python版飛機大戰(zhàn)代碼分享
更新時間:2018年11月20日 10:45:02 作者:wangbowj123
這篇文章主要為大家詳細(xì)介紹了python版飛機大戰(zhàn)的實現(xiàn)代碼,文中示例代碼介紹的非常詳細(xì),具有一定的參考價值,感興趣的小伙伴們可以參考一下
利用pygame實現(xiàn)了簡易版飛機大戰(zhàn)。源代碼如下:
# -*- coding:utf-8 -*-
import pygame
import sys
from pygame.locals import *
from pygame.font import *
import time
import random
class Hero(object):
#玩家 英雄類
def __init__(self, screen_temp):
self.x = 210
self.y = 700
self.life = 21
# self.life = 100
self.image = pygame.image.load("./feiji/hero1.png")
self.screen = screen_temp
self.bullet_list = []#用來存儲子彈對象的引用
#爆炸效果用的如下屬性
self.hit = False #表示是否要爆炸
self.bomb_list = [] #用來存儲爆炸時需要的圖片
self.__create_images() #調(diào)用這個方法向bomb_list中添加圖片
self.image_num = 0 #用來記錄while True的次數(shù),當(dāng)次數(shù)達到一定值時才顯示一張爆炸的圖,然后清空,,當(dāng)這個次數(shù)再次達到時,再顯示下一個爆炸效果的圖片
self.image_index = 0#用來記錄當(dāng)前要顯示的爆炸效果的圖片的序號
def __create_images(self):
#添加爆炸圖片
self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n1.png"))
self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n2.png"))
self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n3.png"))
self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n4.png"))
def display(self):
#顯示玩家的飛機
#如果被擊中,就顯示爆炸效果,否則顯示普通的飛機效果
if self.hit == True:
self.screen.blit(self.bomb_list[self.image_index], (self.x, self.y))#(self.x, self.y)是指當(dāng)前英雄的位置
#blit方法 (一個對象,左上角位置)
self.image_num += 1
print(self.image_num)
if self.image_num == 7:
self.image_num = 0
self.image_index += 1
print(self.image_index) #這里子彈打住英雄時沒有被清除掉,所以打一下,就死了
if self.image_index > 3:
time.sleep(1)
exit()#調(diào)用exit讓游戲退出
#self.image_index = 0
else:
if self.x< 0: #控制英雄,不讓它跑出界面
self.x = 0
elif self.x > 382:
self.x = 382
if self.y < 0:
self.y = 0
elif self.y > 750:
self.y = 750
self.screen.blit(self.image,(self.x, self.y))#z這里是只要沒有被打中,就一直是剛開始的樣子
#不管玩家飛機是否被擊中,都要顯示發(fā)射出去的子彈
for bullet in self.bullet_list:
bullet.display()
bullet.move()
def move(self, move_x,move_y):
self.x += move_x
self.y += move_y
def fire(self):
#通過創(chuàng)建一個子彈對象,完成發(fā)射子彈
bullet = Bullet(self.screen, self.x, self.y)#創(chuàng)建一個子彈對象
self.bullet_list.append(bullet)
def bomb(self):
self.hit = True
def judge(self):
global life
if life <= 0:
self.bomb()
class Bullet(object):
#玩家子彈類
def __init__(self, screen_temp, x_temp, y_temp):
self.x = x_temp + 40
self.y = y_temp - 20
self.image = pygame.image.load("./feiji/bullet.png")
self.screen = screen_temp
def display(self):
self.screen.blit(self.image, (self.x, self.y))
def move(self):
self.y -= 10
class Bullet_Enemy(object):
#敵機子彈類
def __init__(self, screen_temp, x_temp, y_temp):
self.x = x_temp + 25
self.y = y_temp + 30
self.image = pygame.image.load("./feiji/bullet1.png")
self.screen = screen_temp
def display(self):
self.screen.blit(self.image,(self.x,self.y))
def move(self, hero):
self.y += 10
global life
if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
#if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
life -= 10
#self.bullet_list.remove()
print("---judge_enemy---")
