pythonpygame实现滚动横版射击游戏城市之战-创新互联
pygame城市之战横版射击游戏,按上下左右方向箭头操作飞机。这是一个横板射击小游戏,在黑夜的城市上空,你将要操作一架飞机去射击敌机,爆炸效果还不错。
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代码:
import math import time import pygame from pygame.locals import * from random import choice,randint class ScrolledBackground(pygame.sprite.Sprite): def __init__(self,image,screen): pygame.sprite.Sprite.__init__(self) self.screen = screen self.width = screen.get_width() self.height = screen.get_height() self.image0 = pygame.image.load(image).convert_alpha() self.image1 = pygame.image.load(image).convert_alpha() self.rect0 = self.image0.get_rect() self.rect1 = self.image1.get_rect() self.rect1.left = self.rect0.right self.dx = -10 self.dy = 0 def update(self): pass def draw(self): pass class Plane(pygame.sprite.Sprite): def __init__(self,image,keys,screen): pygame.sprite.Sprite.__init__(self) self.keys = keys # 上下左右按键 self.image = pygame.image.load(image).convert_alpha() self.screen = screen self.rect = self.image.get_rect() self.rect.centery = self.screen.get_height()//2 self.xspeed = 0 self.yspeed = 0 self.dead = False # 新增加的属性 def keys_check(self,all_keys): pass def update(self): self.rect.move_ip(self.xspeed,self.yspeed) def draw(self): self.screen.blit(self.image,self.rect) class Bullet(pygame.sprite.Sprite): def __init__(self,image,plane,group,screen): pygame.sprite.Sprite.__init__(self) self.plane = plane self.image = pygame.image.load(image).convert_alpha() self.rect = self.image.get_rect() self.rect.center = plane.rect.center self.group = group self.group.add(self) self.screen = screen self.screen_width = screen.get_width() self.screen_height = screen.get_height() def update(self): self.rect.move_ip(10,0) if self.rect.left > self.screen_width : self.group.remove(self) def split_images(image,rows,cols): """image是一张图片,把它切分为若干图,返回列表""" global explosion_images_list image = pygame.image.load(image) step_width = image.get_width()//cols step_height = image.get_height()//rows pass class Explosion(pygame.sprite.Sprite): """爆炸效果类,显示一系列帧图""" def __init__(self,surimages,position,group): pygame.sprite.Sprite.__init__(self) self.surimages = surimages # 爆炸效果用到的surface列表 self.index = 0 self.amounts = len(surimages) self.image = self.surimages[self.index] # 初始造型 self.rect = self.image.get_rect() # 矩形对象 self.rect.center = position # 爆炸位置 self.group = group self.group.add(self) self.interval_time = 0.01 # 造型切换时间 self.begin_time = time.time() # 爆炸起始时间 def update(self): # 换造型 if time.time() - self.begin_time >= self.interval_time: # 超时,则换造型 if self.index < self.amounts: self.image = self.surimages[self.index] self.index = self.index + 1 self.begin_time = time.time() else: self.group.remove(self) # 造型切换完了则从组中移除自己 class Enemy(pygame.sprite.Sprite): def __init__(self,images,group,screen): """images是surface列表""" pygame.sprite.Sprite.__init__(self) self.screen = screen self.screen_width = self.screen.get_width() # 获取屏幕宽度 self.screen_height = self.screen.get_height() # 获取屏幕高度 self.image = choice(images) # 随机选择一个surface self.rect = self.image.get_rect() self.rect.left = self.screen_width + randint(10,self.screen_width) self.rect.centery = randint(0,self.screen_height) self.group = group self.group.add(self) # 加入到自己的组 def update(self): self.rect.move_ip(-5,0) if self.rect.right <= 0 : self.group.remove(self) class Eullet(pygame.sprite.Sprite): """敌方子弹类""" def __init__(self,image,selfgroup,enemy_group,plane,screen): """参数列表:image,已转换成surface的对象 selfgroup,所在的组 enemy_group,敌人组. plane,我方飞机 screen,屏幕对象 """ pass def update(self): self.rect.move_ip(-self.dx//30,-self.dy//30) if self.beyond_edge() : self.group.remove(self) def beyond_edge(self): pass def collision_check(): """对游戏中的对象进行碰撞检测,碰撞检测有以下几种: 1、我方飞机碰到敌方飞机,都爆炸。