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【Python作品分享】飞机大战(测试服)【教程贴】

用户:吉日嘎拉塞汗吉日嘎拉塞汗查看:0 回复:0 评论:0 创建时间:2023-01-31T14:40:03


【作品展示】

center_image

 

【作品介绍】

按空格键发射子弹

按←和→键控制飞机

碰到石头会扣血哦。

想要素材的jrglsaihan@163.com找他。

 

【作品源代码】

import pygame
import random
import os

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)

 #游戏初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('飞机大战')
clock = pygame.time.Clock()

backgroud_img = pygame.image.load(os.path.join("img","background.png")).convert()
player_img = pygame.image.load(
    os.path.join("img", "player.png")).convert()
player_mini_img = pygame.transform.scale(player_img,(25,20))
player_mini_img.set_colorkey(BLACK)
rock_img = pygame.image.load(
    os.path.join("img", "rock.png")).convert()
bullet_img = pygame.image.load(
    os.path.join("img", "bullet.png")).convert()
rock_images = []
for i in range(7):
    rock_images.append(pygame.image.load(
        os.path.join("img", f"rock{i}.png")).convert())

expl_anim = {}
expl_anim['lg'] = []
expl_anim['喵'] = []
expl_anim['player'] = []
for i in range(9):
    expl_img = pygame.image.load(os.path.join("img", f"expl{i}.png")).convert()
    expl_img.set_colorkey(BLACK)
    expl_anim['lg'].append(pygame.transform.scale(expl_img,(75,75)))
    expl_anim['喵'].append(pygame.transform.scale(expl_img,(30,30)))
    player_expl_img = pygame.image.load(os.path.join("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("img", "shield.png")).convert()
power_imgs['喵'] = pygame.image.load(os.path.join("img", "喵.png")).convert()

shoot_sound = pygame.mixer.Sound(os.path.join("sound", "shoot.wav"))
expl_sounds = [
    pygame.mixer.Sound(os.path.join("sound", "expl0.wav")),
    pygame.mixer.Sound(os.path.join("sound", "expl1.wav"))
]
die_sound = pygame.mixer.Sound(os.path.join("sound", "rumble.ogg"))
shield_sound = pygame.mixer.Sound(os.path.join("sound", "pow0.wav"))
喵_sound = pygame.mixer.Sound(os.path.join("sound", "pow1.wav"))

pygame.mixer.music.load(os.path.join("sound","background.ogg"))
pygame.mixer.music.set_volume(0.3)

font_name = pygame.font.match_font('arial')

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)

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 = 25
        #pygame.draw.circle(self.image, RED, self.rect.center, self.radius)

        self.rect.centerx = WIDTH/2
        self.rect.bottom = HEIGHT - 20


        self.speedx = 8
        self.health = 100
        self.lives = 3
        self.hidden = False
        self.喵 = 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.喵 > 1 and now - self.喵_time > 5000:
            self.喵 = 1

    def shoot(self):
        if not (self.hidden):
            if self.喵 == 1:
                bullet = Bullet(self.rect.centerx, self.rect.centery)
                all_sprites.add(bullet)
                bullets.add(bullet)
                shoot_sound.play()
            elif self.喵 >=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 喵up(self):
        self.喵 = self.喵 + 1
        self.喵_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/2.3
        #pygame.draw.circle(self.image, RED, self.rect.center, self.radius)

        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-180, -100)


        #self.speedy = random.randrange(2, 10)
        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.喵()


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.喵()
            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','喵'])
        self.image = power_imgs[self.type]
        self.image.set_colorkey(BLACK)
        if self.type == 'shield':
            shield_sound.play()
        elif self.type == '喵':
            喵_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.喵()

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()

running = True
while running:
    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()
    #更新游戏
    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 == '喵':
            player.喵up()

    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,'喵')
        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:
            running = False

    #显示画面
    screen.fill(BLACK)
    screen.blit(backgroud_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()

 

【提示】

部分含有Python第三方库相关内容的作品,在海龟编辑器网页端无法运行哦!如遇到这种情况,可以打开下面的链接,下载海龟编辑器客户端:

https://python.codemao.cn


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