用户:浩浩IRON查看:54 回复:0 评论:0 创建时间:2023-10-11T20:57:55
【作品展示】

【作品介绍】
击碎陨石捡起道具左右控制
空格发射子弹
【作品源代码】
import pygame # 导入pygame
import random # 导入random
import os
import pathlib
#bug:石头无法旋转
# 设置常量,常量就是在python中不变的量
FPS = 60 # FPS是指帧数,指在一秒内运行多少次
WIDTH = 500
HEIGHT = 600
WHITE = (255, 255, 255) # 这是一个RGB,R表示red,G表示green,B表示blue,数值是一个元组,必须带括号
GREEN = (0, 255, 0)
RED = (225, 0, 0)
YELLOW = (255, 255, 0)
BLACK = (0, 0, 0)
# 初始化pygame
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(
(WIDTH, HEIGHT)) # 创建一个窗口,宽为WIDTH常量,高为HEIGHT常量
clock = pygame.time.Clock() # 设置帧数
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['喵'] = []
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['喵'].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['喵'] = pygame.image.load(os.path.join(folder,"img","喵.png")).convert()
pygame.display.set_caption('飞机大战') # 窗口标题为字符串“plane_war”,引号是英文
hoot_sound=pygame.mixer.Sound(os.path.join(folder,"sound","shoot.wav"))
shield_sound = pygame.mixer.Sound(os.path.join(folder,"sound","pow0.wav"))
喵_sound = pygame.mixer.Sound(os.path.join(folder,"sound","pow1.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"))
pygame.mixer.music.load(os.path.join(folder,"sound","background.ogg"))
pygame.mixer.music.set_volume(0.3)
#font_name = pygame.font.match_font('arial')
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_LENGHT = 10
fill = (hp/100)*BAR_LENGTH
outline_rect = pygame.Rect(x,y,BAR_LENGTH,BAR_LENGHT)
fill_rect = pygame.Rect(x,y,fill,BAR_LENGHT)
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 draw_init():
screen.blit(pygame.image.load(os.path.join(folder,"img", "background0.png")).convert(),(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,'任意键开始游戏',18,WIDTH/2,HEIGHT*3/4)
pygame.display.update()
waiting = True
while waiting:
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_KP_1]:
if score > 999 and not player.lives >= 3:
player.lives += 1
score = 1000
clock.tick(FPS) # 设置帧数为60/s
for event in pygame.event.get(): # 判断窗口状态
if event.type == pygame.QUIT: # 检测窗口是否关闭
pygame.quit() # 如果是,将running设为False,停止判断
elif event.type == pygame.KEYUP:
waiting = False
class Player(pygame.sprite.Sprite): # 设置一个类,继承父类pygame.sprite.Sprite
def __init__(self): # 设置初始化内容
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() # 获取长方形的矩形位置
self.rect.centerx = WIDTH/2 # 设置长方形中心在x轴的中心
self.rect.bottom = HEIGHT-20 # 设置长方形的底部在y轴的580位置
self.speedx = 8 # 设置每次移动的像素(px)
self.health = 100
self.lives = 3
self.hidden = False
self.喵 = 1
def update(self): # 定义update函数
now = pygame.time.get_ticks()
key_pressed = pygame.key.get_pressed() # 获取键盘状态
# 判断键盘状态
if key_pressed[pygame.K_RIGHT]: # 判断键盘右键是否按下
self.rect.x += self.speedx
if key_pressed[pygame.K_LEFT]: # 判断键盘左键是否按下
self.rect.x -= self.speedx
# 判断位置
if self.rect.right > WIDTH: # 如果右边的位置大于宽
self.rect.right = WIDTH
if self.rect.left < 0: # 如果左边小于宽
self.rect.left = 0
if self.hidden and pygame.time.get_ticks() - self.hide_time > 1000:
self.hidden = False
self.rect.centerx = WIDTH/2 # 设置长方形中心在x轴的中心
self.rect.bottom = HEIGHT - 20
if self.喵 > 1 and now - self.喵_time > 6000:
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)
hoot_sound.play()
elif self.喵 >=2:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
bullet3 = Bullet(self.rect.centerx, self.rect.centery) # 可以取消注释让他变成三发
all_sprites.add(bullet3) # 可以取消注释让他变成三发
all_sprites.add(bullet1)
bullets.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet2)
bullets.add(bullet3) #可以取消注释让他变成三发
hoot_sound.play()
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH/2,HEIGHT+500)
def k_shoot(self):
for i in range(100):
偏差 = random.randrange(-250, 250)
bullet = Bullet(self.rect.centerx+偏差, self.rect.centery)
all_sprites.add(bullet)
bullets.add(bullet)
hoot_sound.play()
def 喵up(self):
self.喵 = self.喵 + 1
self.喵_time = pygame.time.get_ticks()
class Rock(pygame.sprite.Sprite): # 设置一个类,继承父类pygame.sprite.Sprite
def __init__(self): # 设置初始化内容
pygame.sprite.Sprite.__init__(self)
