE:
player.shoot()
all_sprites.update()
hits_rockandbullet=pygame.sprite.groupcollide(rocks,bullets,True,True)
for hit in hits_rockandbullet:
random.choice(expl_sounds).play()
expl=Explosion(hit.rect.center,'lg')
all_sprites.add(expl)
new_rock()
score=score+int(hit.radius)
if random.random()>0.1:
p=Power(hit.rect.center)
all_sprites.add(p)
powers.add(p)
hits_playerandpower=pygame.sprite.spritecollide(player,powers,True)
for hit in hits_playerandpower:
if hit.type=='shield':
player.health=player.health+20
if player.health>100:
player.health=100
elif hit.type=='gun':
player.gunup()
hits_playerandrock=pygame.sprite.spritecollide(player,rocks,True,pygame.sprite.collide_circle)
for hit in hits_playerandrock:
player.health=player.health-hit.radius
new_rock()
expl=Explosion(hit.rect.center,'sm')
all_sprites.add(expl)
if player.health<=0:
death_expl=Explosion(player.rect.center,'player')
all_sprites.add(death_expl)
die_sound.play()
player.lives=player.lives-1
player.health=100
player.hide()
if player.lives==0:
show_init=True
screen.fill(BLACK)
screen.blit(background_img,(0,0))
all_sprites.draw(screen)
draw_text(screen,str(score),18,WIDTH/2,0)
draw_health(screen,player.health,10,30)
draw_lives(screen,player.lives,player_mini_img,WIDTH-100,15)
pygame.display.update()
pygame.quit()
这样一个小游戏就做好了
文件链接:百度网盘