同樣的,先來分析下敵機都有哪些屬性,其實三種機型都是類似的,瞭解一個之後,其他的其實都沒有問題的:
- 主體的圖片和墜毀的圖片
- 墜毀的音效(大型敵機還有一個出場的音效)
- 敵機的狀態,被消滅了就需要復活
- 敵機移動和邊界的判斷
- 發射子彈(這裏篇幅可能會太長,所以講敵機子彈的部分也省略了,添加的方法其實都是類似的)
下面我們就以大型敵機爲例,因爲大型敵機還有一個出場的音效,其他的是沒有的,他是一個自帶BGM的飛機:
class BigEnemy(pygame.sprite.Sprite):
def __init__(self,screen_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy3_n1.png").convert_alpha() # 加載敵機的圖片,是有兩張的,可以像己方飛機一樣有動畫效果,這裏先省略,可以自己添加
self.destroy_images = [] # 創建墜毀動畫的列表
self.destroy_images.extend([ # 將敵機墜毀圖片添加到列表中
pygame.image.load("images/enemy3_down1.png").convert_alpha(),
pygame.image.load("images/enemy3_down2.png").convert_alpha(),
pygame.image.load("images/enemy3_down3.png").convert_alpha(),
pygame.image.load("images/enemy3_down4.png").convert_alpha(),
pygame.image.load("images/enemy3_down5.png").convert_alpha(),
pygame.image.load("images/enemy3_down6.png").convert_alpha()])
self.rect = self.image.get_rect()
self.width, self.height = screen_size[0], screen_size[1]
self.speed = 1
self.active = True # 表示敵機的生存狀態
self.energy = 20 # 設置血量
# 敵機的位置是隨機出現的
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width),\
randint(-15*self.height, -5*self.height)
self.mask = pygame.mask.from_surface(self.image)
self.fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav") # 加載出場音效
self.fly_sound.set_volume(0.2) # 設置音效的音量
self.down_sound = pygame.mixer.Sound("sound/enemy3_down.wav") # 加載墜毀的音效
self.down_sound.set_volume(0.6) # 設置墜毀音效的音量
def move(self):
if self.rect.top < self.height - 60:
self.rect.top += self.speed
else:
self.reset()
if self.rect.bottom == -50: # 當飛機裏窗體頂端還有50像素的時候播放出場音效
self.fly_sound.play()
def reset(self):
self.active = True # 重置敵機的狀態
self.energy = 20
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width),\
randint(-15*self.height, -5*self.height)
def play_sound(self): # 播放音效
self.fly_sound.stop() # 墜毀了,需要先暫停出場音效
self.down_sound.play() # 播放墜毀音效
我們看下怎麼實現效果:
import pygame
import sys
from pygame.locals import *
import myclass
pygame.init()
screen_size = width, height = 480, 700
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption('飛機大戰')
bg = pygame.image.load('./images/background.png').convert()
pygame.mixer.music.load('./sound/game_music.ogg')
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)
# 生成大型敵機的方法
def add_big_enemies(group1, group2, num):
for big_enemy_num in range(num): # 這裏的num是指飛機的數量
each_big_enemy = myclass.BigEnemy(screen_size) # 創建大型敵機
group1.add(each_big_enemy) # 將敵機添加到組中
group2.add(each_big_enemy)
def main():
clock = pygame.time.Clock()
heroPlane = myclass.myPlane(screen, screen_size)
enemies = pygame.sprite.Group() # 創建全部敵機的組
big_enemies = pygame.sprite.Group() # 創建大型敵機的組
add_big_enemies(big_enemies, enemies, 2) # 生成敵機
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 5
for i in range(BULLET1_NUM):
bullet1.append(myclass.Bullet(heroPlane.rect.midtop,True))
big_destroy_index = 0 # 用來存儲動畫播放的下標
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
key_pressed = pygame.key.get_pressed()
if key_pressed[K_UP]:
heroPlane.moveUp()
if key_pressed[K_DOWN]:
heroPlane.moveDown()
if key_pressed[K_LEFT]:
heroPlane.moveLeft()
if key_pressed[K_RIGHT]:
heroPlane.moveRight()
screen.blit(bg,(0,0))
heroPlane.animation()
if not (heroPlane.delay % 10):
bullet1[bullet1_index].reset(heroPlane.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
for each in bullet1:
each.move()
screen.blit(each.image, each.rect)
# 繪製大型飛機
for each in big_enemies:
if each.active == True: # 如果飛機是活着的
each.move() # 改變飛機的位置
screen.blit(each.image, each.rect) # 在窗體上繪製飛機
else: # 飛機被擊毀了
if not (heroPlane.delay % 3): # 切換圖片稍微延時一會兒