return True
if life<=0:
hero.bomb()
return False
class Bullet_Boss(object):
#boss子彈類1
def __init__(self, screen_temp, x_temp, y_temp):
self.x = x_temp + 80
self.y = y_temp + 230
self.image = pygame.image.load("./feiji/bullet2.png")
self.screen = screen_temp
def display(self):
self.screen.blit(self.image, (self.x, self.y))
def move(self, hero):
self.y += 6
self.x += 2
global life
if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
#if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
life -= 20
#self.bullet_list.remove()
print("---judge_boss---")
return True
if life<=0:
hero.bomb()
return False
class Bullet_Boss1(object):
#boss子彈類2
def __init__(self, screen_temp, x_temp, y_temp):
self.x = x_temp + 80
self.y = y_temp + 230
self.image = pygame.image.load("./feiji/bullet2.png")
self.screen = screen_temp
def display(self):
self.screen.blit(self.image, (self.x, self.y))
def move(self, hero):
self.y += 6
self.x -= 2
global life
if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
#if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
life -= 20
#self.bullet_list.remove()
print("---judge_boss---")
return True
if life<=0:
hero.bomb()
return False
class Bullet_Boss2(object):
#boss子彈類3
def __init__(self, screen_temp, x_temp, y_temp):
self.x = x_temp + 80
self.y = y_temp + 230
self.image = pygame.image.load("./feiji/bullet2.png")
self.screen = screen_temp
def display(self):
self.screen.blit(self.image, (self.x, self.y))
def move(self, hero):
self.y += 6
global life
if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
#if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
life -= 20
#self.bullet_list.remove()
print("---judge_boss---")
return True
if life<=0:
hero.bomb()
return False
class Base(object):
#基類 類似于抽象類
def __init__(self, screen_temp, x, y, image_name):
self.x = x
self.y = y
self.screen = screen_temp
self.image = pygame.image.load(image_name)
self.alive = True
def display(self):
if self.alive == True:
self.screen.blit(self.image, (self.x, self.y))
def move(self):
self.y += 5
class bomb_bullet(Base):
#炸彈類
def __init__(self, screen_temp):
Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb.png")
def judge(self, hero):
if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
self.alive = False
hero.bomb()
if self.y >= 850:
#self.alive = False
self.y = 0
self.x = random.randint(45, 400)
#print("bomb.y = %d"%self.y)
class supply(Base):
#補給類
def __init__(self, screen_temp):
Base.__init__(self, screen_temp, random.randint(45, 400), -300, "./feiji/bomb-1.gif")
def judge(self, hero):
global life
if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
self.alive = False
life += 10
if self.y >= 1500:
self.y = 0
self.x = random.randint(45, 400)
self.alive = True
class clear_bullet(Base):
def __init__(self, screen_temp):
Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb-2.gif")
self.alive = False
def judge(self, hero, enemies):
global q
q += 1
#self.move()
if q == 20:
#self.move()
self.alive = True
q = 0
