飞机大战项目(源代码(直接用),有效果图,素材包)

上个星期弄了好久的打飞机,折磨了我好久,其实上周末都已经做好了,整体的一些大功能已经实现,缺少的就是一些小功能,比如说选关啊,变身啊,超级炸弹啊,本来想加上去,但是又比较花费时间,主要以后我也没有想要去从事游戏这么方面的工作,但是Pygame这个东西是真的好用,里面有各种各样的工具,基本可以满足你的所有需求,我只是用了几个必须的方法,做出来了游戏的雏形,以后有时间的话再慢慢优化吧,不过比较Low的事就是我把素材包给换了,我自己再网上找了图片,自己P了一套素材,整出来一个美少女战士,惊了吧,我自己也惊了,好好的打飞机不好吗?其实原理都一样只是换了一个外壳,废话不多说,先给大家看看效果图。
飞机大战项目(源代码(直接用),有效果图,素材包)_第1张图片
飞机大战项目(源代码(直接用),有效果图,素材包)_第2张图片
飞机大战项目(源代码(直接用),有效果图,素材包)_第3张图片

其实就是都做的是飞机没啥意思,就面向‘肥宅’来一个美少女吧,基本就是这个样子,简单的功能,基本没有什么bug,代码全部写在了一个Py文件中,本来想分开写,然后导入呢,但是有点麻烦,现在我的水平只能达到这样,等以后有能力了,把代码优化一下,我基本都是用类来写的,把代码封装起来,显得简洁一点吧(虽然也不是那么简洁),下面给大家看一下我的代码,一共500多行吧。
飞机大战项目(源代码(直接用),有效果图,素材包)_第4张图片

飞机大战项目(源代码(直接用),有效果图,素材包)_第5张图片
飞机大战项目(源代码(直接用),有效果图,素材包)_第6张图片
飞机大战项目(源代码(直接用),有效果图,素材包)_第7张图片

总体的代码就是这样,下面给大家看看我每个类里面的代码
每个列表里面放的基本都是图片

# 需求 制作一款全新版本的美少女战士
# 分析思路:图片素材  声音素材
# 1:启动界面
# 背景图片  开始游戏按钮 标题(使用sin(x)可以动画)

# 2:游戏界面
#  英雄类:
#      属性:图片 血量 速度 渲染屏幕 初始位置
#      方法:移动 发射子弹 死亡 无敌  碰撞敌机
#  敌人类:
#      属性:图片 血量 速度 初始位置  渲染屏幕
#      方法:移动  死亡
#   子弹类:
#      属性:图片 位置 速度 屏幕
#      方法:移动 碰撞敌机
#   敌机工厂类:负责敌机的产生 敌机的移动
# 3:分数界面
#   历史分数最大值:储存最大值,显示分数

import pygame
import sys
import math
import copy
import random
import os

'''enemy_imgs = [
    pygame.image.load('images/enemy1.png'),
    pygame.image.load('images/enemy2.png'),
    pygame.image.load('images/enemy3.png'),
    pygame.image.load('images/enemy4.png'),
    pygame.image.load('images/enemy5.png')
]
'''
history = 0

enemy_list = []
enemy_imgs1 = [
    pygame.transform.scale((pygame.image.load('images/diren1.png')), (120, 130)),
    pygame.transform.scale((pygame.image.load('images/diren1baozha1.png')), (120, 130)),
    pygame.transform.scale((pygame.image.load('images/diren1baozha2.png')), (120, 130)),
    pygame.transform.scale((pygame.image.load('images/diren1baozha3.png')), (120, 130))
]
enemy_imgs2 = [
    pygame.transform.scale((pygame.image.load('images/diren2.png')), (80, 85)),
    pygame.transform.scale((pygame.image.load('images/deren2baozha1.png')), (80, 85)),
    pygame.transform.scale((pygame.image.load('images/diren2baozha2.png')), (80, 85)),
    pygame.transform.scale((pygame.image.load('images/diren2baozha3.png')), (80, 85))
]
enemy_imgs3 = [
    pygame.transform.scale((pygame.image.load('images/diren3.png')), (80, 85)),
    pygame.transform.scale((pygame.image.load('images/diren3baozha1.png')), (80, 85)),
    pygame.transform.scale((pygame.image.load('images/diren3baozha2.png')), (80, 85)),
    pygame.transform.scale((pygame.image.load('images/diren3baozha3.png')), (80, 85))

