以下代码个人原创,在需要说明的地方我在后面加了注释,当然我的代码是希望给大家一个思想,还有很多很多不足之处,希望大佬们发现后私信我哦,咱们一起探讨(嘻嘻,说得有点小装逼呀,其实是老师发个模版,让我们去加内容的):
需要注意的一个地方是,如果你用的版本是3.6的,那么下面的用到的所有从外界接收信息所用到的input()用input()就行了,如果是2.7版本,那么如果接收的是字符串要用raw_input()(将接收到的信息自动转化为字符串,即使你输入的是12345那也是字符串12345)
# -*- coding:utf-8 -*-
import pygame
import sys
from pygame.locals import *
from pygame.font import *
import time
import random
class Hero(object):
#玩家 英雄类
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 = []#用来存储子弹对象的引用
#爆炸效果用的如下属性
self.hit = False #表示是否要爆炸
self.bomb_list = [] #用来存储爆炸时需要的图片
self.__create_images() #调用这个方法向bomb_list中添加图片
self.image_num = 0 #用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片
self.image_index = 0#用来记录当前要显示的爆炸效果的图片的序号
def __create_images(self):
#添加爆炸图片
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):
#显示玩家的飞机
#如果被击中,就显示爆炸效果,否则显示普通的飞机效果
if self.hit == True:
self.screen.blit(self.bomb_list[self.image_index], (self.x, self.y))#(self.x, self.y)是指当前英雄的位置
#blit方法 (一个对象,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) #这里子弹打住英雄时没有被清除掉,所以打一下,就死了
if self.image_index > 3:
time.sleep(1)
exit()#调用exit让游戏退出
#self.image_index = 0
else:
if self.x< 0: #控制英雄,不让它跑出界面
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这里是只要没有被打中,就一直是刚开始的样子
#不管玩家飞机是否被击中,都要显示发射出去的子弹
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):
#通过创建一个子弹对象,完成发射子弹
bullet = Bullet(self.screen, self.x, self.y)#创建一个子弹对象
self.bullet_list.append(bullet)
def bomb(self):
self.hit = True
def judge(self):
global life
if life == 0:
self.bomb()
class Bullet(object):
#玩家子弹类
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):
#敌机子弹类
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子弹类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子弹类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子弹类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):
#基类 类似于抽象类
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):
#炸弹类
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):
#补给类
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 EnemyPlane(object):
#敌机类
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 = []#用来存储子弹对象的引用
#self.direction = "right"#用来设置这个飞机默认的移动方向
self.hit = False
self.bomb_list = []
self.__create_images()
self.image_num = 0
self.image_index = 0
#利用产生的随机数,随机确定飞机初始移动方向
self.k = random.randint(1, 20)
if self.k <= 10:
self.direction = "right"
elif self.k > 10:
self.direction = "left"
def display(self, hero):
#显示敌人的飞机
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):
#利用随机数来控制飞机移动距离,以及移动范围
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):
#利用随机数来控制敌机的开火,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):
#敌机群类 继承自EnemyPlane类
def __init__(self, screen_temp):
EnemyPlane.__init__(self, screen_temp)
self.num = 0
self.enemy_list = [] #用列表存储产生的多架敌机
self.screen = screen_temp
def add_enemy(self, num):
#产生多架敌机的函数
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敌机类 继承自EnemyPlane类
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):
#显示敌人的飞机
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):
#判断敌机的炸毁
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: #删除越界的玩家子弹
hero.bullet_list.remove(bullet1)
def judge3(hero,boss):
#判断boss的炸毁
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):
#清除敌机群类中被炸毁的敌机
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):
#判断频幕上敌人的数量,如果为零,继续添加敌人
n = random.randint(1,5)
if len(enemies.enemy_list) == 0:
enemies.add_enemy(n)
def show_text(screen_temp):
#在屏幕上显示文字
text = "GOAL:" + str(goal0) + "Life:" + str(life)
font_size = 50
pos = (0,0)
color = (0,255,0)
cur_font = pygame.font.SysFont("宋体",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)
#定义的全局变量
goal = 0 #玩家得分
goal0 = 0
g = 0 #击中boss的次数
life = 100#生命值
s = 0 #判断大boss是否发射子弹
def main():
#主函数执行
#获取事件,比如按键等
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("飞机大战")
atlas = pygame.image.load("./feiji/New Atlas.png")
#创建玩家飞机
hero = Hero(screen)
#创建敌机群
enemis = EnemyPlanes(screen)
enemis.add_enemy(5)
#创建boss对象
boss = Boss(screen)
#创建炸弹对象
bomb = bomb_bullet(screen)
#创建补给对象
supply0 = supply(screen)
left_key, right_key, up_key, down_key, done = 0, 0, 0, 0, 0
# mark = 0#用来判断boss发射子弹
while True:
if done:
if done % 8 == 0:
done = 1
hero.fire()
else:
done += 1
for event in pygame.event.get():
#判断是否是点击了退出按钮
if event.type == QUIT:
print("exit")
exit()
#判断是否是按下了键
if event.type == KEYDOWN :
#down
#检测按键是否是a或者left
if event.key == K_a or event.key == K_LEFT:
#print('left')
move_x = -5
left_key += 1
#检测按键是否是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
#检测按键是否是空格键
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()
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()