if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
self.alive = False
for enemy in enemies:
enemy.hit == True
class EnemyPlane(object):
#敵機類
def __init__(self, screen_temp):
self.x = random.randint(15, 480)
self.y = 0
self.image = pygame.image.load("./feiji/enemy0.png")
self.screen = screen_temp
self.bullet_list = []#用來存儲子彈對象的引用
#self.direction = "right"#用來設(shè)置這個飛機默認(rèn)的移動方向
self.hit = False
self.bomb_list = []
self.__create_images()
self.image_num = 0
self.image_index = 0
#利用產(chǎn)生的隨機數(shù),隨機確定飛機初始移動方向
self.k = random.randint(1, 20)
if self.k <= 10:
self.direction = "right"
elif self.k > 10:
self.direction = "left"
def display(self, hero):
#顯示敵人的飛機
if not self.hit:
self.screen.blit(self.image, (self.x,self.y))
else:
self.screen.blit(self.bomb_list[self.image_index], (self.x,self.y))
self.image_num += 1
if self.image_num == 3 and self.image_index < 3:
self.image_num = 0
self.image_index += 1
#print(self.image_index)
# if self.image_index > 2:
# time.sleep(0.1)
for bullet in self.bullet_list:
bullet.display()
if(bullet.move(hero)):
self.bullet_list.remove(bullet)
def move(self):
#利用隨機數(shù)來控制飛機移動距離,以及移動范圍
d1 = random.uniform(1,3)
d2 = random.uniform(0.2,3)
p1 = random.uniform(50,100)
p2 = random.uniform(-200,0)
if self.direction == "right":
self.x += d1
elif self.direction == "left":
self.x -= d1
if self.x > 480 - p1:
#480 - 50
self.direction="left"
elif self.x < p2:
self.direction = "right"
self.y += d2
def bomb(self):
self.hit = True
def __create_images(self):
self.bomb_list.append(pygame.image.load("./feiji/enemy0_down1.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy0_down2.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy0_down3.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy0_down4.png"))
def fire(self):
#利用隨機數(shù)來控制敵機的開火,1/80的概率
s = random.randint(0,800)
bullet1 = Bullet_Enemy(self.screen, self.x, self.y)
if s < 10:
self.bullet_list.append(bullet1)
class EnemyPlanes(EnemyPlane):
#敵機群類 繼承自EnemyPlane類
def __init__(self, screen_temp):
EnemyPlane.__init__(self, screen_temp)
self.num = 0
self.enemy_list = [] #用列表存儲產(chǎn)生的多架敵機
self.screen = screen_temp
def add_enemy(self, num):
#產(chǎn)生多架敵機的函數(shù)
self.num = num
for i in range(num):
enemy = EnemyPlane(self.screen)
self.enemy_list.append(enemy)
def display(self, hero):
for i in range(self.num):
self.enemy_list[i].display(hero)
def move(self):
for i in range(self.num):
self.enemy_list[i].move()
def fire(self):
#s = random.randint(0,1000)
for i in range(self.num):
self.enemy_list[i].fire()
class Boss(EnemyPlane):
#boss敵機類 繼承自EnemyPlane類
def __init__(self,screen_temp):
EnemyPlane.__init__(self,screen_temp)
self.x = 150
self.y = 0
self.bomb_list = []
self.__create_images()
self.image = pygame.image.load("./feiji/enemy2.png")
self.screen = screen_temp
self.bullet_list = []
def __create_images(self):