给我方飞机增加dead属性。 2、我方飞机碰到敌方子弹,我方飞机爆炸,游戏结束。 3、敌方飞机碰到我方子弹,敌方飞机爆炸。 以下引用的是全局变量 """ global enemy_counter "我方飞机和敌方飞机任何一架的碰撞" if not plane1.dead: eny = pygame.sprite.spritecollideany(plane1, group_enemy) if eny!=None : # 碰到了,我方飞机死,游戏结束 Explosion(explosion_images_list,eny.rect.center,group_explosion) # 在敌方飞机处发生爆炸 Explosion(explosion_images_list,plane1.rect.center,group_explosion) # 在我方飞机处发生爆炸 plane1.dead = True group_enemy.remove(eny) # 从敌方组中移除碰撞的敌机 "我方飞机碰到敌方子弹,我方死,游戏结束。" if not plane1.dead: b = pygame.sprite.spritecollideany(plane1, group_enemy_bullet) if b!=None : # 碰到了,我方飞机死,游戏结束 Explosion(explosion_images_list,plane1.rect.center,group_explosion) # 在我方飞机处发生爆炸 plane1.dead = True "敌方飞机碰到我方子弹,我方子弹爆,敌方爆炸" result_dict = pygame.sprite.groupcollide(group_bullet1, group_enemy, True, True) # 一颗子弹可能打到几架飞机 if result_dict !={}: missle = list(result_dict.keys())[0] # 碰到我方子弹 enemy_list = result_dict[missle] #Explosion(explosion_images_list,missle.rect.center,group_explosion) enemy_counter += len(enemy_list) # 大于一定的数量,如果我方战机没死,则成功结束 for e in enemy_list: Explosion(explosion_images_list,e.rect.center,group_explosion) pygame.display.set_caption("风火轮少儿编程_城市之战射击游戏,当前打爆敌机数:" + str(enemy_counter) + ",请自行编写游戏成功结束的代码!") if __name__ == "__main__": width,height = 480,360 enemy_bullet = "images/bullet2.png" enemy_images = ["images/enemy0.png","images/enemy1.png","images/enemy2.png","images/enemy3.png"] explosion_images = "images/explosion.png" image = "images/night city with street.png" plane_image1 = "images/plane.png" bullet_image1 = "images/bullet.png" pygame.init() screen = pygame.display.set_mode((width,height)) pygame.display.set_caption("城市之战,按上下左右操作飞机。风火轮少儿编程_www.scratch8.net") enemy_bullet = pygame.image.load(enemy_bullet) enemy_images = [pygame.image.load(img) for img in enemy_images] # 形成敌机的surface列表 explosion_images_list = [] # 爆炸效果surface列表 explosion_images = split_images(explosion_images,2,13) # 按2行13列切分图形,返回surface列表 keys1 = [K_UP,K_DOWN,K_LEFT,K_RIGHT] plane1 = Plane(plane_image1,keys1,screen) bg = ScrolledBackground(image,screen) running = True clock = pygame.time.Clock() bullet1_shoot_EVENT = USEREVENT + 1 pygame.time.set_timer(bullet1_shoot_EVENT,500) "敌机定时生成事件" enemy_EVENT = USEREVENT + 2 pygame.time.set_timer(enemy_EVENT,1000) "敌机定时发射子弹事件" enemy_shoot_EVENT = USEREVENT + 3 pygame.time.set_timer(enemy_shoot_EVENT,50) group_explosion = pygame.sprite.Group() group_bullet1 = pygame.sprite.Group() group_enemy = pygame.sprite.Group() group_enemy_bullet = pygame.sprite.Group() enemy_amounts = 100 # 大于这个数量则游戏成功结束 enemy_counter = 0 while running: for event in pygame.event.get(): if event.type == QUIT: running = False break if event.type == bullet1_shoot_EVENT: # 我方子弹1发射事件 if not plane1.dead: Bullet(bullet_image1,plane1,group_bullet1,screen) if event.type == enemy_EVENT: # 定时生成一架敌机 Enemy(enemy_images,group_enemy,screen) if event.type == enemy_EVENT: # 定时生成一枚敌机子弹 Eullet(enemy_bullet,group_enemy_bullet,group_enemy,plane1,screen) all_keys = pygame.key.get_pressed() # 所有按键检测 plane1.keys_check(all_keys) # 对plane1进行按键检测 bg.update() # 更新背景坐标 group_bullet1.update() # 我方子弹更新 if not plane1.dead : plane1.update() # 飞机1坐标更新 group_enemy.update() # 敌机坐标 group_enemy_bullet.update() # 敌机子弹更新 group_explosion.update() # 爆炸效果更新 "坐标都更新完后,应该进行碰撞检测" collision_check() screen.fill((0,0,0)) bg.draw() group_bullet1.draw(screen) if not plane1.dead : plane1.draw() group_enemy.draw(screen) group_enemy_bullet.draw(screen) group_explosion.draw(screen) pygame.display.update() clock.tick(30) pygame.quit()
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