python飞机大战完整源码
发布日期:2021-06-29 14:38:38 浏览次数:2 分类:技术文章

本文共 18522 字,大约阅读时间需要 61 分钟。

之前发布了飞机大战视频,有很多人找我要,我就不挨个发了,不废话了,川川直接上代码(配一下图片和视频):

在这里插入图片描述

在这里插入图片描述

飞机大战.mp4

#导入使用的模块,这一步没啥说的from __future__ import divisionimport pygameimport randomfrom os import path## assets folderimg_dir = path.join(path.dirname(__file__), 'assets')sound_folder = path.join(path.dirname(__file__), 'sounds')################################# to be placed in "constant.py" laterWIDTH = 480# WIDTH =1500HEIGHT = 600# HEIGHT = 800FPS = 60POWERUP_TIME = 5000BAR_LENGTH = 100BAR_HEIGHT = 10# Define Colors WHITE = (255, 255, 255)BLACK = (0, 0, 0)RED = (255, 0, 0)GREEN = (0, 255, 0)BLUE = (0, 0, 255)YELLOW = (255, 255, 0)################################################################ to placed in "__init__.py" later## initialize pygame and create windowpygame.init()pygame.mixer.init()  ## For soundscreen = pygame.display.set_mode((WIDTH, HEIGHT))pygame.display.set_caption("Space Shooter")clock = pygame.time.Clock()     ## For syncing the FPS###############################font_name = pygame.font.match_font('arial')def main_menu():    global screen    menu_song = pygame.mixer.music.load(path.join(sound_folder, "menu.ogg"))    pygame.mixer.music.play(-1)    title = pygame.image.load(path.join(img_dir, "main.png")).convert()    title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen)    screen.blit(title, (0,0))    pygame.display.update()    while True:        ev = pygame.event.poll()        if ev.type == pygame.KEYDOWN:            if ev.key == pygame.K_RETURN:                break            elif ev.key == pygame.K_q:                pygame.quit()                quit()        elif ev.type == pygame.QUIT:                pygame.quit()                quit()         else:            draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2)            draw_text(screen, "or [Q] To Quit", 30, WIDTH/2, (HEIGHT/2)+40)            pygame.display.update()    #pygame.mixer.music.stop()    ready = pygame.mixer.Sound(path.join(sound_folder,'getready.ogg'))    ready.play()    screen.fill(BLACK)    draw_text(screen, "GET READY!", 40, WIDTH/2, HEIGHT/2)    pygame.display.update()    def draw_text(surf, text, size, x, y):    ## selecting a cross platform font to display the score    font = pygame.font.Font(font_name, size)    text_surface = font.render(text, True, WHITE)       ## True denotes the font to be anti-aliased     text_rect = text_surface.get_rect()    text_rect.midtop = (x, y)    surf.blit(text_surface, text_rect)def draw_shield_bar(surf, x, y, pct):    # if pct < 0:    #     pct = 0    pct = max(pct, 0)     ## moving them to top    # BAR_LENGTH = 100    # BAR_HEIGHT = 10    fill = (pct / 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, x, y, lives, img):    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 newmob():    mob_element = Mob()    all_sprites.add(mob_element)    mobs.add(mob_element)class Explosion(pygame.sprite.Sprite):    def __init__(self, center, size):        pygame.sprite.Sprite.__init__(self)        self.size = size        self.image = explosion_anim[self.size][0]        self.rect = self.image.get_rect()        self.rect.center = center        self.frame = 0         self.last_update = pygame.time.get_ticks()        self.frame_rate = 75    def update(self):        now = pygame.time.get_ticks()        if now - self.last_update > self.frame_rate:            self.last_update = now            self.frame += 1            if self.frame == len(explosion_anim[self.size]):                self.kill()            else:                center = self.rect.center                self.image = explosion_anim[self.size][self.frame]                self.rect = self.image.get_rect()                self.rect.center = centerclass Player(pygame.sprite.Sprite):    def __init__(self):        pygame.sprite.Sprite.