screen.blit(each.destroy_images[big_destroy_index], each.rect) # 繪製墜毀圖片
big_destroy_index = (big_destroy_index + 1) % 6 # 這裏是因爲墜毀圖片一共有六張
if big_destroy_index == 0: # 如果是最後一張
each.play_sound() # 播放音效
each.reset() # 重生飛機
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
我們再來整理一下,創建敵機的步驟:
- 先創建一個大的敵方飛機組,所有的敵方飛機最終都要添加到這個組裏面
- 然後每種敵機都有一個小的組,然後根據我們定義的數量,生成敵機,並添加到兩個組裏面
- 繪製飛機,首先判斷飛機的狀態,如果是正常飛行的狀態,直接繪製就好了,如果被擊毀了,每隔三個指令週期切換一張圖片,形成墜毀的動畫效果
- 最後播放墜毀音效,然後重生
我們最後來看一下全部的敵方飛機類和整體實現代碼:
類和實現代碼是分開的:
- 實現代碼:main.py
- 定義的類:myclass.py
import pygame
from random import *
# 小型敵機
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self, screen_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy1.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([
pygame.image.load("./images/enemy1_down1.png").convert_alpha(),
pygame.image.load("./images/enemy1_down2.png").convert_alpha(),
pygame.image.load("./images/enemy1_down3.png").convert_alpha(),
pygame.image.load("./images/enemy1_down4.png").convert_alpha()])
self.rect = self.image.get_rect()
self.width, self.height = screen_size[0], screen_size[1]
self.speed = 2
self.active = True
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width),\
randint(-5*self.height,0)
self.mask = pygame.mask.from_surface(self.image)
self.down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
self.down_sound.set_volume(0.3)
def move(self):
if self.rect.top < self.height - 60:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width),\
randint(-5*self.height,0)
def play_sound(self):
self.down_sound.play()
# 中型敵機
class MidEnemy(pygame.sprite.Sprite):
ENERGY = 10
def __init__(self,screen_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([
pygame.image.load("./images/enemy2_down1.png").convert_alpha(),
pygame.image.load("./images/enemy2_down2.png").convert_alpha(),
pygame.image.load("./images/enemy2_down3.png").convert_alpha(),
pygame.image.load("./images/enemy2_down4.png").convert_alpha()])
self.rect = self.image.get_rect()
self.width, self.height = screen_size[0], screen_size[1]
self.speed = 1
self.active = True
self.energy = MidEnemy.ENERGY
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width),\
randint(-10*self.height, -self.height)
self.mask = pygame.mask.from_surface(self.image)
self.down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
self.down_sound.set_volume(0.3)
def move(self):
if self.rect.top < self.height - 60:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.energy = MidEnemy.ENERGY
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width),\
randint(-10*self.height,0)
def play_sound(self):
self.down_sound.play()
# 大型敵機
class BigEnemy(pygame.sprite.Sprite):
ENERGY = 20
def __init__(self,screen_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy3_n1.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([
pygame.image.load("./images/enemy3_down1.png").convert_alpha(),
pygame.image.load("./images/enemy3_down2.png").convert_alpha(),
pygame.image.load("./images/enemy3_down3.png").convert_alpha(),
pygame.image.load("./images/enemy3_down4.png").convert_alpha(),
pygame.image.load("./images/enemy3_down5.png").convert_alpha(),
pygame.image.load("./images/enemy3_down6.png").convert_alpha()])
self.rect = self.image.get_rect()
self.width, self.height = screen_size[0], screen_size[1]
self.speed = 1
self.active = True
self.energy = BigEnemy.ENERGY
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width),\
randint(-15*self.height, -5*self.height)
self.mask = pygame.mask.from_surface(self.image)
self.fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
