1. 程式人生 > 程式設計 >python pygame實現滾動橫版射擊遊戲城市之戰

python pygame實現滾動橫版射擊遊戲城市之戰

pygame城市之戰橫版射擊遊戲,按上下左右方向箭頭操作飛機。這是一個橫板射擊小遊戲,在黑夜的城市上空,你將要操作一架飛機去射擊敵機,爆炸效果還不錯。

在遊戲中定義了滾動的背景類,定義了飛機類Plane,定義了子彈類,敵機類,爆炸類等,是學習Pygame和麵向物件程式設計的好例子。

程式碼:

import math
import time
import pygame
from pygame.locals import *
from random import choice,randint
 
class ScrolledBackground(pygame.sprite.Sprite):
 def __init__(self,image,screen):
  pygame.sprite.Sprite.__init__(self)
  self.screen = screen
  self.width = screen.get_width()
  self.height = screen.get_height()
  self.image0 = pygame.image.load(image).convert_alpha()
  self.image1 = pygame.image.load(image).convert_alpha()
 
  self.rect0 = self.image0.get_rect()  
  self.rect1 = self.image1.get_rect()
  self.rect1.left = self.rect0.right
  self.dx = -10
  self.dy = 0
  
 def update(self):
  pass
 
 def draw(self):
  pass
 
 
class Plane(pygame.sprite.Sprite):
 def __init__(self,keys,screen):
  pygame.sprite.Sprite.__init__(self)
  self.keys = keys     # 上下左右按鍵
  self.image = pygame.image.load(image).convert_alpha()
  self.screen = screen
  self.rect = self.image.get_rect()
  self.rect.centery = self.screen.get_height()//2
  self.xspeed = 0
  self.yspeed = 0
  self.dead = False     # 新增加的屬性
  
 def keys_check(self,all_keys): 
  pass
 
 def update(self):
  self.rect.move_ip(self.xspeed,self.yspeed)
  
 def draw(self):
  self.screen.blit(self.image,self.rect)
  
class Bullet(pygame.sprite.Sprite):
 def __init__(self,plane,group,screen):
  pygame.sprite.Sprite.__init__(self)
  self.plane = plane
  self.image = pygame.image.load(image).convert_alpha()
  self.rect = self.image.get_rect()
  self.rect.center = plane.rect.center
  self.group = group
  self.group.add(self)
  self.screen = screen
  self.screen_width = screen.get_width()
  self.screen_height = screen.get_height()  
  
 def update(self):
  self.rect.move_ip(10,0)
  if self.rect.left > self.screen_width :
   self.group.remove(self)
   
def split_images(image,rows,cols):
 """image是一張圖片,把它切分為若干圖,返回列表"""
 global explosion_images_list
 image = pygame.image.load(image)
 step_width = image.get_width()//cols
 step_height = image.get_height()//rows
 
 pass   
   
class Explosion(pygame.sprite.Sprite):
 """爆炸效果類,顯示一系列幀圖"""
 def __init__(self,surimages,position,group):
  pygame.sprite.Sprite.__init__(self)
  self.surimages = surimages      # 爆炸效果用到的surface列表
  self.index = 0
  self.amounts = len(surimages)
  self.image = self.surimages[self.index]   # 初始造型
  self.rect = self.image.get_rect()    # 矩形物件
  self.rect.center = position      # 爆炸位置
  self.group = group
  self.group.add(self)
  self.interval_time = 0.01      # 造型切換時間
  self.begin_time = time.time()     # 爆炸起始時間
  
 def update(self):         # 換造型
  
  if time.time() - self.begin_time >= self.interval_time: # 超時,則換造型
   if self.index < self.amounts:
    self.image = self.surimages[self.index]
    self.index = self.index + 1
    self.begin_time = time.time()
   else:
    self.group.remove(self)     # 造型切換完了則從組中移除自己
    
class Enemy(pygame.sprite.Sprite):
 def __init__(self,images,screen):
  """images是surface列表"""
  pygame.sprite.Sprite.__init__(self)
  self.screen = screen
  self.screen_width = self.screen.get_width()  # 獲取螢幕寬度
  self.screen_height = self.screen.get_height() # 獲取螢幕高度
  self.image = choice(images)      # 隨機選擇一個surface
  self.rect = self.image.get_rect()
  self.rect.left = self.screen_width + randint(10,self.screen_width)
  self.rect.centery = randint(0,self.screen_height)
  self.group = group
  self.group.add(self)       # 加入到自己的組
 def update(self):
  self.rect.move_ip(-5,0)
  if self.rect.right <= 0 :
   self.group.remove(self)
  
class Eullet(pygame.sprite.Sprite):
 """敵方子彈類"""
 def __init__(self,selfgroup,enemy_group,screen):
  """引數列表:image,已轉換成surface的物件
      selfgroup,所在的組
      enemy_group,敵人組.
      plane,我方飛機
      screen,螢幕物件
  """ 
  pass
  
 def update(self):
  self.rect.move_ip(-self.dx//30,-self.dy//30)
  if self.beyond_edge() :
   self.group.remove(self)
 
 def beyond_edge(self): 
  pass
 
def collision_check():
 """對遊戲中的物件進行碰撞檢測,碰撞檢測有以下幾種:
  1、我方飛機碰到敵方飛機,都爆炸。給我方飛機增加dead屬性。
  2、我方飛機碰到敵方子彈,我方飛機爆炸,遊戲結束。
  3、敵方飛機碰到我方子彈,敵方飛機爆炸。
  以下引用的是全域性變數
 """
 global enemy_counter
 "我方飛機和敵方飛機任何一架的碰撞"
 if not plane1.dead:
  eny = pygame.sprite.spritecollideany(plane1,group_enemy)
  if eny!=None :               # 碰到了,我方飛機死,遊戲結束    
   Explosion(explosion_images_list,eny.rect.center,group_explosion) # 在敵方飛機處發生爆炸
   Explosion(explosion_images_list,plane1.rect.center,group_explosion) # 在我方飛機處發生爆炸
   plane1.dead = True
   group_enemy.remove(eny)            # 從敵方組中移除碰撞的敵機
   