]
enemy_imgs4 = [
    pygame.transform.scale((pygame.image.load('images/direndaboss.png')), (220, 160)),
    pygame.transform.scale((pygame.image.load('images/bossbaozha1.png')), (220, 160)),
    pygame.transform.scale((pygame.image.load('images/bossbaozha2.png')), (220, 160)),
    pygame.transform.scale((pygame.image.load('images/bossbaozha3.png')), (220, 160)),
    pygame.transform.scale((pygame.image.load('images/bossbaozha4.png')), (220, 160)),
    pygame.transform.scale((pygame.image.load('images/bossbaozha5.png')), (220, 160))

]

bullet_img = [
    pygame.transform.scale((pygame.image.load('images/bullet2.png')), (36, 34)),
    pygame.transform.scale((pygame.image.load('images/heartbullet.png')), (36, 34)),
    pygame.transform.scale((pygame.image.load('images/heartbullet.png')), (36, 34)),
]
bullet_list = []

# 加载背景图片
start_bg = [
    pygame.image.load('images/beijing2.png'),
    pygame.image.load('images/beijing4.png'),
    pygame.image.load('images/zitibiaoti5.png'),
    pygame.image.load('images/starbit.png'),
    pygame.image.load('images/engbg1.png'),
    pygame.image.load('images/beijingtu1.png'),
    pygame.image.load('images/beijingtu2.png')
]
start_star = [
    pygame.image.load("images/star3.png"),
    pygame.image.load("images/star2.png"),
    pygame.image.load("images/star1.png")
]

# 开始界面类
class StatPanel:
    is_inside = False

    def __init__(self, screen, start_bg=start_bg, start_star=start_star):
        self.screen = screen
        self.start_bg = start_bg
        self.start_star = start_star
        self.index = 0

        self.statIndex = 0
        self.statAddIndex = 0

    def display(self):
        self.index += 0.01
        # 背景图
        self.screen.blit(self.start_bg[0], (0, 0))
        self.screen.blit(self.start_bg[5], (10, 520))
        self.screen.blit(self.start_bg[6], (370, 530))
        # 文字标题
        self.screen.blit(self.start_bg[2], (60, 100 + 30 * math.sin(self.index)))
        # 开始按钮
        btn = self.screen.blit(self.start_bg[3], (180, 380))
        # 鼠标是否在按键上方
        StatPanel.is_inside = btn.collidepoint(pygame.mouse.get_pos())

        # 三张动图
        self.statAddIndex += 1
        if self.statAddIndex == 1000:
            self.statAddIndex = 0

        if self.statAddIndex % 7 == 0:
            self.statIndex += 1
            if self.statIndex == 3:
                self.statIndex = 0

        self.screen.blit(self.start_star[self.statIndex], (random.randint(-40, 400), random.randint(-60, 150)))
        self.screen.blit(self.start_star[self.statIndex], (random.randint(-40, 400), random.randint(-60, 150)))
        self.screen.blit(self.start_star[self.statIndex], (random.randint(-40, 400), random.randint(-60, 150)))
        self.screen.blit(self.start_star[self.statIndex], (random.randint(-40, 400), random.randint(-60, 150)))
        self.screen.blit(self.start_star[self.statIndex], (random.randint(-40, 400), random.randint(-60, 150)))
        self.screen.blit(self.start_star[self.statIndex], (random.randint(-40, 400), random.randint(-60, 150)))

# 结束界面类
class EndPanel:
    global fontObj1
    def __init__(self, screen, start_bg=start_bg, start_star=start_star):
        self.screen = screen
        # self.start_bg = start_bg
        # self.start_star = start_star
    def end_panel(self):
        endbg = pygame.transform.scale(pygame.image.load('images/endbeijing1.png'), (580, 870))
        self.screen.blit(endbg, (0, 0))
    def font(self):

        scoreSurface = fontObj1.render('The score:%s' % Hero.score, True, (255, 125, 125, 0))
        screen.blit(scoreSurface, (180, 400))

        hisSurface = fontObj1.render('Highest score in history :%s' % history, True, (255, 125, 125, 0))
        screen.blit(hisSurface, (170,450))

