一步步实现有趣的飞机塔防游戏,有兴趣了解一下吗?
好的,马上开始。
class Plane:
def __init__(self,filename,screen):
self.plane = pygame.image.load(filename).convert_alpha()
self.height = self.plane.get_height()
self.width = self.plane.get_width()
self.radius = randint(2, 10)
self.xpos = randint(self.radius, 800-self.radius)
self.ypos = randint(self.radius, 700-self.radius)
# self.xpos = randint(100, 600)
# self.ypos = randint(100, 600)
self.xvelocity = randint(2, 6)/5
self.yvelocity = randint(2, 6)/5
self.angle = math.atan2(self.yvelocity,self.xvelocity)
self.fangle = math.degrees(self.angle)+90
self.screen = screen
self.scrnwidth = 800
self.scrnheight = 700
def move_ball(self):
self.xpos += self.xvelocity
self.ypos += self.yvelocity
# 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上
if self.ypos >= self.scrnheight-self.width:
self.yvelocity = -self.yvelocity
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下
if self.ypos <= 0:
self.yvelocity = abs(self.yvelocity)
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左
if self.xpos >= self.scrnwidth-self.height:
self.xvelocity = -self.xvelocity
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右
if self.xpos <= 0:
self.xvelocity = abs(self.xvelocity)
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
self.screen.blit(self.planed, (self.xpos,self.ypos))
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((800, 700))
plane = Plane('plane.png',screen)
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
clock.tick(200)
screen.fill((0, 0, 0))
plane.move_ball()
pygame.display.update()
class Pao:
def __init__(self,screen):
self.start = (100,700)
self.end = None
self.screen = screen
self.count = 0
self.bullet_list = []
pass
def getpos(self,pos2,r):
self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
self.fangle = math.degrees(self.angle)
self.x = self.start[0]+r*math.cos(self.angle)
self.y = self.start[1]+r*math.sin(self.angle)
self.r = r
self.end = pos2
def move(self):
pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
pygame.draw.circle(self.screen,(0,255,0),self.start,15)
pao = Pao(screen)
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
clock.tick(200)
screen.fill((0, 0, 0))
plane.move_ball()
pao.getpos((plane.xpos, plane.ypos), 35)
pao.move()
发现没有,塔防设备跟踪飞机的运动而运动,一切都在监控中。
class Bullet:
def __init__(self,x,y,fangle,screen,angle):
self.posx = x
self.posy = y
self.fangle = fangle
self.angle = angle
self.alive = True
self.screen = screen
self.bullet = pygame.image.load('bullet2.png').convert_alpha()
self.r = random.randint(5,10)
def move(self):
self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
self.posx += self.r * math.cos(self.angle)
self.posy += self.r * math.sin(self.angle)
# self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina)
if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
self.alive = False
if self.alive:
self.screen.blit(self.planed, (self.posx, self.posy))
在move函数上写相关代码
def move(self):
pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
pygame.draw.circle(self.screen,(0,255,0),self.start,15)
if self.count % 100 == 19:
self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
self.count += 1
for bullet in self.bullet_list:
if bullet.alive is not True:
del bullet
else:
bullet.move()
import pygame,sys
from math import *
from Ball import Ball
import random
from random import randint
import math
class Plane:
def __init__(self,filename,screen):
self.plane = pygame.image.load(filename).convert_alpha()
self.height = self.plane.get_height()
self.width = self.plane.get_width()
self.radius = randint(2, 10)
self.xpos = randint(self.radius, 800-self.radius)
self.ypos = randint(self.radius, 700-self.radius)
self.xvelocity = randint(2, 6)/5
self.yvelocity = randint(2, 6)/5
self.angle = math.atan2(self.yvelocity,self.xvelocity)
self.fangle = math.degrees(self.angle)+90
self.screen = screen
self.scrnwidth = 800
self.scrnheight = 700
def move_ball(self):
self.xpos += self.xvelocity
self.ypos += self.yvelocity
# 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上
if self.ypos >= self.scrnheight-self.width:
self.yvelocity = -self.yvelocity
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下
if self.ypos <= 0:
self.yvelocity = abs(self.yvelocity)
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左
if self.xpos >= self.scrnwidth-self.height:
self.xvelocity = -self.xvelocity
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右
if self.xpos <= 0:
self.xvelocity = abs(self.xvelocity)
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos))
self.screen.blit(self.planed,self.newRect)
class Pao:
def __init__(self,screen):
self.start = (100,700)
self.end = None
self.screen = screen
self.count = 0
self.bullet_list = []
pass
def getpos(self,pos2,r):
self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
self.fangle = math.degrees(self.angle)
self.x = self.start[0]+r*math.cos(self.angle)
self.y = self.start[1]+r*math.sin(self.angle)
self.r = r
self.end = pos2
def move(self):
pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
pygame.draw.circle(self.screen,(0,255,0),self.start,15)
if self.count % 100 == 19:
self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
self.count += 1
for bullet in self.bullet_list:
if bullet.alive is not True:
del bullet
else:
bullet.move()
class Bullet:
def __init__(self,x,y,fangle,screen,angle):
self.posx = x
self.posy = y
self.fangle = fangle
self.angle = angle
self.alive = True
self.screen = screen
self.bullet = pygame.image.load('bullet2.png').convert_alpha()
self.r = random.randint(5,10)
def move(self):
self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
self.posx += self.r * math.cos(self.angle)
self.posy += self.r * math.sin(self.angle)
# self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina)
if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