#self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy2_down1.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy2_down2.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy2_down3.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy2_down4.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy2_down5.png"))
self.bomb_list.append(pygame.image.load("./feiji/enemy2_down6.png"))
def display(self, hero):
#顯示敵人的飛機
global g
#print(g)
self.screen.blit(self.bomb_list[g], (self.x,self.y))
for bullet in self.bullet_list:
bullet.display()
if(bullet.move(hero)):
self.bullet_list.remove(bullet)
def move(self):
d1 = 0
self.y += 0
def fire(self):
global s
s += 1
bullet1 = Bullet_Boss(self.screen, self.x, self.y)
bullet2 = Bullet_Boss1(self.screen, self.x, self.y)
bullet3 = Bullet_Boss2(self.screen, self.x, self.y)
if s == 20:
s = 0
self.bullet_list.append(bullet1)
self.bullet_list.append(bullet2)
self.bullet_list.append(bullet3)
def judge1(hero,enemy):
#判斷敵機的炸毀
for bullet1 in hero.bullet_list:
if bullet1.y in range(int(enemy.y),int(enemy.y + 30)) and bullet1.x in range(int(enemy.x-10),int(enemy.x + 50)):
hero.bullet_list.remove(bullet1)
enemy.bomb()
if bullet1.y < 0 or bullet1.x < 0 or bullet1.x > 480: #刪除越界的玩家子彈
hero.bullet_list.remove(bullet1)
def judge3(hero,boss):
#判斷boss的炸毀
global goal, g, goal0
for bullet3 in hero.bullet_list:
if bullet3.y in range(int(boss.y), int(boss.y + 60)) and bullet3.x in range(int(boss.x), int(boss.x + 100)):
hero.bullet_list.remove(bullet3)
g += 1
boss.image = boss.bomb_list[g]
print("g = %d"%g)
if g >= 6:
boss.y, g, goal = 0, 0, 0
boss.bomb()
goal0 += 10
def clear_enemy(enemies):
#清除敵機群類中被炸毀的敵機
global goal, goal0
for enemy in enemies.enemy_list:
if enemy.hit == True and enemy.image_index == 3:
enemies.enemy_list.remove(enemy)
enemies.num -= 1
goal += 1
goal0 += 5
print("goal = %d"%goal)
if enemy.y >= 850:
enemies.enemy_list.remove(enemy)
enemies.num -= 1
def judge_num(enemies):
#判斷頻幕上敵人的數(shù)量,如果為零,繼續(xù)添加敵人
n = random.randint(1,5)
if len(enemies.enemy_list) == 0:
enemies.add_enemy(n)
def show_text(screen_temp):
#在屏幕上顯示文字
text = "GOAL:" + str(goal0) + "Life:" + str(life)
font_size = 50
pos = (0,0)
color = (0,255,0)
cur_font = pygame.font.SysFont("宋體",font_size)
text_fmt = cur_font.render(text, 1, color)
screen_temp.blit(text_fmt, pos)
def creat_bomb(screen_temp):
bomb = bomb_bullet(screen_temp)
bomb_list = []
bomb_list.apend(bomb)
#定義的全局變量
goal = 0 #玩家得分
goal0 = 0
g = 0 #擊中boss的次數(shù)
life = 100#生命值
s = 0 #判斷大boss是否發(fā)射子彈
q = 0
def main():
#主函數(shù)執(zhí)行
#獲取事件,比如按鍵等
bb = False
move_x = 0
move_y = 0
pygame.init()
screen = pygame.display.set_mode((480,852),0,32)
# 210,400
background = pygame.image.load("./feiji/background.png")
pygame.display.set_caption("飛機大戰(zhàn)")
atlas = pygame.image.load("./feiji/New Atlas.png")
#創(chuàng)建玩家飛機
hero = Hero(screen)
#創(chuàng)建敵機群
enemis = EnemyPlanes(screen)
enemis.add_enemy(5)
#創(chuàng)建boss對象
boss = Boss(screen)
#創(chuàng)建炸彈對象
bomb = bomb_bullet(screen)
#創(chuàng)建補給對象
supply0 = supply(screen)
clear = clear_bullet(screen)
left_key, right_key, up_key, down_key, done = 0, 0, 0, 0, 0
