Python正式课第十五天:飞机大战项目

项目:飞机大战(初始版)

代码:

# -*- coding: utf-8 -*-
# @Time    : 2019/11/22 8:47
# @Author  : Han lei
# @Email   : [email protected]
# @File    : demo1.py
# @Software: PyCharm

# 飞机大战项目(初始版)

# 控制飞机
import random
from os import path
import pygame

img_dir = path.join(path.dirname(__file__), 'img')
snd_dir = path.join(path.dirname(__file__), 'snd')

WIDTH = 480
HEIGHT = 600
FPS = 60
POWERUP_TIME = 5000

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Aircraft war')
clock = pygame.time.Clock()

# 绘制文本函数
# 使用pygame.font.match_font()可以在系统中搜索最接近的匹配字体
font_name = pygame.font.match_font('simhei')
def draw_text(surf, text, size, x, y):
    """
    绘制文本函数
    :param surf: 想要绘制文本的表面
    :param text: 想要显示的字符串
    :param size: 文本大小
    :param x: 要绘制那个地点的横坐标
    :param y: 要绘制那个地点的纵坐标
    """
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)
# 产生一个新暴徒
def newmob():
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)
# 显示血条
def draw_shield_bar(surf, x, y, pct):  # pct填充量参数
    if pct < 0:
        pct = 0
    BAR_LENGTH = 100
    BAR_HEIGHT = 10
    fill = (pct/100) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, GREEN, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)  # 2是边框宽度
# 生命计数器
def draw_lives(surf, x, y, lives, img):
    for i in range(lives):
        img_rect = img.get_rect()
        img_rect.x = x + 30*i
        img_rect.y = y
        surf.blit(img, img_rect)
# 定义开始/结束屏幕
def show_go_screen():
    screen.blit(background, background_rect)
    draw_text(screen, '飞机大战', 64, WIDTH/2, HEIGHT/4)
    draw_text(screen, '方向键移动,空格开火', 22, WIDTH/2, HEIGHT/2)
    draw_text(screen, '按任意键开始', 18, WIDTH/2, HEIGHT*3/4)
    pygame.display.flip()
    waiting = True
    while waiting:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.KEYUP:  # KEYUP是什么?
                waiting = False

# 添加玩家精灵

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        # 调整图像大小
        self.image = pygame.transform.scale(player_img, (50, 38))
        # 设置透明颜色
        self.image.set_colorkey(BLACK)
        # self.image.fill(GREEN)
        self.rect = self.image.get_rect()  # 定位矩形
        # 设置碰撞圈,为了改进碰撞
        self.radius = 20
        # 测试碰撞圈
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.centerx = WIDTH/2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0  # 在x方向上的移动速度
        self.speedy = 0
        self.shield = 100  # 护盾
        # 自动开火
        self.shoot_delay = 250  # 测量飞船在发射另一颗子弹之前应该等待的时间长度(以毫秒为单位)
        self.last_shot = pygame.time.get_ticks()  # last_shot将跟踪最后一颗子弹射击的时间,以便知道何时有足够的时间再次射击。
        # 多条生命
        self.lives = 3  # 生命计数器
        self.hidden = False  # 隐藏/显示玩家
        self.hide_timer = pygame.time.get_ticks()  # 控制玩家隐藏时间的计时器
        # 子弹增强
        self.power = 1
        self.power_time = pygame.time.get_ticks()