self.alive = False
if self.alive:
self.screen.blit(self.planed, (self.posx, self.posy))
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((800, 700))
plane = Plane('plane.png',screen)
pao = Pao(screen)
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
clock.tick(200)
screen.fill((0, 0, 0))
plane.move_ball()
pao.getpos((plane.xpos, plane.ypos), 35)
pao.move()
pygame.display.update()
plane_rect = plane.newRect # planed.get_rect()
# print(plane_rect)
# print(len(pao.bullet_list))
for bullet in pao.bullet_list:
# print(bullet.alive)
# print(bullet.planed.get_rect())
if plane_rect.colliderect(bullet.newRect):
bullet.alive = False
plane.reset()
print('1')
检测是否碰撞
if plane.alive:
plane.move_ball()
else:
plane.destroy(fCount, screen)
碰撞后的效果
def destroy(self, fCount, winSurface):
self.screen.blit(self.dList[self.dIndex],self.newRect)
if fCount % 3 == 0:
self.dIndex += 1
if self.dIndex == 4:
self.reset()
初始化变量
self.score = 0
展示变量
text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0))
self.screen.blit(text1, (45, 15))
import pygame,sys
from math import *
from Ball import Ball
import random
from random import randint
import math
class Plane:
def __init__(self,filename,screen):
self.plane = pygame.image.load(filename).convert_alpha()
self.height = self.plane.get_height()
self.width = self.plane.get_width()
self.alive = True
self.dIndex = 0
self.newRect = None
# 爆炸
self.dSurface1 = pygame.image.load("./images/enemy1_down1.png").convert_alpha()
self.dSurface2 = pygame.image.load("./images/enemy1_down2.png").convert_alpha()
self.dSurface3 = pygame.image.load("./images/enemy1_down3.png").convert_alpha()
self.dSurface4 = pygame.image.load("./images/enemy1_down4.png").convert_alpha()
self.dList = [self.dSurface1, self.dSurface2, self.dSurface3, self.dSurface4]
self.radius = randint(2, 10)
self.xpos = randint(self.radius, 800-self.radius)
self.ypos = randint(self.radius, 700-self.radius)
self.xvelocity = randint(2, 6)/5
self.yvelocity = randint(2, 6)/5
self.angle = math.atan2(self.yvelocity,self.xvelocity)
self.fangle = math.degrees(self.angle)+90
self.screen = screen
self.scrnwidth = 800
self.scrnheight = 700
def destroy(self, fCount, winSurface):
self.screen.blit(self.dList[self.dIndex],self.newRect)
if fCount % 3 == 0:
self.dIndex += 1
if self.dIndex == 4:
self.reset()
def reset(self):
self.radius = randint(2, 10)
self.xpos = randint(self.radius, 800-self.radius)
self.ypos = randint(self.radius, 700-self.radius)
self.xvelocity = randint(2, 6)/5
self.yvelocity = randint(2, 6)/5
self.angle = math.atan2(self.yvelocity,self.xvelocity)
self.fangle = math.degrees(self.angle)+90
self.alive = True
self.dIndex = 0
def move_ball(self):
self.xpos += self.xvelocity
self.ypos += self.yvelocity
# 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上
if self.ypos >= self.scrnheight-self.width:
self.yvelocity = -self.yvelocity
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下
if self.ypos <= 0:
self.yvelocity = abs(self.yvelocity)
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左
if self.xpos >= self.scrnwidth-self.height:
self.xvelocity = -self.xvelocity
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
# 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右
if self.xpos <= 0:
self.xvelocity = abs(self.xvelocity)
self.angle = math.atan2(self.yvelocity, self.xvelocity)
self.fangle = math.degrees(self.angle) + 90
self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos))
self.screen.blit(self.planed,self.newRect)
class Pao:
def __init__(self,screen):
self.start = (100,700)
self.end = None
self.screen = screen
self.count = 0
self.bullet_list = []
self.score = 0
self.font = pygame.font.Font(r'C:\Windows\Fonts\simsun.ttc', 16)
def getpos(self,pos2,r):
self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
self.fangle = math.degrees(self.angle)
self.x = self.start[0]+r*math.cos(self.angle)
self.y = self.start[1]+r*math.sin(self.angle)
self.r = r
self.end = pos2
def move(self):
pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
pygame.draw.circle(self.screen,(0,255,0),self.start,15)
text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0))
self.screen.blit(text1, (45, 15))
if self.count % 30 == 19:
self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
self.count += 1
for bullet in self.bullet_list:
if bullet.alive is False:
self.bullet_list.remove(bullet)
else:
bullet.move()
class Bullet:
def __init__(self,x,y,fangle,screen,angle):
self.posx = x
self.posy = y
self.fangle = fangle
self.angle = angle
self.alive = True
self.screen = screen
self.bullet = pygame.image.load('bullet2.png').convert_alpha()
self.r = random.randint(5,10)
self.newRect = None
def move(self):
self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
self.posx += self.r * math.cos(self.angle)
self.posy += self.r * math.sin(self.angle)
if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
self.alive = False
self.newRect = self.bullet.get_rect(center=(self.posx, self.posy))
if self.alive:
self.screen.blit(self.planed, self.newRect)
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((800, 700))
pao = Pao(screen)
plane_list = []
for i in range(2):
plane_list.append((Plane('enemy.png',screen)))
fCount = 0
clock = pygame.time.Clock()
plane = random.choice(plane_list)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
clock.tick(200)
screen.fill((0, 0, 0))
pao.getpos((plane.xpos, plane.ypos), 35)
pao.move()
for plane in plane_list:
plane_rect = plane.newRect
for bullet in pao.bullet_list:
try:
if plane_rect.colliderect(bullet.newRect):
bullet.alive = False
plane.alive = False
pao.score += 1
plane = random.choice(plane_list)
print('1')
except:
pass
if plane.alive:
plane.move_ball()
else:
plane.destroy(fCount, screen)
fCount += 1
pygame.display.update()
写完,比心!