python飞机大战是什么水平_用 Python 写一个经典飞机大战!特别有成就感!

当年微信 5.0 发布时,首页被设置成了一款新推出的小游戏,它就是微信版飞机大战,游戏一经推出便是火爆异常,铅笔画风格的游戏界面也受到了很多人的喜欢。

最近重温了一下这款小游戏,尽管时隔多年,但无论是游戏的画质还是风格,时至今日依然都不过时。本文我们使用 Python 来实现一下这款小游戏,游戏的实现主要用到第三方模块 pygame,安装使用 pip install pygame 即可。

环境操作系统:Windows

Python 版本:3.6

涉及模块:pygame、sys、random

实现

飞机大战的构成相对比较简单,主要包括:主界面、玩家、敌人、子弹、计分板等,下面来看一下具体实现。

首先我们来绘制一个主界面,主要实现代码如下所示:

# 设置屏幕的宽度

SCREEN_WIDTH = 450

# 设置屏幕的高度

SCREEN_HEIGHT = 600

# 初始化窗口

pygame.init()

# 设置窗口标题

pygame.display.set_caption("飞机大战")

# 设置屏幕大小

screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32)

# 隐藏光标

pygame.mouse.set_visible(False)

# 设置背景

bg = pygame.image.load("resources/image/bg.png")

# 绘制屏幕

screen.fill(0)

# 加入背景图片

screen.blit(bg, (0, 0))

# 设置游戏结束的图片

bg_game_over = pygame.image.load("resources/image/bg_game_over.png")

# 加载飞机资源图片

img_plane = pygame.image.load("resources/image/shoot.png")

img_start = pygame.image.load("resources/image/start.png")

img_pause = pygame.image.load("resources/image/pause.png")

img_icon = pygame.image.load("resources/image/plane.png").convert_alpha()

# 顺便设置窗口

pygame.display.set_icon(img_icon)

# 初始化位置

player_pos = [200, 450]

看一下效果:

接着,我们再来定义玩家的属性和方法,主要实现代码如下所示:

class Player(pygame.sprite.Sprite):

def __init__(self, img, rect, pos):

pygame.sprite.Sprite.__init__(self)

self.image = []

# 将飞机图片部分分隔

for i in range(len(rect)):

self.image.append(img.subsurface(rect[i]).convert_alpha())

# 获取飞机的区域

self.rect = rect[0]

self.rect.topleft = pos

self.speed = 8

# 生成精灵组实例

self.bullets = pygame.sprite.Group()

self.img_index = 0

# 判断飞机是否被打中

self.is_hit = False

def shoot(self, img):

bullet = Bullet(img, self.rect.midtop)

# 添加子弹实例到玩家的子弹组

self.bullets.add(bullet)

def moveUp(self):

# 当遇到顶部时,设置上顶部为0

if self.rect.top <= 0:

self.rect.top = 0

else:

self.rect.top -= self.speed

def moveDown(self):

# 当遇到底部时,设置一直为常值

if self.rect.top >= SCREEN_HEIGHT - self.rect.height:

self.rect.top = SCREEN_HEIGHT - self.rect.height

else:

self.rect.top += self.speed

def moveLeft(self):

# 当遇到左边时,一直停靠在左边

if self.rect.left <= 0:

self.rect.left = 0

else:

self.rect.left -= self.speed

def moveRight(self):

# 当遇到右边时, 停靠右边

if self.rect.left >= SCREEN_WIDTH - self.rect.width:

self.rect.left = SCREEN_WIDTH - self.rect.width

else:

self.rect.left += self.speed

看一下玩家的飞机样式:

我们再接着定义子弹的属性和方法,主要实现代码如下所示:

class Bullet(pygame.sprite.Sprite):

def __init__(self, img, pos):

pygame.sprite.Sprite.__init__(self)

self.image = img

# 设置图片的区域

self.rect = self.image.get_rect()

self.rect.midbottom = pos

self.speed = 10

def move(self):

self.rect.top -= self.speed

看一下子弹的样式:

定义完玩家,我们再来定义敌机的属性和方法,主要实现代码如下所示:

class Enemy(pygame.sprite.Sprite):

def __init__(self, img, explosion_img, pos):

pygame.sprite.Sprite.__init__(self)

self.image = img

self.rect = self.image.get_rect()

self.rect.topleft = pos

self.explosion_img = explosion_img

self.speed = 2

# 设置击毁序列

self.explosion_index = 0

def move(self):

# 敌人的子弹只能一直向下

self.rect.top += self.speed

最后,我们来定义一下游戏运行的相应逻辑,比如:击中敌机、玩家与敌机碰撞、生成分数等,主要实现代码如下所示:

while running:

# 设置游戏帧率为 60

clock.tick(60)

if not is_pause and not is_game_over:

if not player.is_hit:

# 设置连续射击,因为每秒 60 帧,15/60=0.25 秒发一次子弹

if shoot_frequency % 15 == 0:

player.shoot(bullet_img)

shoot_frequency += 1

# 当设置的射击频率大于 15,置零

if shoot_frequency >= 15:

shoot_frequency = 0

# 控制生成敌机的频率

if enemy_frequency % 50 == 0:

