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目录一、游戏特点二、运行效果展示三、完整代码四、运行方式之前看到过很多人写的飞机大战,当然了之前我也写过多个版本,总体来说功能是实现了,但总感觉不够“炫” 今天浏览python资料的
之前看到过很多人写的飞机大战,当然了之前我也写过多个版本,总体来说功能是实现了,但总感觉不够“炫”
今天浏览python资料的时候,意外发现了这个很好的“射击”类游戏,看上去类似飞机大战,但更好玩
1. 运行非常流畅
2. 默认有3条命,每条命的HP可以增加(吃补品)也可以减少(被击中)
3. 有碰撞时的音效
4. 有碰撞时的爆炸效果
from __future__ import division
import pygame
import random
from os import path
## assets folder
img_dir = path.join(path.dirname(__file__), 'assets')
sound_folder = path.join(path.dirname(__file__), 'sounds')
###############################
## to be placed in "constant.py" later
WIDTH = 480
HEIGHT = 600
FPS = 60
POWERUP_TIME = 5000
BAR_LENGTH = 100
BAR_HEIGHT = 10
# Define Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
###############################
###############################
## to placed in "__init__.py" later
## initialize pygame and create window
pygame.init()
pygame.mixer.init() ## For sound
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter")
clock = pygame.time.Clock() ## For syncing the FPS
###############################
font_name = pygame.font.match_font('arial')
def main_menu():
global screen
menu_song = pygame.mixer.music.load(path.join(sound_folder, "menu.ogg"))
pygame.mixer.music.play(-1)
title = pygame.image.load(path.join(img_dir, "main.png")).convert()
title = pygame.transfORM.scale(title, (WIDTH, HEIGHT), screen)
screen.blit(title, (0,0))
pygame.display.update()
while True:
ev = pygame.event.poll()
if ev.type == pygame.KEYDOWN:
if ev.key == pygame.K_RETURN:
break
elif ev.key == pygame.K_q:
pygame.quit()
quit()
else:
draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2)
draw_text(screen, "or [Q] To Quit", 30, WIDTH/2, (HEIGHT/2)+40)
pygame.display.update()
#pygame.mixer.music.stop()
ready = pygame.mixer.Sound(path.join(sound_folder,'getready.ogg'))
ready.play()
screen.fill(BLACK)
draw_text(screen, "GET READY!", 40, WIDTH/2, HEIGHT/2)
pygame.display.update()
def draw_text(surf, text, size, x, y):
## selecting a cross platform font to display the score
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE) ## True denotes the font to be anti-aliased
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
def draw_shield_bar(surf, x, y, pct):
# if pct < 0:
# pct = 0
pct = max(pct, 0)
## moving them to top
# 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)
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)
def newmob():
mob_element = Mob()
all_sprites.add(mob_element)
mobs.add(mob_element)
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 = 75
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
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
## scale the player img down
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_timer = pygame.time.get_ticks()
def update(self):
## time out for powerups
if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
self.power -= 1
self.power_time = pygame.time.get_ticks()
## unhide
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 30
self.speedx = 0 ## makes the player static in the screen by default.
# then we have to check whether there is an event hanlding being done for the arrow keys being
## pressed
## will give back a list of the keys which happen to be pressed down at that moment
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
elif keystate[pygame.K_RIGHT]:
self.speedx = 5
#Fire weapons by holding spacebar
if keystate[pygame.K_SPACE]:
self.shoot()
## check for the borders at the left and right
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
self.rect.x += self.speedx
def shoot(self):
## to tell the bullet where to spawn
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)
shooting_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)
shooting_sound.play()
""" MOAR POWAH """
if self.power >= 3:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
missile1 = Missile(self.rect.centerx, self.rect.top) # Missile shoots from center of ship
all_sprites.add(bullet1)
all_sprites.add(bullet2)
all_sprites.add(missile1)
bullets.add(bullet1)
bullets.add(bullet2)
bullets.add(missile1)
shooting_sound.play()
missile_sound.play()
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
def hide(self):
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)
# defines the enemies
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width *.90 / 2)
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(5, 20) ## for randomizing the speed of the Mob
## randomize the movements a little more
self.speedx = random.randrange(-3, 3)
## adding rotation to the mob element
self.rotation = 0
self.rotation_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks() ## time when the rotation has to happen
def rotate(self):
time_now = pygame.time.get_ticks()
if time_now - self.last_update > 50: # in milliseconds
self.last_update = time_now
self.rotation = (self.rotation + self.rotation_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rotation)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
## now what if the mob element Goes out of the screen
if (self.rect.top > HEIGHT + 10) or (self.rect.left < -25) or (self.rect.right > WIDTH + 20):
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8) ## for randomizing the speed of the Mob
## defines the sprite for Powerups
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()
## place the bullet according to the current position of the player
self.rect.center = center
self.speedy = 2
def update(self):
"""should spawn right in front of the player"""
self.rect.y += self.speedy
## kill the sprite after it moves over the top border
if self.rect.top > HEIGHT:
self.kill()
## defines the sprite for bullets
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.rect = self.image.get_rect()
## place the bullet according to the current position of the player
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
"""should spawn right in front of the player"""
self.rect.y += self.speedy
## kill the sprite after it moves over the top border
if self.rect.bottom < 0:
self.kill()
