python——游戏开发入门之飞机大战

程序界面:python——游戏开发入门之飞机大战_第1张图片

介绍:使用pygame包开发的一个简易飞机大战游戏,主要用来熟悉python的面向对象编程。

Python代码:

飞机大战.py
import random

import pygame
import time


class BasePlane(object):
    def __init__(self, screen_temp, x, y, image_name, hp):
        self.x = x
        self.y = y
        self.hp = hp
        self.screen = screen_temp
        self.image = pygame.image.load(image_name)
        self.bullet_list = []  # 存储发射出去的子弹对象引用

    def display(self):
        self.screen.blit(self.image, (self.x, self.y))
        for bullet in self.bullet_list:
            bullet.dispaly()
            bullet.move()
            if bullet.judge():  # 判断子弹是否越界
                self.bullet_list.remove(bullet)


class HeroPlane(BasePlane):
    def __init__(self, screen_temp):
        BasePlane.__init__(self, screen_temp, 210, 600, "./feiji/hero1.png", 1000)
        # 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.__crate_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 display(self):
        # 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.image_num += 1
            if self.image_num == 7:
                self.image_num = 0
                self.image_index += 1
            if self.image_index > 3:
                time.sleep(1)
                print("你挂了...")
                exit()  # 调用exit让游戏退出
                # self.image_index = 0
        else:
            self.screen.blit(self.image, (self.x, self.y))
        for bullet in self.bullet_list:
            bullet.dispaly()
            bullet.move()
            if bullet.judge():  # 判断子弹是否越界
                self.bullet_list.remove(bullet)

    def bomb(self):
        showBulletVoice("./feiji/died.wav")
        self.hit = True

    def __crate_images(self):
        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 move_left(self, param):
        self.x -= param

    def move_right(self, param):
        self.x += param

    def get_x(self):
        return self.x

    # def move_up(self, param):
    #     self.y -= param
    #
    # def move_down(self, param):
    #     self.y += param

    def fire(self, enemy_temp, three):
        self.bullet_list.append(Bullet(self.screen, self.x, self.y, enemy_temp))
        if three:
            self.bullet_list.append(Bullet(self.screen, self.x + 30, self.y + 40, enemy_temp))
            self.bullet_list.append(Bullet(self.screen, self.x - 30, self.y + 40, enemy_temp))


class EnemyPlane(BasePlane):
    """敌机类"""

    def __init__(self, screen_temp):
        BasePlane.__init__(self, screen_temp, 0, 0, "./feiji/enemy0.png", 1000)
        self.direction = "right"  # 用来存储飞机默认的显示方向
        # 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.__crate_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 display(self):
        # 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.image_num += 1
            if self.image_num == 7:
                self.image_num = 0
                self.image_index += 1
            if self.image_index > 3:
                time.sleep(1)
                print("敌机已被击毁...")
                exit()  # 调用exit让游戏退出
                # self.image_index = 0
        else:
            self.screen.blit(self.image, (self.x, self.y))
        for bullet in self.bullet_list:
            bullet.dispaly()
            bullet.move()
            if bullet.judge():  # 判断子弹是否越界
                self.bullet_list.remove(bullet)

    def bomb(self):
        showBulletVoice("./feiji/died.wav")
        self.hit = True

    def __crate_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 get_x(self):
        return self.x

    def move(self):
        if self.direction == "right":
            self.x += 5
        else:
            self.x -= 5
        if self.x > 430:
            self.direction = "left"
        elif self.x < 0:
            self.direction = "right"

    def fire(self, hero):
        random_num = random.randint(1, 100)
        if random_num <= 10:
            self.bullet_list.append(EnemyBullet(self.screen, self.x, self.y, hero))


class BaseBullet(object):
    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)

    def dispaly(self):
        self.screen.blit(self.image, (self.x, self.y))