# 设置敌机的出现的位置

enemy_pos = [random.randint(0, SCREEN_WIDTH - enemy_rect.width), 0]

enemy = Enemy(enemy_img, enemy_explosion_imgs, enemy_pos)

enemies.add(enemy)

enemy_frequency += 1

if enemy_frequency >= 100:

enemy_frequency = 0

# 控制子弹的显示运行

for bullet in player.bullets:

bullet.move()

if bullet.rect.bottom < 0:

player.bullets.remove(bullet)

# 控制敌机的运行

for enemy in enemies:

enemy.move()

# 判断敌机是否与玩家飞机碰撞

if pygame.sprite.collide_circle(enemy, player):

enemies_explosion.add(enemy)

enemies.remove(enemy)

player.is_hit = True

# 设置玩家的飞机被毁

is_game_over = True

# 判断敌机是否在界面

if enemy.rect.top < 0:

enemies.remove(enemy)

# 设置敌机与玩家的飞机子弹相碰时,返回被击的敌机实例

enemy_explosion = pygame.sprite.groupcollide(enemies, player.bullets, 1, 1)

for enemy in enemy_explosion:

enemies_explosion.add(enemy)

# 绘制屏幕

screen.fill(0)

# 加入背景图片

screen.blit(bg, (0, 0))

# 添加玩家飞机图片到屏幕

if not player.is_hit:

screen.blit(player.image[int(player.img_index)], player.rect)

player.img_index = shoot_frequency / 8

else:

if player_explosion_index > 47:

is_game_over = True

else:

player.img_index = player_explosion_index / 8

screen.blit(player.image[int(player.img_index)], player.rect)

player_explosion_index += 1

# 敌机被子弹击中的效果显示

for enemy in enemies_explosion:

if enemy.explosion_index == 0:

pass

if enemy.explosion_index > 7:

enemies_explosion.remove(enemy)

score += 100

continue

# 敌机被击时显示图片

screen.blit(enemy.explosion_img[int(enemy.explosion_index / 2)], enemy.rect)

enemy.explosion_index += 1

# 显示子弹

player.bullets.draw(screen)

# 显示敌机

enemies.draw(screen)

# 分数的显示效果

score_font = pygame.font.Font(None, 36)

score_text = score_font.render(str(score), True, (128, 128, 128))

# 设置文字框

text_rect = score_text.get_rect()

# 放置文字的位置

text_rect.topleft = [20, 10]

# 显示出分数

screen.blit(score_text, text_rect)

left, middle, right = pygame.mouse.get_pressed()

# 暂停游戏

if right == True and not is_game_over:

is_pause = True

if left == True:

# 重置游戏

if is_game_over:

is_game_over = False

player_rect = []

player_rect.append(pygame.Rect(0, 99, 102, 126))

player_rect.append(pygame.Rect(165, 360, 102, 126))

player_rect.append(pygame.Rect(165, 234, 102, 126))

player_rect.append(pygame.Rect(330, 624, 102, 126))

player_rect.append(pygame.Rect(330, 498, 102, 126))

player_rect.append(pygame.Rect(432, 624, 102, 126))

player = Player(img_plane, player_rect, player_pos)

bullet_rect = pygame.Rect(1004, 987, 9, 21)

bullet_img = img_plane.subsurface(bullet_rect)

enemy_rect = pygame.Rect(534, 612, 57, 43)

enemy_img = img_plane.subsurface(enemy_rect)

enemy_explosion_imgs = []

enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(267, 347, 57, 43)))

enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(873, 697, 57, 43)))

enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(267, 296, 57, 43)))

enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(930, 697, 57, 43)))

enemies = pygame.sprite.Group()

enemies_explosion = pygame.sprite.Group()

score = 0

shoot_frequency = 0

enemy_frequency = 0

player_explosion_index = 16

# 继续游戏

if is_pause:

is_pause = False

# 游戏结束

if is_game_over:

font = pygame.font.SysFont("微软雅黑", 48)

text = font.render("Score: " + str(score), True, (255, 0, 0))

text_rect = text.get_rect()

text_rect.centerx = screen.get_rect().centerx

text_rect.centery = screen.get_rect().centery + 70

# 显示游戏结束画面

screen.blit(bg_game_over, (0, 0))

# 显示分数

screen.blit(text, text_rect)

font = pygame.font.SysFont("微软雅黑", 40)

text = font.render("Press Left Mouse to Restart", True, (255, 0, 0))

text_rect = text.get_rect()

text_rect.centerx = screen.get_rect().centerx

text_rect.centery = screen.get_rect().centery + 150

screen.blit(text, text_rect)

# 刷新屏幕

pygame.display.update()

# 处理游戏退出

for event in pygame.event.get():

if event.type == pygame.QUIT:

pygame.quit()

exit()

if not is_pause and not is_game_over:

key = pygame.key.get_pressed()

if key[K_w] or key[K_UP]:

player.moveUp()

if key[K_s] or key[K_DOWN]:

player.moveDown()

if key[K_a] or key[K_LEFT]:

player.moveLeft()

if key[K_d] or key[K_RIGHT]:

player.moveRight()

我们来看一下最终实现效果:

源码获取私信小编01获取

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