    # 运动/控制
    def update(self):
        self.speedx = 0
        self.speedy = 0
        # 键盘控制移动
        keystate = pygame.key.get_pressed()  # 返回的是一个字典
        if keystate[pygame.K_LEFT]:
            self.speedx = -8
        if keystate[pygame.K_RIGHT]:
            self.speedx = 8
        if keystate[pygame.K_UP]:
            self.speedy = -8
        if keystate[pygame.K_DOWN]:
            self.speedy = 8
        if keystate[pygame.K_SPACE]:
            self.shoot()
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        # 边界检查
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 0:
            self.rect.top = 0
        if self.rect.bottom > HEIGHT:
            self.rect.bottom = HEIGHT
        # 道具时间
        if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
            self.power -= 1
            self.power_time = pygame.time.get_ticks()
        # 取消死亡后的隐藏
        if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
            self.hidden = False
            self.rect.centerx = WIDTH / 2
            self.rect.bottom = HEIGHT - 10
    def shoot(self):
        now = pygame.time.get_ticks()
        if now - self.last_shot > self.shoot_delay:
            self.last_shot = now
            if self.power == 1:
                bullet = Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet)
                bullets.add(bullet)
                shoot_sound.play()
            if self.power >= 2:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                bullets.add(bullet1)
                bullets.add(bullet2)
                shoot_sound.play()
    def hide(self):
        self.hidden = True
        self.hide_timer = pygame.time.get_ticks()  # 计时基本都用这个(单位毫秒)
        self.rect.center = (WIDTH / 2, HEIGHT + 200)
    def powerup(self):
        self.power += 1
        self.power_time = pygame.time.get_ticks()

# 创建敌人精灵

class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        # self.image = pygame.Surface((30, 40))
        self.image_orig = random.choice(meteor_images)
        self.image_orig.set_colorkey(BLACK)
        self.image = self.image_orig.copy()
        # self.image.fill(RED)
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width*.85/2)
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)
        self.speedx = random.randrange(-3, 3)
        self.rot = 0  # 精灵旋转的度数
        self.rot_speed = random.randrange(-8, 8)  # 精灵每次旋转多少度
        self.last_update = pygame.time.get_ticks()  # 控制动画速度,可以获取自时钟启动以来经过了多少毫秒
    def update(self):
        self.rotate()
        self.rect.y += self.speedy
        self.rect.x += self.speedx
        if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)
    # 动画精灵,旋转
    def rotate(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > 50:
            self.last_update = now
            self.rot = (self.rot + self.rot_speed) % 360
            # 将图像旋转
            new_image = pygame.transform.rotate(self.image_orig, self.rot)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center

# 创建子弹精灵

class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.image.set_colorkey(BLACK)
        # self.image.fill(YELLOW)
        self.rect = self.image.get_rect()
        self.rect.centerx = x
        self.rect.bottom = y
        self.speedy = -10
    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()

# 创建爆炸精灵

class Explosion(pygame.sprite.Sprite):
    def __init__(self, center, size):
        pygame.sprite.Sprite.__init__(self)
        self.size = size
        self.image = explosion_anim[self.size][0]
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.frame = 0
        self.last_update = pygame.time.get_ticks()
        self.frame_rate = 50
    def update(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > self.frame_rate:
            self.last_update = now
            self.frame += 1
            if self.frame == len(explosion_anim[self.size]):
                self.kill()
            else:
                center = self.rect.center
                self.image = explosion_anim[self.size][self.frame]
                self.rect = self.image.get_rect()
                self.rect.center = center

# 创建Pow精灵
class Pow(pygame.sprite.Sprite):
    def __init__(self, center):
        pygame.sprite.Sprite.__init__(self)
        self.type = random.choice(['shield', 'gun'])
        self.image = powerup_images[self.type]
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.speedy = 2
    def update(self):
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT:
            self.kill()

# 加载图片
background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))  # 改变图像尺寸
player_mini_img.set_colorkey(BLACK)
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()

meteor_images = []
meteor_list = ['meteorBrown_big1.png', 'meteorBrown_big2.png', 'meteorBrown_med1.png', 'meteorBrown_med3.png',
               'meteorBrown_small1.png', 'meteorBrown_small2.png', 'meteorBrown_tiny1.png']
for img in meteor_list:
    meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())

bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert()