class Bullet(BaseBullet):
    def __init__(self, screen_temp, x, y, enemy_temp):
        BaseBullet.__init__(self, screen_temp, x + 40, y - 20, "./feiji/bullet.png")
        self.enemy = enemy_temp

    def move(self):
        self.y -= 10
        if self.y < 40:
            if self.enemy.get_x() <= self.x <= self.enemy.get_x() + 51:
                self.enemy.hp -= 1
                print("敌机被击中,HP(%i/1000)" % self.enemy.hp)
                showBulletVoice("./feiji/enemy.wav")
                if self.enemy.hp <= 0:
                    self.enemy.bomb()

    def judge(self):
        if self.y < 0:
            return True
        else:
            return False


class EnemyBullet(BaseBullet):
    def __init__(self, screen_temp, x, y, hero__temp):
        BaseBullet.__init__(self, screen_temp, x + 25, y + 40, "./feiji/bullet1.png")
        self.hero = hero__temp

    def move(self):
        self.y += 10
        if self.y > 620:
            if self.hero.get_x() <= self.x <= self.hero.get_x() + 100:
                self.hero.hp -= 1
                print("hero被击中,HP(%i/1000)" % self.hero.hp)
                showBulletVoice("./feiji/enemy.wav")
                if self.hero.hp <= 0:
                    self.hero.bomb()

    def judge(self):
        if self.y > 650:
            return True
        else:
            return False


def key_control(hero_temp, enemy_temp):
    # 获取事件,比如按键等
    for event in pygame.event.get():
        # 判断是否是点击了退出按钮
        if event.type == pygame.QUIT:
            print("exit")
            exit()
        # 判断是否是按下了键
        elif event.type == pygame.KEYDOWN:
            # 检测按键是否是a或者left
            if event.key == pygame.K_a or event.key == pygame.K_LEFT:
                print('left')
                hero_temp.move_left(20)

            # 检测按键是否是d或者right
            elif event.key == pygame.K_d or event.key == pygame.K_RIGHT:
                print('right')
                hero_temp.move_right(20)
            elif event.key == pygame.K_w or event.key == pygame.K_UP:
                print('up')
                # hero_temp.move_up(20)
            elif event.key == pygame.K_s or event.key == pygame.K_DOWN:
                print('down')
                # hero_temp.move_down(20)
            # 检测按键是否是空格键
            elif event.key == pygame.K_SPACE:
                print('space')
                showBulletVoice("./feiji/hero.wav")
                hero_temp.fire(enemy_temp, False)
            elif event.key == pygame.K_x:
                print('x')
                showBulletVoice("./feiji/hero.wav")
                hero_temp.fire(enemy_temp, True)


def showHp(screen_temp, hp_temp, x, y):
    pygame.init()
    myfont = pygame.font.Font(None, 40)
    red = 255, 0, 0
    textImage = myfont.render("HP:%i/1000" % hp_temp, True, red)
    screen_temp.blit(textImage, (x, y))


def showBulletVoice(voice):
    pygame.mixer.init()
    pygame.mixer.music.load(voice)
    pygame.mixer.music.play()


def main():
    # 1.创建一个窗口,又来显示内容
    screen = pygame.display.set_mode((480, 852), 0, 32)
    # 2.创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")

    # 3.创建一个飞机对象
    hero = HeroPlane(screen)
    # 4.创建一个敌机
    enemy = EnemyPlane(screen)
    while True:
        # 设定需要显示的背景图
        screen.blit(background, (0, 0))
        hero.display()
        showHp(screen, hero.hp, 0, 580)
        enemy.display()
        showHp(screen, enemy.hp, 0, 39)
        enemy.move()
        enemy.fire(hero)  # 敌机开火
        # 更新需要显示的内容
        pygame.display.update()
        key_control(hero, enemy)
        time.sleep(0.01)


if __name__ == '__main__':
    main()

全部代码及资源包已免费分享至资源信息中,大家可以学习下。

程序可能存在部分bug,欢迎交流指正。

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