## now we need a way to shoot
## lets bind it to "spacebar".
## adding an event for it in Game loop
## FIRE ZE MISSILES
class Missile(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = missile_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
"""should spawn right in front of the player"""
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
###################################################
## Load all game images
background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()
background_rect = background.get_rect()
## ^^ draw this rect first
player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert()
missile_img = pygame.image.load(path.join(img_dir, 'missile.png')).convert_alpha()
# meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.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 image in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert())
## meteor explosion
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(9):
filename = 'regularExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
## resize the explosion
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)
## player explosion
filename = 'sonicExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
explosion_anim['player'].append(img)
## load power ups
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()
###################################################
###################################################
### Load all game sounds
shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav'))
missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg'))
expl_sounds = []
for sound in ['expl3.wav', 'expl6.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
## main background music
#pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.2) ## simmered the sound down a little
player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
###################################################
## group all the sprites together for ease of update
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
## spawn a group of mob
mobs = pygame.sprite.Group()
for i in range(8): ## 8 mobs
# mob_element = Mob()
# all_sprites.add(mob_element)
# mobs.add(mob_element)
newmob()
## group for bullets
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
#### Score board variable
score = 0
## TODO: make the game music loop over again and again. play(loops=-1) is not working
# Error :
# TypeError: play() takes no keyWord arguments
#pygame.mixer.music.play()
#############################
## Game loop
running = True
menu_display = True
while running:
if menu_display:
main_menu()
pygame.time.wait(3000)
#Stop menu music
pygame.mixer.music.stop()
#Play the gameplay music
pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.play(-1) ## makes the gameplay sound in an endless loop
menu_display = False
#1 Process input/events
clock.tick(FPS) ## will make the loop run at the same speed all the time
for event in pygame.event.get(): # gets all the events which have occured till now and keeps tab of them.
## listening for the the X button at the top
if event.type == pygame.QUIT:
running = False
## Press ESC to exit game
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
# ## event for shooting the bullets
# elif event.type == pygame.KEYDOWN:
# if event.key == pygame.K_SPACE:
# player.shoot() ## we have to define the shoot() function
#2 Update
all_sprites.update()
## check if a bullet hit a mob
## now we have a group of bullets and a group of mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
## now as we delete the mob element when we hit one with a bullet, we need to respawn them again
## as there will be no mob_elements left out
for hit in hits:
score += 50 - hit.radius ## give different scores for hitting big and small metoers
random.choice(expl_sounds).play()
# m = Mob()
# all_sprites.add(m)
# mobs.add(m)
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() > 0.9:
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
newmob() ## spawn a new mob
## ^^ the above loop will create the amount of mob objects which were killed spawn again
#########################
## check if the player collides with the mob
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle) ## gives back a list, True makes the mob element disappear
for hit in hits:
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(player.rect.center, 'player')
all_sprites.add(death_explosion)
# running = False ## GAME OVER 3:D
player.hide()
player.lives -= 1
player.shield = 100
## if the player hit a power up
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == 'shield':
player.shield += random.randrange(10, 30)
if player.shield >= 100:
player.shield = 100
if hit.type == 'gun':
player.powerup()
## if player died and the explosion has finished, end game
if player.lives == 0 and not death_explosion.alive():
running = False
# menu_display = True
# pygame.display.update()
#3 Draw/render
screen.fill(BLACK)
## draw the stargaze.png image
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH / 2, 10) ## 10px down from the screen
draw_shield_bar(screen, 5, 5, player.shield)
# Draw lives
draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
## Done after drawing everything to the screen
pygame.display.flip()
pygame.quit()
如果想要运行本程序,流程如下
1. 下载上述代码 例如存储为xxxx.py
2. 下载素材(图片、声音等)https://www.itprojects.cn/197.html
3. 切换到安装有pygame模块的Python虚拟环境(如果没有pygame可以pip install pygame安装)
4. 使用命令运行 python3 xxxx.py
到此这篇关于Python3+Pygame实现射击游戏完整代码的文章就介绍到这了,更多相关Python3+Pygame实现射击游戏内容请搜索编程网以前的文章或继续浏览下面的相关文章希望大家以后多多支持编程网!
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本文标题: Python3+Pygame实现射击游戏完整代码
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