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【Python作品分享】飞机大战【作业帖】

用户:浩浩IRON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】

center_image

 

【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】

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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