# 加载声音
# 射击声音
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))
# 加道具声音
shield_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow4.wav'))
power_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow5.wav'))
# 爆炸声音
expl_sounds = []
for snd in ['expl3.wav', 'expl6.wav']:
    expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
player_die_sound = pygame.mixer.Sound(path.join(snd_dir, 'rumble1.ogg'))
# 背景声音
pygame.mixer.music.load(path.join(snd_dir, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.4)  # 将音量设置为最大音量的40%。
# 加载动画爆炸图形
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(9):
    filename = f'regularExplosion0{i}.png'
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(BLACK)
    img_lg = pygame.transform.scale(img, (75, 75))
    explosion_anim['lg'].append(img_lg)
    img_sm = pygame.transform.scale(img, (32, 32))
    explosion_anim['sm'].append(img_sm)
    filename = f'sonicExplosion0{i}.png'
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(BLACK)
    explosion_anim['player'].append(img)

# all_sprites = pygame.sprite.Group()
# mobs = pygame.sprite.Group()
# bullets = pygame.sprite.Group()
# powerups = pygame.sprite.Group()
#
# player = Player()
# all_sprites.add(player)
# # 创建一群敌机,加入精灵组
# for i in range(8):
#     newmob()
#
# # 分数
# score = 0
pygame.mixer.music.play(loops=-1)  # 该loops参数是指定你想要的歌曲重复播放的次数。通过设置loops到-1,把它无限重复。
# 主程序
game_over = True
running = True
while running:
    if game_over:
        show_go_screen()
        # 重置所有内容
        game_over = False
        all_sprites = pygame.sprite.Group()
        mobs = pygame.sprite.Group()
        bullets = pygame.sprite.Group()
        powerups = pygame.sprite.Group()
        player = Player()
        all_sprites.add(player)
        for i in range(8):
            newmob()
        score = 0
    clock.tick(FPS)
    # 事件检查
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        # elif event.type == pygame.KEYDOWN:
            # if event.key == pygame.K_SPACE:
                # player.shoot()
    all_sprites.update()
    # 碰撞检测
    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
    for hit in hits:  # 这里返回的是字典
        score += 70 - hit.radius
        random.choice(expl_sounds).play()
        expl = Explosion(hit.rect.center, 'lg')
        all_sprites.add(expl)
        if random.random() > 0.7:
            pow = Pow(hit.rect.center)
            all_sprites.add(pow)
            powerups.add(pow)
        newmob()
    # 该spritecollide()函数有3个参数:要检查的玩家精灵,要比较的敌人组的名称,以及dokill参数(True / False)。dokill参数设置是否应该在命中对象时删除该对象(删除的是mobs)。
    # spritecollide()只比较一个精灵和一个组,而groupcollide()可以比较组与组
    hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
    for hit in hits:  # spritecollide()命令的返回值是被击中的精灵列表
        player.shield -= hit.radius * 2
        expl = Explosion(hit.rect.center, 'sm')
        all_sprites.add(expl)
        newmob()
        if player.shield <= 0:
            player_die_sound.play()
            death_explosion = Explosion(hit.rect.center, 'player')
            all_sprites.add(death_explosion)
            player.hide()
            player.lives -= 1
            player.shield = 100
    # 玩家与道具碰撞
    hits = pygame.sprite.spritecollide(player, powerups, True)
    for hit in hits:
        if hit.type == 'shield':
            player.shield += random.randrange(10, 30)
            shield_sound.play()
            if player.shield > 100:
                player.shield = 100
        if hit.type == 'gun':
            player.powerup()
            power_sound.play()


    # alive()函数只返回特定精灵是否存活
    # if not player.alive() and not death_explosion.alive():
    if player.lives == 0 and not death_explosion.alive():
        game_over = True
    screen.fill(BLACK)
    screen.blit(background, background_rect)
    all_sprites.draw(screen)
    draw_text(screen, str(score), 18, WIDTH/2, 10)
    draw_shield_bar(screen, 5, 5, player.shield)
    draw_lives(screen, WIDTH-100, 5, player.lives, player_mini_img)
    pygame.display.flip()
pygame.quit()

游戏画面:


初始界面

游戏界面

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