# 音效类
pygame.mixer.init()
sounds = [
    pygame.mixer.Sound('sound/button.ogg')
]

class AllSound:
    @staticmethod
    def play_sounds(sound):
        if sound != None:
            sound.play()

# 主角类
hero_imgs = [
    pygame.transform.scale((pygame.image.load('images/hero1.png')), (120, 210)),
    pygame.transform.scale((pygame.image.load('images/hero2.png')), (120, 210)),
    pygame.transform.scale((pygame.image.load('images/hero3.png')), (120, 210))

]

class Hero(pygame.sprite.Sprite):
    up = False
    down = False
    left = False
    right = False

    score = 0

    # 属性:图片 位置 血量 速度 屏幕
    def __init__(self, screen, imgs, pos, hp, speed):
        self.screen = screen
        self.imgs = imgs
        self.image = self.imgs[0]
        self.rect = self.imgs[0].get_rect()
        self.rect.topleft = pos
        self.hp = hp
        self.speed = speed
        self.indexAdd = 1
        self.imgIndex = 0

    def Move(self):
        # 移动 上下左右
        if Hero.right:
            self.rect = self.rect.move(self.speed, 0)
        if Hero.left:
            self.rect = self.rect.move(-self.speed, 0)
        if Hero.down:
            self.rect = self.rect.move(0, self.speed)
        if Hero.up:
            self.rect = self.rect.move(0, -self.speed)

        # 猪脚动画
        self.indexAdd += 1
        if self.indexAdd == 1000:
            self.indexAdd = 0

        if self.indexAdd % 97 == 0:
            self.imgIndex += 1
            if self.imgIndex == 3:
                self.imgIndex = 0
        # 鼠标控制
        # self.rect.center = pygame.mouse.get_pos()
        # 约束区域
        if self.rect.x <= 0:
            self.rect.x = 0
        if self.rect.x >= (self.screen.get_width() - self.imgs[0].get_width()):
            self.rect.x = self.screen.get_width() - self.imgs[0].get_width()
        if self.rect.y <= 0:
            self.rect.y = 0
        if self.rect.y >= (self.screen.get_height() - self.imgs[0].get_height()):
            self.rect.y = self.screen.get_height() - self.imgs[0].get_height()

        # 渲染屏幕
        self.screen.blit(self.imgs[self.imgIndex], self.rect)

        # 产生子弹
        if self.indexAdd % 30 == 0:
            Bullet((self.rect.centerx - (bullet_img[0].get_width() / 2), self.rect.y - 20), 4, self.screen)
        # 子弹移动
        for i in bullet_list:
            if i != None and isinstance(i, Bullet):
                i.Move()
        self.Collide()



        if self.hp <= 0:
            global isOver
            HistroyScore.UpdateHistory(Hero.score)
            isOver = True

    # 碰撞敌机
    def Collide(self, target=enemy_list):
        tempEnemy = pygame.sprite.spritecollideany(self, target, collided=pygame.sprite.collide_mask)
        if tempEnemy in enemy_list:
            self.hp -= 1
            self.rect.topleft = (180, 500)
            tempEnemy.hp -= 10

# 子弹类
class Bullet(pygame.sprite.Sprite):
    # 属性 :图片 位置 速度 屏幕
    def __init__(self, pos, speed, screen, img=bullet_img[0]):
        self.image = img
        self.rect = self.image.get_rect()
        self.rect.topleft = pos
        self.speed = speed
        self.screen = screen
        bullet_list.append(self)

    # 方法:移动,碰撞敌机
    def Move(self):
        self.rect = self.rect.move(0, -self.speed)
        self.screen.blit(self.image, self.rect)
        if self.rect.y <= -69:
            if self in bullet_list:
                bullet_list.remove(self)
        self.CollideEnemy()

    # 碰撞敌机
    def CollideEnemy(self, target=enemy_list):
        # 第三个参数 打开碰撞遮罩
        tempEnemy = pygame.sprite.spritecollideany(self, target, collided=pygame.sprite.collide_mask)
        if tempEnemy and self in bullet_list:
            bullet_list.remove(self)
            tempEnemy.hp -= 1