__init__(self)        ## scale the player img down        self.image = pygame.transform.scale(player_img, (50, 38))        self.image.set_colorkey(BLACK)        self.rect = self.image.get_rect()        self.radius = 20        self.rect.centerx = WIDTH / 2        self.rect.bottom = HEIGHT - 10        self.speedx = 0         self.shield = 100        self.shoot_delay = 250        self.last_shot = pygame.time.get_ticks()        self.lives = 3        self.hidden = False        self.hide_timer = pygame.time.get_ticks()        self.power = 1        self.power_timer = pygame.time.get_ticks()    def update(self):        ## time out for powerups        if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:            self.power -= 1            self.power_time = pygame.time.get_ticks()        ## unhide         if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:            self.hidden = False            self.rect.centerx = WIDTH / 2            self.rect.bottom = HEIGHT - 30        self.speedx = 0     ## makes the player static in the screen by default.         # then we have to check whether there is an event hanlding being done for the arrow keys being         ## pressed         ## will give back a list of the keys which happen to be pressed down at that moment        keystate = pygame.key.get_pressed()             if keystate[pygame.K_LEFT]:            self.speedx = -5        elif keystate[pygame.K_RIGHT]:            self.speedx = 5        # elif keystate[pygame.K_UP]:        #     self.speedy = -5        # elif keystate[pygame.K_DOWN]:        #     self.speedy = 5        #Fire weapons by holding spacebar        if keystate[pygame.K_SPACE]:            self.shoot()        ## check for the borders at the left and right        if self.rect.right > WIDTH:            self.rect.right = WIDTH        if self.rect.left < 0:            self.rect.left = 0        self.rect.x += self.speedx        # self.rect.y += self.speedy    def shoot(self):        ## to tell the bullet where to spawn        now = pygame.time.get_ticks()        if now - self.last_shot > self.shoot_delay:            self.last_shot = now            if self.power == 1:                bullet = Bullet(self.rect.centerx, self.rect.top)                all_sprites.add(bullet)                bullets.add(bullet)                shooting_sound.play()            if self.power == 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)                shooting_sound.play()            """ MOAR POWAH """            if self.power >= 3:                bullet1 = Bullet(self.rect.left, self.rect.centery)                bullet2 = Bullet(self.rect.right, self.rect.centery)                missile1 = Missile(self.rect.centerx, self.rect.top) # Missile shoots from center of ship                all_sprites.add(bullet1)                all_sprites.add(bullet2)                all_sprites.add(missile1)                bullets.add(bullet1)                bullets.add(bullet2)                bullets.add(missile1)                shooting_sound.play()                missile_sound.play()    def powerup(self):        self.power += 1        self.power_time = pygame.time.get_ticks()    def hide(self):        self.hidden = True        self.hide_timer = pygame.time.get_ticks()        self.rect.center = (WIDTH / 2, HEIGHT + 200)# defines the enemiesclass Mob(pygame.sprite.Sprite):    def __init__(self):        pygame.sprite.Sprite.__init__(self)        self.image_orig = random.choice(meteor_images)        self.image_orig.set_colorkey(BLACK)        self.image = self.image_orig.copy()        self.rect = self.image.get_rect()        self.radius = int(self.rect.width *.90 / 2)        self.rect.x = random.randrange(0, WIDTH - self.rect.width)        self.rect.y = random.randrange(-150, -100)        self.speedy = random.randrange(5, 20)        ## for randomizing the speed of the Mob        ## randomize the movements a little more         self.speedx = random.randrange(-3, 3)        ## adding rotation to the mob element        self.rotation = 0        self.rotation_speed = random.randrange(-8, 8)        self.last_update = pygame.time.get_ticks()  ## time when the rotation has to happen            def rotate(self):        time_now = pygame.time.get_ticks()        if time_now - self.last_update > 50: # in milliseconds            self.last_update = time_now            self.rotation = (self.rotation + self.rotation_speed) % 360             new_image = pygame.transform.rotate(self.image_orig, self.rotation)            old_center = self.rect.center            self.image = new_image            self.rect = self.image.get_rect()            self.rect.center = old_center    def update(self):        self.rotate()        self.rect.x += self.speedx        self.rect.y += self.speedy        ## now what if the mob element goes out of the screen        if (self.rect.top > HEIGHT + 10) or (self.rect.left < -25) or (self.rect.right > WIDTH + 20):            self.rect.x = random.randrange(0, WIDTH - self.rect.width)            self.rect.y = random.randrange(-100, -40)            self.speedy = random.randrange(1, 8)        ## for randomizing the speed of the Mob## defines the sprite for Powerupsclass Pow(pygame.sprite.Sprite):    def __init__(self, center):        pygame.sprite.Sprite.