 "我方飛機碰到敵方子彈,我方死,遊戲結束。"
 if not plane1.dead:
  b = pygame.sprite.spritecollideany(plane1,group_enemy_bullet)
  if b!=None :               # 碰到了,我方飛機死,遊戲結束    
   Explosion(explosion_images_list,group_explosion) # 在我方飛機處發生爆炸
   plane1.dead = True
   
 "敵方飛機碰到我方子彈,我方子彈爆,敵方爆炸"
 result_dict = pygame.sprite.groupcollide(group_bullet1,group_enemy,True,True) # 一顆子彈可能打到幾架飛機
 if result_dict !={}:
  missle = list(result_dict.keys())[0]          # 碰到我方子彈
  enemy_list = result_dict[missle]
  #Explosion(explosion_images_list,missle.rect.center,group_explosion)
  enemy_counter += len(enemy_list)       # 大於一定的數量,如果我方戰機沒死,則成功結束
  for e in enemy_list: Explosion(explosion_images_list,e.rect.center,group_explosion)
  
  pygame.display.set_caption("風火輪少兒程式設計_城市之戰射擊遊戲,當前打爆敵機數:" + str(enemy_counter) + ",請自行編寫遊戲成功結束的程式碼!")
  
  
 
if __name__ == "__main__":
 
 width,height = 480,360
 enemy_bullet = "images/bullet2.png"
 enemy_images = ["images/enemy0.png","images/enemy1.png","images/enemy2.png","images/enemy3.png"]
 explosion_images = "images/explosion.png"
 image = "images/night city with street.png"
 plane_image1 = "images/plane.png"
 bullet_image1 = "images/bullet.png"
 
 pygame.init()
 screen = pygame.display.set_mode((width,height))
 pygame.display.set_caption("城市之戰,按上下左右操作飛機。風火輪少兒程式設計_www.scratch8.net")
 
 enemy_bullet = pygame.image.load(enemy_bullet)
 enemy_images = [pygame.image.load(img) for img in enemy_images] # 形成敵機的surface列表
 explosion_images_list = []        # 爆炸效果surface列表
 explosion_images = split_images(explosion_images,2,13) # 按2行13列切分圖形,返回surface列表
 
 
 keys1 = [K_UP,K_DOWN,K_LEFT,K_RIGHT]
 plane1 = Plane(plane_image1,keys1,screen)
 bg = ScrolledBackground(image,screen)
 running = True
 clock = pygame.time.Clock()
 
 bullet1_shoot_EVENT = USEREVENT + 1
 pygame.time.set_timer(bullet1_shoot_EVENT,500)
 
 "敵機定時生成事件"
 enemy_EVENT = USEREVENT + 2
 pygame.time.set_timer(enemy_EVENT,1000)
 
 "敵機定時發射子彈事件"
 enemy_shoot_EVENT = USEREVENT + 3
 pygame.time.set_timer(enemy_shoot_EVENT,50)
 
 group_explosion = pygame.sprite.Group()
 group_bullet1 = pygame.sprite.Group()
 group_enemy = pygame.sprite.Group()
 group_enemy_bullet = pygame.sprite.Group()
 enemy_amounts = 100       # 大於這個數量則遊戲成功結束
 enemy_counter = 0
 while running:
  for event in pygame.event.get():
   if event.type == QUIT:
    running = False
    break
   if event.type == bullet1_shoot_EVENT: # 我方子彈1發射事件
    if not plane1.dead:
     Bullet(bullet_image1,plane1,group_bullet1,screen)
   if event.type == enemy_EVENT:   # 定時生成一架敵機
    Enemy(enemy_images,screen)
    
   if event.type == enemy_EVENT:   # 定時生成一枚敵機子彈
    Eullet(enemy_bullet,group_enemy_bullet,screen)
    
   
  all_keys = pygame.key.get_pressed() # 所有按鍵檢測
  plane1.keys_check(all_keys)   # 對plane1進行按鍵檢測
  
  bg.update()       # 更新背景座標
  group_bullet1.update()    # 我方子彈更新
  if not plane1.dead :
   plane1.update()     # 飛機1座標更新
  group_enemy.update()     # 敵機座標
  group_enemy_bullet.update()   # 敵機子彈更新
  group_explosion.update()    # 爆炸效果更新
  
  "座標都更新完後,應該進行碰撞檢測"
  collision_check()
  
  screen.fill((0,0))
  bg.draw()
  group_bullet1.draw(screen)
  if not plane1.dead :
   plane1.draw()
  group_enemy.draw(screen)
  group_enemy_bullet.draw(screen)
  group_explosion.draw(screen)
  pygame.display.update()
  clock.tick(30)
 pygame.quit()

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。