# 背景移动类
class BackGround:
    def __init__(self, img, speed, screen):
        self.img1 = img
        self.img1rect = self.img1.get_rect()
        self.img2 = copy.copy(self.img1)
        self.img2rect = self.img2.get_rect()
        self.img2rect.y = -870

        self.speed = speed
        self.screen = screen

    def Move(self):
        self.img1rect = self.img1rect.move(0, self.speed)
        self.img2rect = self.img2rect.move(0, self.speed)
        if self.img1rect.y >= 880:
            self.img1rect.y = self.img2rect.y - 870
        if self.img2rect.y >= 880:
            self.img2rect.y = self.img1rect.y - 870

        self.screen.blit(self.img1, self.img1rect)
        self.screen.blit(self.img2, self.img2rect)

# 敌机类
class Enemy(pygame.sprite.Sprite):
    # 属性 图片 位置 血量 速度 屏幕 标签
    def __init__(self, img, pos, hp, speed, screen, tag, imgs):
        self.image = img
        self.imgs = imgs
        self.rect = self.image.get_rect()
        self.rect.topleft = pos
        self.hp = hp
        self.speed = speed
        self.screen = screen
        self.tag = tag
        enemy_list.append(self)
        self.indexAdd = 0
        self.indexImg = 0

    # 方法 移动死亡
    def Move(self):

        if self.hp <= 0:
            self.dead()
        else:
            self.rect = self.rect.move(0, self.speed)
            self.screen.blit(self.image, self.rect)
            # 出画面死亡
            if self.rect.y > 880:
                if self in enemy_list and self != None:
                    enemy_list.remove(self)

    # 死亡
    def dead(self):
        global score
        self.indexAdd += 1
        if self.indexAdd == 1000:
            self.indexAdd = 0

        # 播放死亡动画
        if self.tag == 'enemy0':
            if self.indexAdd % 7 == 0:
                self.indexImg += 1
                if self.indexImg == 3:
                    # 移除列表
                    if self in enemy_list:
                        Hero.score += 3
                        enemy_list.remove(self)
        if self.tag == 'enemy1':
            if self.indexAdd % 7 == 0:
                self.indexImg += 1
                if self.indexImg == 3:
                    # 移除列表
                    if self in enemy_list:
                        Hero.score += 2
                        enemy_list.remove(self)
        if self.tag == 'enemy2':
            if self.indexAdd % 7 == 0:
                self.indexImg += 1
                if self.indexImg == 3:
                    # 移除列表
                    if self in enemy_list:
                        Hero.score += 2
                        enemy_list.remove(self)
        if self.tag == 'enemy3':
            if self.indexAdd % 7 == 0:
                self.indexImg += 1
                if self.indexImg == 5:
                    # 移除列表
                    if self in enemy_list:
                        Hero.score += 5
                        enemy_list.remove(self)
        # 渲染动画
        self.screen.blit(self.imgs[self.indexImg], self.rect)

# 飞机工厂类a
class EnemyFactor:
    @staticmethod
    def Creat_enemy(screen):
        r = random.randint(1, 3200)
        if r < 700:
            Enemy(enemy_imgs1[0], (random.randint(0, 460), -130), 3, 2, screen, 'enemy0', enemy_imgs1)
        elif r < 1700:
            Enemy(enemy_imgs2[0], (random.randint(0, 500), -85), 1, 3, screen, 'enemy1', enemy_imgs2)
        elif r < 2700:
            Enemy(enemy_imgs3[0], (random.randint(0, 500), -85), 1, 3, screen, 'enemy2', enemy_imgs3)
        elif r < 3200:
            Enemy(enemy_imgs4[0], (random.randint(0, 360), -160), 5, 1, screen, 'enemy3', enemy_imgs4)

    @staticmethod
    def Move():
        for i in enemy_list:
            if isinstance(i, Enemy):
                i.Move()

# 历史分数类
class HistroyScore:
    # 历史分数更新
    def ReadHistory(path='score.txt'):
        global history

        if os.path.exists(path):
            with open(path, mode='r', encoding='utf-8')as f_r:
                history = f_r.read()
        else:
            with open(path, mode='w', encoding='utf-8')as f_w:
                f_w.write('0')

    def UpdateHistory(score, path='score.txt'):
        if os.path.exists(path):
            with open(path, mode='r', encoding='utf-8')as f_r:
                if int(f_r.read()) <= score:
                    with open(path, mode='w', encoding='utf-8')as f_w:
                        f_w.write(str(score))