# mark = 0#用來判斷boss發(fā)射子彈
while True:
if done:
if done % 8 == 0:
done = 1
hero.fire()
else:
done += 1
for event in pygame.event.get():
#判斷是否是點擊了退出按鈕
if event.type == QUIT:
print("exit")
exit()
#判斷是否是按下了鍵
if event.type == KEYDOWN :
#down
#檢測按鍵是否是a或者left
if event.key == K_a or event.key == K_LEFT:
#print('left')
move_x = -5
left_key += 1
#檢測按鍵是否是d或者right
elif event.key == K_d or event.key == K_RIGHT:
#print('right')
move_x = 5
right_key += 1
elif event.key == K_w or event.key == K_UP:
move_y = -5
up_key += 1
elif event.key == K_s or event.key == K_DOWN:
move_y = 5
down_key += 1
#檢測按鍵是否是空格鍵
elif event.key == K_SPACE:
#print('space')
hero.fire()
done = 1
#enemis.fire()
elif event.key == K_b:
print('b')
hero.bomb()
if event.type == KEYUP:
if event.key == K_a or event.key == K_LEFT:
left_key -= 1
if right_key == 0:
move_x = 0
else:
move_x = 5
if event.key == K_d or event.key == K_RIGHT:
right_key -= 1
if left_key == 0:
move_x = 0
else:
move_x = -5
if event.key == K_w or event.key == K_UP:
up_key -= 1
if down_key == 0:
move_y = 0
else:
move_y = 5
if event.key == K_s or event.key == K_DOWN:
down_key -= 1
if up_key == 0:
move_y = 0
else:
move_y = -5
if event.key == K_SPACE:
done = 0
screen.blit(background, (0, 0))
hero.move(move_x, move_y)
hero.display()
hero.judge()
enemis.display(hero)
enemis.move()
enemis.fire()
bomb.display()
bomb.judge(hero)
bomb.move()
supply0.display()
supply0.judge(hero)
supply0.move()
#clear.display()
#clear.judge(hero, enemis)
#clear.move()
for i in range(enemis.num):
judge1(hero, enemis.enemy_list[i])
#enemis.enemy_list[i].judge(hero)
clear_enemy(enemis)
judge_num(enemis)
show_text(screen)
if goal >= 15:
boss.display(hero)
boss.move()
# mark+=1
# if mark==8:
boss.fire()
# mark = 0
#boss.judge
judge3(hero, boss)
pygame.display.update()
if __name__ == "__main__":
main()
方法是利用面向?qū)ο蟮乃枷?,寫了基本的敵機類、英雄類、武器類等,利用繼承關(guān)系產(chǎn)生多架敵機。
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
您可能感興趣的文章:
- python實現(xiàn)飛機大戰(zhàn)
- python實現(xiàn)飛機大戰(zhàn)小游戲
- 用Python寫飛機大戰(zhàn)游戲之pygame入門(4):獲取鼠標(biāo)的位置及運動
- python實現(xiàn)飛機大戰(zhàn)游戲(pygame版)
- python pygame模塊編寫飛機大戰(zhàn)
- python飛機大戰(zhàn)pygame碰撞檢測實現(xiàn)方法分析
- python實現(xiàn)飛機大戰(zhàn)游戲
- 使用python實現(xiàn)飛機大戰(zhàn)游戲
- python實現(xiàn)飛機大戰(zhàn)項目
- python實現(xiàn)簡單飛機大戰(zhàn)小游戲
相關(guān)文章
centos 自動運行python腳本和配置 Python 定時任務(wù)
這篇文章主要介紹了centos 自動運行python腳本和配置 Python 定時任務(wù),文章內(nèi)容介紹詳細(xì),需要的小伙伴可以參考一下,希望對你有所幫助2022-03-03
Python機器學(xué)習(xí)實戰(zhàn)之k-近鄰算法的實現(xiàn)
k-近鄰算法采用測量不同特征值之間的距離方法進行分類。這篇文章主要為大家介紹了如何通過python實現(xiàn)K近鄰算法,有需要的朋友可以借鑒參考下,希望能夠有所幫助2021-11-11
Python時間序列數(shù)據(jù)的預(yù)處理方法總結(jié)
這篇文章主要介紹了Python時間序列數(shù)據(jù)的預(yù)處理方法總結(jié),時間序列數(shù)據(jù)隨處可見,要進行時間序列分析,我們必須先對數(shù)據(jù)進行預(yù)處理。時間序列預(yù)處理技術(shù)對數(shù)據(jù)建模的準(zhǔn)確性有重大影響2022-07-07
Python pypinyin注音庫輕松絲滑實現(xiàn)漢字轉(zhuǎn)換成拼音
pypinyin 庫,能像功夫熊貓那樣,輕松、快捷地幫你把漢字轉(zhuǎn)換成拼音,有了 pypinyin,不僅可以節(jié)省寶貴的時間,還可以更準(zhǔn)確地展示中文字符的讀音,使文化交流更為順暢,本文帶大家一起探索 pypinyin 庫的魅力2024-01-01