__init__(self)        self.type = random.choice(['shield', 'gun'])        self.image = powerup_images[self.type]        self.image.set_colorkey(BLACK)        self.rect = self.image.get_rect()        ## place the bullet according to the current position of the player        self.rect.center = center        self.speedy = 2    def update(self):        """should spawn right in front of the player"""        self.rect.y += self.speedy        ## kill the sprite after it moves over the top border        if self.rect.top > HEIGHT:            self.kill()            ## defines the sprite for bulletsclass 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()        ## place the bullet according to the current position of the player        self.rect.bottom = y         self.rect.centerx = x        self.speedy = -10    def update(self):        """should spawn right in front of the player"""        self.rect.y += self.speedy        ## kill the sprite after it moves over the top border        if self.rect.bottom < 0:            self.kill()        ## now we need a way to shoot        ## lets bind it to "spacebar".        ## adding an event for it in Game loop## FIRE ZE MISSILESclass Missile(pygame.sprite.Sprite):    def __init__(self, x, y):        pygame.sprite.Sprite.__init__(self)        self.image = missile_img        self.image.set_colorkey(BLACK)        self.rect = self.image.get_rect()        self.rect.bottom = y        self.rect.centerx = x        self.speedy = -10    def update(self):        """should spawn right in front of the player"""        self.rect.y += self.speedy        if self.rect.bottom < 0:            self.kill()##################################################### Load all game imagesbackground = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()background_rect = background.get_rect()## ^^ draw this rect first player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert()player_mini_img = pygame.transform.scale(player_img, (25, 19))player_mini_img.set_colorkey(BLACK)bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert()missile_img = pygame.image.load(path.join(img_dir, 'missile.png')).convert_alpha()# meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png')).convert()meteor_images = []meteor_list = [    'meteorBrown_big1.png',    'meteorBrown_big2.png',     'meteorBrown_med1.png',     'meteorBrown_med3.png',    'meteorBrown_small1.png',    'meteorBrown_small2.png',    'meteorBrown_tiny1.png']for image in meteor_list:    meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert())## meteor explosionexplosion_anim = {
}explosion_anim['lg'] = []explosion_anim['sm'] = []explosion_anim['player'] = []for i in range(9): filename = 'regularExplosion0{}.png'.format(i) img = pygame.image.load(path.join(img_dir, filename)).convert() img.set_colorkey(BLACK) ## resize the explosion img_lg = pygame.transform.scale(img, (75, 75)) explosion_anim['lg'].append(img_lg) img_sm = pygame.transform.scale(img, (32, 32)) explosion_anim['sm'].append(img_sm) ## player explosion filename = 'sonicExplosion0{}.png'.format(i) img = pygame.image.load(path.join(img_dir, filename)).convert() img.set_colorkey(BLACK) explosion_anim['player'].append(img)## load power upspowerup_images = {
}powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()######################################################################################################### Load all game soundsshooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav'))missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg'))expl_sounds = []for sound in ['expl3.wav', 'expl6.wav']: expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))## main background music#pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))pygame.mixer.music.set_volume(0.2) ## simmered the sound down a littleplayer_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))##################################################### TODO: make the game music loop over again and again. play(loops=-1) is not working# Error : # TypeError: play() takes no keyword arguments#pygame.mixer.music.play()############################### Game looprunning = Truemenu_display = Truewhile running: if menu_display: main_menu() pygame.time.wait(3000) #Stop menu music pygame.mixer.music.stop() #Play the gameplay music pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg')) pygame.mixer.music.play(-1) ## makes the gameplay sound in an endless loop menu_display = False ## group all the sprites together for ease of update all_sprites = pygame.sprite.Group() player = Player() all_sprites.add(player) ## spawn a group of mob mobs = pygame.sprite.Group() for i in range(8): ## 8 mobs # mob_element = Mob() # all_sprites.add(mob_element) # mobs.add(mob_element) newmob() ## group for bullets bullets = pygame.sprite.Group() powerups = pygame.sprite.Group() #### Score board variable score = 0 #1 Process input/events clock.tick(FPS) ## will make the loop run at the same speed all the time for event in pygame.event.get(): # gets all the events which have occured till now and keeps tab of them. ## listening for the the X button at the top if event.type == pygame.QUIT: running = False ## Press ESC to exit game if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False # ## event for shooting the bullets # elif event.type == pygame.KEYDOWN: # if event.key == pygame.K_SPACE: # player.shoot() ## we have to define the shoot() function #2 Update all_sprites.update() ## check if a bullet hit a mob ## now we have a group of bullets and a group of mob hits = pygame.sprite.groupcollide(mobs, bullets, True, True) ## now as we delete the mob element when we hit one with a bullet, we need to respawn them again ## as there will be no mob_elements left out for hit in hits: score += 50 - hit.radius ## give different scores for hitting big and small metoers random.choice(expl_sounds).play() # m = Mob() # all_sprites.add(m) # mobs.add(m) expl = Explosion(hit.rect.center, 'lg') all_sprites.add(expl) if random.random() > 0.9: pow = Pow(hit.rect.center) all_sprites.add(pow) powerups.add(pow) newmob() ## spawn a new mob ## ^^ the above loop will create the amount of mob objects which were killed spawn again ######################### ## check if the player collides with the mob hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle) ## gives back a list, True makes the mob element disappear for hit in hits: player.shield -= hit.radius * 2 expl = Explosion(hit.rect.center, 'sm') all_sprites.add(expl) newmob() if player.shield <= 0: player_die_sound.play() death_explosion = Explosion(player.rect.center, 'player') all_sprites.add(death_explosion) # running = False ## GAME OVER 3:D player.hide() player.lives -= 1 player.shield = 100 ## if the player hit a power up hits = pygame.sprite.spritecollide(player, powerups, True) for hit in hits: if hit.type == 'shield': player.shield += random.randrange(10, 30) if player.shield >= 100: player.shield = 100 if hit.type == 'gun': player.powerup() ## if player died and the explosion has finished, end game if player.lives == 0 and not death_explosion.alive(): running = False # menu_display = True # pygame.display.update() #3 Draw/render screen.fill(BLACK) ## draw the stargaze.png image screen.blit(background, background_rect) all_sprites.draw(screen) draw_text(screen, str(score), 18, WIDTH / 2, 10) ## 10px down from the screen draw_shield_bar(screen, 5, 5, player.shield) # Draw lives draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img) ## Done after drawing everything to the screen pygame.display.flip() pygame.quit()

图片和别的声音文件,我发不出来了,需要的话自行到我扣扣群取970353786,或者自己找图片和声音文件都可以。

转载地址:https://chuanchuan.blog.csdn.net/article/details/113128980 如侵犯您的版权,请留言回复原文章的地址,我们会给您删除此文章,给您带来不便请您谅解!

上一篇:爬虫学习(4):error异常处理
下一篇:爬虫学习(3):获取网站cookies

发表评论

最新留言

初次前来,多多关照!
[***.217.46.12]2024年04月14日 12时27分18秒

关于作者

    喝酒易醉,品茶养心,人生如梦,品茶悟道,何以解忧?唯有杜康!
-- 愿君每日到此一游!

推荐文章