screen = None

# 事件监测
def AllEvent():
    global screen
    global is_play
    # 迭代所有事件
    for i in pygame.event.get():
        # 判断所有事件是否为 退出
        if i.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if i.type == pygame.MOUSEBUTTONDOWN:
            if i.button == 1 and StatPanel.is_inside and is_play == False:
                AllSound.play_sounds(sounds[0])
                print('开始游戏')
                HistroyScore.ReadHistory()
                Hero.score = 0
                heroObj.hp = 5
                enemy_list.clear()
                bullet_list.clear()
                is_play = True

        if i.type == pygame.KEYDOWN:
            if i.key == pygame.K_SPACE:
                for j in enemy_list:
                    j.hp = 0
            if i.key == pygame.K_ESCAPE:
                is_play = False
                AllSound.play_sounds(sounds[0])
            if i.key == pygame.K_w:
                Hero.up = True
            if i.key == pygame.K_s:
                Hero.down = True
            if i.key == pygame.K_a:
                Hero.left = True
            if i.key == pygame.K_d:
                Hero.right = True

        if i.type == pygame.KEYUP:

            if i.key == pygame.K_w:
                Hero.up = False
            if i.key == pygame.K_s:
                Hero.down = False
            if i.key == pygame.K_a:
                Hero.left = False
            if i.key == pygame.K_d:
                Hero.right = False
        if i.type == pygame.USEREVENT + 1 and is_play:
            EnemyFactor.Creat_enemy(screen)

def Main():
    global heroObj
    global overObj
    global screen
    global is_play
    global isOver
    global fontObj1

    HistroyScore.ReadHistory()
    # 第一步初始化pygame
    pygame.init()
    # 第二步初始化display
    pygame.display.init()

    # 第三步创建一个窗口屏幕
    screen = pygame.display.set_mode((580, 870))
    pygame.display.set_caption('代表月亮消灭你')
    # 设置缩略图图标
    icon = pygame.image.load("images/heartbullet.png")
    pygame.display.set_icon(icon)

    # 开始界面对类
    startObj = StatPanel(screen)
    # 结束对界面类
    overObj = EndPanel(screen)

    # 英雄对象

    heroObj = Hero(screen, hero_imgs, (180, 500), 5, 3)

    # 字体
    #运行字体
    fontObj = pygame.font.Font('ziti/MarkerFelt.ttf', 25)
    fontObj1 = pygame.font.Font('ziti/MarkerFelt.ttf', 25)

    # 背景图像
    bg = pygame.transform.scale(start_bg[4], (580, 870))
    bgobj = BackGround(bg, 0, screen)

    # 游戏是否开始
    is_play = False
    # 游戏是否结束
    isOver = False

    # 背景音乐
    pygame.mixer.music.load('sound/beijing.ogg')
    pygame.mixer.music.play(-1)

    # 设置计时器
    pygame.time.set_timer(pygame.USEREVENT + 1, 1000)

    # 第四步 循环计算画面  进行更新显示画面
    while True:

        AllEvent()

        if is_play:
            if isOver == False:
                # 游戏运行界面
                bgobj.Move()
                heroObj.Move()
                EnemyFactor.Move()
                hpSurface = fontObj.render('Hp :', True, (255, 125, 125, 0))
                screen.blit(hpSurface, (0, 0))

                scoreSurface = fontObj.render('Score :%s' % Hero.score, True, (255, 125, 125, 0))
                screen.blit(scoreSurface, (0, 30))

                hisSurface = fontObj.render('MAX score :%s' % history, True, (255, 125, 125, 0))
                screen.blit(hisSurface, (0, 60))
                # 血量显示
                for i in range(0, heroObj.hp):
                    screen.blit(bullet_img[1], (35 + 35 * i, 0))
            else:
                # print('11111111111111111111111111111')
                overObj.end_panel()
                overObj.font()


        else:
            startObj.display()




        pygame.display.update()

if __name__ == '__main__':
    Main()

代码写的也比较乱,以后再慢慢整理吧,最近要整理的东西太多了。
下面给大家看看正常的飞机大战素材包:
飞机大战项目(源代码(直接用),有效果图,素材包)_第8张图片
飞机大战项目(源代码(直接用),有效果图,素材包)_第9张图片
飞机大战项目(源代码(直接用),有效果图,素材包)_第10张图片
各种飞机大战,雷霆战机,全民飞机大战的素材包,就等你们来了,心动不如行动,赶快留言吧。

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