今天扣丁學堂Python培訓老師給大家分享一篇關於python實現飛機大戰遊戲及源碼詳解,首先飛機大戰(Python)代碼分爲兩個python文件,工具類和主類,需要安裝pygame模塊,能完美運行,如圖所示:
完整代碼如下:
1.工具類plane_sprites.py
import random
import pygame
# 屏幕大小的常量
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
# 刷新的幀率
FRAME_PER_SEC = 60
# 創建敵機的定時器常量
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 英雄發射子彈事件
HERO_FIRE_EVENT = pygame.USEREVENT + 1
class GameSprite(pygame.sprite.Sprite):
"""飛機大戰遊戲精靈"""
def __init__(self, image_name, speed=1):
super().__init__()# 調用父類的初始化方法
self.image = pygame.image.load(image_name)# 定義對象的屬性
self.rect = self.image.get_rect()
self.speed = speed
def update(self):
# 在屏幕的垂直方向上移動
self.rect.y += self.speed
class Background(GameSprite):
"""遊戲背景精靈"""
def __init__(self, is_alt=False):
super().__init__("C:/Users/Administrator/Desktop/background.png")# 1. 調用父類方法實現精靈的創建(image/rect/speed)
if is_alt:# 2. 判斷是否是交替圖像,如果是,需要設置初始位置
self.rect.y = -self.rect.height
def update(self):
super().update()# 1. 調用父類的方法實現
if self.rect.y >= SCREEN_RECT.height:# 2. 判斷是否移出屏幕,如果移出屏幕,將圖像設置到屏幕的上方
self.rect.y = -self.rect.height
class Enemy(GameSprite):
"""敵機精靈"""
def __init__(self):
super().__init__("C:/Users/Administrator/Desktop/enemy1.png")# 1. 調用父類方法,創建敵機精靈,同時指定敵機圖片
self.speed = random.randint(1, 3)# 2. 指定敵機的初始隨機速度 1 ~ 3
self.rect.bottom = 0# 3. 指定敵機的初始隨機位置
max_x = SCREEN_RECT.width - self.rect.width
self.rect.x = random.randint(0, max_x)
def update(self):
super().update()# 1. 調用父類方法,保持垂直方向的飛行
# 2. 判斷是否飛出屏幕,如果是,需要從精靈組刪除敵機
if self.rect.y >= SCREEN_RECT.height:
self.kill()
# print("飛出屏幕,需要從精靈組刪除...")
# kill方法可以將精靈從所有精靈組中移出,精靈就會被自動銷燬
def __del__(self):
# print("敵機掛了 %s" % self.rect)
pass
class Hero(GameSprite):
"""英雄精靈"""
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("發射子彈...")
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):
"""子彈精靈"""
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("子彈被銷燬...")
2.主類plane_main.py
import pygame
from plane_sprites import *
class PlaneGame(object):
"""飛機大戰主遊戲"""
def __init__(self):
print("遊戲初始化")
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("遊戲開始...")
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("敵機出場...")
# 創建敵機精靈
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("向右移動...")
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("遊戲結束")
pygame.quit()
exit()
if __name__ == '__main__':
game = PlaneGame()
game.start_game()
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