self.image_origin=rock_img
self.image_origin.set_colorkey(BLACK)
self.image=self.image_origin.copy()
self.big_or_喵all=random.randint(30,70)
self.image = pygame.transform.scale(rock_img, (self.big_or_喵all, self.big_or_喵all))
self.image.set_colorkey((BLACK))
self.rect = self.image.get_rect() # 获取长方形的矩形位置
# 随机生成位置和速度
try:
self.rect.x = random.randint(0, WIDTH-self.rect.x)
self.rect.y = random.randint(-40, -10)
self.speedy = random.randint(2, 10) # 设置每次移动的像素(px)
self.speedx = random.randint(-3, 3)
except:
self.rect.x = random.randint(0, 470)
self.rect.y = -10
self.speedy = random.randint(2, 10)
self.speedx = random.randint(-3, 3)
self.total_degree=0
self.rot_degree=random.randrange(-3,3)
def rotate(self):
self.total_degree+=3
self.total_degree%=360
self.image=pygame.transform.rotate(self.image_origin,self.rot_degree)
center=self.rect.center
self.rect=self.image.get_rect()
self.rect.center=center
def update(self): # 定义update函数
self.rect.y += self.speedy # y轴增加
self.rect.x += self.speedx # x轴增加
if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0:
try:
self.rect.x = random.randint(0, WIDTH-self.rect.x)
self.rect.y = random.randint(-40, -10)
self.speedy = random.randint(2, 10) # 设置每次移动的像素(px)
self.speedx = random.randint(-3, 3)
except:
self.rect.x = random.randint(0, 470)
self.rect.y = -10
self.speedy = random.randint(2, 10)
self.speedx = random.randint(-3, 3)
class Bullet(pygame.sprite.Sprite): # 设置一个类,继承父类pygame.sprite.Sprite
def __init__(self, x, y): # 设置初始化内容
pygame.sprite.Sprite.__init__(self)
self.image =pygame.transform.scale(bullet_img,(5,20)) # 创建一个宽10,高20的长方形,数值为数组
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speedy = -10 # 速度-10
def update(self): # 定义update函数
self.rect.y += self.speedy # y轴增加
if self.rect.bottom < 0:
self.喵() # 隐藏
class Explosion(pygame.sprite.Sprite): # 设置一个类,继承父类pygame.sprite.Sprite
def __init__(self,center,size): # 设置初始化内容
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = expl_anim[self.size][0] # 创建一个宽10,高20的长方形,数值为数组
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
def update(self): # 定义update函数
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): # 设置一个类,继承父类pygame.sprite.Sprite
def __init__(self,center): # 设置初始化内容
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 # 速度-10
def update(self): # 定义update函数
self.rect.y += self.speedy # y轴增加
if self.rect.top > HEIGHT:
self.喵() # 隐藏
show_init = True
running = True # 设running为布尔值True,表示真
# 主循环
while running:
if show_init:
draw_init()
show_init = False
all_sprites = pygame.sprite.Group() # 创建一个所有精灵列表
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
powers = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
score = 0
pygame.mixer.music.play(-1)
for i in range(8):
rock = Rock()
all_sprites.add(rock)
rocks.add(rock)
clock.tick(FPS) # 设置帧数为60/s
for event in pygame.event.get(): # 判断窗口状态
if event.type == pygame.QUIT: # 检测窗口是否关闭
running = False # 如果是,将running设为False,停止判断
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
if event.key==pygame.K_k:
player.k_shoot()
# 更新游戏
all_sprites.update()
hits_rockerandbullet = pygame.sprite.groupcollide(rocks,bullets, True,pygame.sprite) # 检测子弹与陨石是否碰撞
for hit in hits_rockerandbullet:
# 打中一个再生成一个
random.choice(expl_sounds).play()
expl = Explosion(hit.rect.center,'lg')
all_sprites.add(expl)
r = Rock()
all_sprites.add(r)
rocks.add(r)
score = score + int(random.randrange(30,50))
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 + 50
if player.health > 100:
player.health = 100
elif hit.type == '喵':
player.喵up()
# 显示画面
hits_playerandrock=pygame.sprite.spritecollide(player,rocks,True)
for hit in hits_playerandrock:
player.health = player.health - int(random.uniform(12,50))
r = Rock()
all_sprites.add(r)
rocks.add(r)
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:
show_init=True#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() # 窗口刷新
pygame.quit()
【提示】
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