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飞机大战(python)代码分为两个python文件,工具类和主类,需要安装pygame模块,能完美运行(网上好多不完整的,调试得心累。实现出来,成就感还是满满的),如图所示:
完整代码如下:
1.工具类plane_sprites.py
import random import pygame # 屏幕大小的常量 screen_rect = pygame.rect(0, 0, 480, 700) # 刷新的帧率 frame_per_sec = 60 # 创建敌机的定时器常量 create_enemy_event = pygame.userevent # 英雄发射子弹事件 hero_fire_event = pygame.userevent + 1 class gamesprite(pygame.sprite.sprite): """飞机大战游戏精灵""" def __init__(self, image_name, speed=1): super().__init__()# 调用父类的初始化方法 self.image = pygame.image.load(image_name)# 定义对象的属性 self.rect = self.image.get_rect() self.speed = speed def update(self): # 在屏幕的垂直方向上移动 self.rect.y += self.speed class background(gamesprite): """游戏背景精灵""" def __init__(self, is_alt=false): super().__init__("c:/users/administrator/desktop/background.png")# 1. 调用父类方法实现精灵的创建(image/rect/speed) if is_alt:# 2. 判断是否是交替图像,如果是,需要设置初始位置 self.rect.y = -self.rect.height def update(self): super().update()# 1. 调用父类的方法实现 if self.rect.y >= screen_rect.height:# 2. 判断是否移出屏幕,如果移出屏幕,将图像设置到屏幕的上方 self.rect.y = -self.rect.height class enemy(gamesprite): """敌机精灵""" def __init__(self): super().__init__("c:/users/administrator/desktop/enemy1.png")# 1. 调用父类方法,创建敌机精灵,同时指定敌机图片 self.speed = random.randint(1, 3)# 2. 指定敌机的初始随机速度 1 ~ 3 self.rect.bottom = 0# 3. 指定敌机的初始随机位置 max_x = screen_rect.width - self.rect.width self.rect.x = random.randint(0, max_x) def update(self): super().update()# 1. 调用父类方法,保持垂直方向的飞行 # 2. 判断是否飞出屏幕,如果是,需要从精灵组删除敌机 if self.rect.y >= screen_rect.height: self.kill() # print("飞出屏幕,需要从精灵组删除...") # kill方法可以将精灵从所有精灵组中移出,精灵就会被自动销毁 def __del__(self): # print("敌机挂了 %s" % self.rect) pass class hero(gamesprite): """英雄精灵""" def __init__(self): super().__init__("c:/users/administrator/desktop/me1.png", 0) self.rect.centerx = screen_rect.centerx self.rect.bottom = screen_rect.bottom - 120 self.bullets = pygame.sprite.group() def update(self): self.rect.x += self.speed if self.rect.x < 0: self.rect.x = 0 elif self.rect.right > screen_rect.right: self.rect.right = screen_rect.right def fire(self): print("发射子弹...") for i in (0, 1, 2): bullet = bullet() bullet.rect.bottom = self.rect.y - i * 20 bullet.rect.centerx = self.rect.centerx self.bullets.add(bullet) class bullet(gamesprite): """子弹精灵""" def __init__(self): super().__init__("c:/users/administrator/desktop/bullet1.png", -2) def update(self): super().update() if self.rect.bottom < 0: self.kill() def __del__(self): print("子弹被销毁...")
2.主类plane_main.py
import pygame from plane_sprites import * class planegame(object): """飞机大战主游戏""" def __init__(self): print("游戏初始化") self.screen = pygame.display.set_mode(screen_rect.size) self.clock = pygame.time.clock() self.__create_sprites() pygame.time.set_timer(create_enemy_event, 1000) pygame.time.set_timer(hero_fire_event, 500) def __create_sprites(self): bg1 = background() bg2 = background(true) self.back_group = pygame.sprite.group(bg1, bg2) self.enemy_group = pygame.sprite.group() self.hero = hero() self.hero_group = pygame.sprite.group(self.hero) def start_game(self): print("游戏开始...") while true: self.clock.tick(frame_per_sec) self.__event_handler() self.__check_collide() self.__update_sprites() pygame.display.update() def __event_handler(self): for event in pygame.event.get(): if event.type == pygame.quit: planegame.__game_over() elif event.type == create_enemy_event: # print("敌机出场...") # 创建敌机精灵 enemy = enemy() self.enemy_group.add(enemy) elif event.type == hero_fire_event: self.hero.fire() # elif event.type == pygame.keydown and event.key == pygame.k_right: # print("向右移动...") keys_pressed = pygame.key.get_pressed() if keys_pressed[pygame.k_right]: self.hero.speed = 2 elif keys_pressed[pygame.k_left]: self.hero.speed = -2 else: self.hero.speed = 0 def __check_collide(self): for event in pygame.event.get(): if event.type == pygame.quit: planegame.__game_over() elif event.type == create_enemy_event: enemy = enemy() self.enemy_group.add(enemy) elif event.type == hero_fire_event: self.hero.fire() keys_pressed = pygame.key.get_pressed() if keys_pressed[pygame.k_right]: self.hero.speed = 2 elif keys_pressed[pygame.k_left]: self.hero.speed = -2 else: self.hero.speed = 0 def __check_collide(self): pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, true, true) enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, true) if len(enemies) > 0: self.hero.kill() planegame.__game_over() def __update_sprites(self): self.back_group.update() self.back_group.draw(self.screen) self.enemy_group.update() self.enemy_group.draw(self.screen) self.hero_group.update() self.hero_group.draw(self.screen) self.hero.bullets.update() self.hero.bullets.draw(self.screen) @staticmethod def __game_over(): print("游戏结束") pygame.quit() exit() if __name__ == '__main__': game = planegame() game.start_game()
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