self.fly_sound.set_volume(0.2)
self.down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
self.down_sound.set_volume(0.6)
def move(self):
if self.rect.top < self.height - 60:
self.rect.top += self.speed
else:
self.reset()
if self.rect.bottom == -50:
self.fly_sound.play()
def reset(self):
self.active = True
self.energy = BigEnemy.ENERGY
self.rect.left, self.rect.top = randint(0, self.width - self.rect.width),\
randint(-15*self.height, -5*self.height)
def play_sound(self):
self.fly_sound.stop()
self.down_sound.play()
import pygame
import sys
from pygame.locals import *
import myclass
pygame.init()
screen_size = width, height = 480, 700
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption('飛機大戰')
bg = pygame.image.load('./images/background.png').convert()
pygame.mixer.music.load('./sound/game_music.ogg')
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)
# 生成大型敵機的方法
def add_big_enemies(group1, group2, num):
for big_enemy_num in range(num): # 這裏的num是指飛機的數量
each_big_enemy = myclass.BigEnemy(screen_size) # 創建大型敵機
group1.add(each_big_enemy) # 將敵機添加到組中
group2.add(each_big_enemy)
# 生成中型飛機
def add_mid_enemies(group1, group2, num):
for mid_enemy_num in range(num):
each_mid_enemy = myclass.MidEnemy(screen_size)
group1.add(each_mid_enemy)
group2.add(each_mid_enemy)
# 生成大型飛機
def add_small_enemies(group1, group2, num):
for small_enemy_num in range(num):
each_small_enemy = myclass.SmallEnemy(screen_size)
group1.add(each_small_enemy)
group2.add(each_small_enemy)
def main():
clock = pygame.time.Clock()
heroPlane = myclass.myPlane(screen, screen_size)
enemies = pygame.sprite.Group() # 創建全部敵機的組
big_enemies = pygame.sprite.Group() # 創建大型敵機的組
add_big_enemies(big_enemies, enemies, 2) # 生成敵機
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 5
for i in range(BULLET1_NUM):
bullet1.append(myclass.Bullet(heroPlane.rect.midtop,True))
small_destroy_index = 0
mid_destroy_index = 0
big_destroy_index = 0
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
key_pressed = pygame.key.get_pressed()
if key_pressed[K_UP]:
heroPlane.moveUp()
if key_pressed[K_DOWN]:
heroPlane.moveDown()
if key_pressed[K_LEFT]:
heroPlane.moveLeft()
if key_pressed[K_RIGHT]:
heroPlane.moveRight()
screen.blit(bg,(0,0))
heroPlane.animation()
if not (heroPlane.delay % 10):
bullet1[bullet1_index].reset(heroPlane.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
for each in bullet1:
each.move()
screen.blit(each.image, each.rect)
# 繪製大型飛機
for each in big_enemies:
if each.active == True: # 如果飛機是活着的
each.move() # 改變飛機的位置
screen.blit(each.image, each.rect) # 在窗體上繪製飛機
else: # 飛機被擊毀了
if not (heroPlane.delay % 3): # 切換圖片稍微延時一會兒
screen.blit(each.destroy_images[big_destroy_index], each.rect) # 繪製墜毀圖片
big_destroy_index = (big_destroy_index + 1) % 6 # 這裏是因爲墜毀圖片一共有六張
if big_destroy_index == 0: # 如果是最後一張
each.play_sound() # 播放音效
each.reset() # 重生飛機
for each in mid_enemies:
if each.active == True:
each.move()
screen.blit(each.image, each.rect)
else:
if not (heroPlane.delay % 3):
screen.blit(each.destroy_images[mid_destroy_index], each.rect)
mid_destroy_index = (mid_destroy_index + 1) % 4
if mid_destroy_index == 0:
each.play_sound()
each.reset()
for each in small_enemies:
if each.active == True:
each.move()
screen.blit(each.image, each.rect)
else:
if not (heroPlane.delay % 3):
screen.blit(each.destroy_images[small_destroy_index], each.rect)
small_destroy_index = (small_destroy_index + 1) % 4
if small_destroy_index == 0:
each.play_sound()
each.reset()
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()