飞机大战(Python)

  飞机大战(Python)代码分为两个python文件,工具类和主类,需要安装pygame模块,能完美运行(网上好多不完整的,调试得心累。实现出来,成就感还是满满的),如图所示:
飞机大战(Python)_第1张图片
  完整代码如下:
1.工具类plane_sprites.py

import random
import pygame

# 屏幕大小的常量
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
# 刷新的帧率
FRAME_PER_SEC = 60
# 创建敌机的定时器常量
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 英雄发射子弹事件
HERO_FIRE_EVENT = pygame.USEREVENT + 1

class GameSprite(pygame.sprite.Sprite):
    """飞机大战游戏精灵"""
    def __init__(self, image_name, speed=1):
        super().__init__()# 调用父类的初始化方法
        self.image = pygame.image.load(image_name)# 定义对象的属性
        self.rect = self.image.get_rect()
        self.speed = speed
    def update(self):
        # 在屏幕的垂直方向上移动
        self.rect.y += self.speed
class Background(GameSprite):
    """游戏背景精灵"""
    def __init__(self, is_alt=False):
        super().__init__("C:/Users/Administrator/Desktop/background.png")# 1. 调用父类方法实现精灵的创建(image/rect/speed)
        if is_alt:# 2. 判断是否是交替图像,如果是,需要设置初始位置
            self.rect.y = -self.rect.height
    def update(self):
        super().update()# 1. 调用父类的方法实现
        if self.rect.y >= SCREEN_RECT.height:# 2. 判断是否移出屏幕,如果移出屏幕,将图像设置到屏幕的上方
            self.rect.y = -self.rect.height
class Enemy(GameSprite):
     """敌机精灵"""
     def __init__(self):
         super().__init__("C:/Users/Administrator/Desktop/enemy1.png")# 1. 调用父类方法,创建敌机精灵,同时指定敌机图片
         self.speed = random.randint(1, 3)# 2. 指定敌机的初始随机速度 1 ~ 3
         self.rect.bottom = 0# 3. 指定敌机的初始随机位置
         max_x = SCREEN_RECT.width - self.rect.width
         self.rect.x = random.randint(0, max_x)
     def update(self):
         super().update()# 1. 调用父类方法,保持垂直方向的飞行
         # 2. 判断是否飞出屏幕,如果是,需要从精灵组删除敌机
         if self.rect.y >= SCREEN_RECT.height:
             self.kill()
             # print("飞出屏幕,需要从精灵组删除...")
             # kill方法可以将精灵从所有精灵组中移出,精灵就会被自动销毁

     def __del__(self):
              # print("敌机挂了 %s" % self.rect)
             pass
class Hero(GameSprite):
    """英雄精灵"""
    def __init__(self):
        super().__init__("C:/Users/Administrator/Desktop/me1.png", 0)
        self.rect.centerx = SCREEN_RECT.centerx
        self.rect.bottom = SCREEN_RECT.bottom - 120
        self.bullets = pygame.sprite.Group()
    def update(self):
        self.rect.x += self.speed
        if self.rect.x < 0:
            self.rect.x = 0
        elif self.rect.right > SCREEN_RECT.right:
            self.rect.right = SCREEN_RECT.right
    def fire(self):
        print("发射子弹...")
        for i in (0, 1, 2):
            bullet = Bullet()
            bullet.rect.bottom = self.rect.y - i * 20
            bullet.rect.centerx = self.rect.centerx
            self.bullets.add(bullet)
class Bullet(GameSprite):
    """子弹精灵"""
    def __init__(self):
        super().__init__("C:/Users/Administrator/Desktop/bullet1.png", -2)
    def update(self):
        super().update()
        if self.rect.bottom < 0:
            self.kill()
        def __del__(self):
            print("子弹被销毁...")

2.主类plane_main.py

import pygame
from plane_sprites import *
class PlaneGame(object):
    """飞机大战主游戏"""
    def __init__(self):
         print("游戏初始化")
         self.screen = pygame.display.set_mode(SCREEN_RECT.size)
         self.clock = pygame.time.Clock()
         self.__create_sprites()
         pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000)
         pygame.time.set_timer(HERO_FIRE_EVENT, 500)
    def __create_sprites(self):
        bg1 = Background()
        bg2 = Background(True)
        self.back_group = pygame.sprite.Group(bg1, bg2)
        self.enemy_group = pygame.sprite.Group()
        self.hero = Hero()
        self.hero_group = pygame.sprite.Group(self.hero)
    def start_game(self):
        print("游戏开始...")
        while True:
            self.clock.tick(FRAME_PER_SEC)
            self.__event_handler()
            self.__check_collide()
            self.__update_sprites()
            pygame.display.update()
    def __event_handler(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                PlaneGame.__game_over()
            elif event.type == CREATE_ENEMY_EVENT:
                    # print("敌机出场...")
                    #  创建敌机精灵
                enemy = Enemy()
                self.enemy_group.add(enemy)
            elif event.type == HERO_FIRE_EVENT:
                self.hero.fire()
                    # elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
                    #     print("向右移动...")
        keys_pressed = pygame.key.get_pressed()
        if keys_pressed[pygame.K_RIGHT]:
            self.hero.speed = 2
        elif keys_pressed[pygame.K_LEFT]:
            self.hero.speed = -2
        else:
            self.hero.speed = 0
    def __check_collide(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                PlaneGame.__game_over()
            elif event.type == CREATE_ENEMY_EVENT:
                enemy = Enemy()
                self.enemy_group.add(enemy)
            elif event.type == HERO_FIRE_EVENT:
                self.hero.fire()
        keys_pressed = pygame.key.get_pressed()
        if keys_pressed[pygame.K_RIGHT]:
            self.hero.speed = 2
        elif keys_pressed[pygame.K_LEFT]:
            self.hero.speed = -2
        else:
            self.hero.speed = 0
    def __check_collide(self):
        pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)
        enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, True)
        if len(enemies) > 0:
            self.hero.kill()
            PlaneGame.__game_over()
    def __update_sprites(self):
        self.back_group.update()
        self.back_group.draw(self.screen)
        self.enemy_group.update()
        self.enemy_group.draw(self.screen)
        self.hero_group.update()
        self.hero_group.draw(self.screen)
        self.hero.bullets.update()
        self.hero.bullets.draw(self.screen)
    @staticmethod
    def __game_over():
        print("游戏结束")
        pygame.quit()
        exit()
if __name__ == '__main__':
    game = PlaneGame()
    game.start_game()

你可能感兴趣的:(飞机大战(Python))