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# -*- coding: utf-8 -*-
"""
Created on Sun Dec 22 09:26:13 2024
@author: 兰子芃
"""
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
HERO_FIRE_EVENT2 = pygame.USEREVENT + 3
charge=pygame.USEREVENT+2
class GameSprite(pygame.sprite.Sprite):
"""飞机大战游戏精灵"""
def __init__(self, image_name, speed=1):
# 调用父类的初始化方法
super().__init__()
# 定义对象的属性
self.image = pygame.image.load(image_name)
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):
# 1. 调用父类方法实现精灵的创建(image/rect/speed)
super().__init__("./PythonProject/images/background.png")
# 2. 判断是否是交替图像,如果是,需要设置初始位置
if is_alt:
self.rect.y = -self.rect.height
def update(self):
# 1. 调用父类的方法实现
super().update()
# 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
if self.rect.y >= SCREEN_RECT.height:
self.rect.y = -self.rect.height
class Enemy(GameSprite):
"""敌机精灵"""
def __init__(self):
# 1. 调用父类方法,创建敌机精灵,同时指定敌机图片
super().__init__("./PythonProject/images/enemy1.png")
# 2. 指定敌机的初始随机速度 1 ~ 3
self.speed = random.randint(1, 3)
# 3. 指定敌机的初始随机位置
self.rect.bottom = 0
max_x = SCREEN_RECT.width - self.rect.width
self.rect.x = random.randint(0, max_x)
def update(self):
# 1. 调用父类方法,保持垂直方向的飞行
super().update()
# 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:
# 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
self.kill()
def __del__(self):
# print("敌机挂了 %s" % self.rect)
pass
class Hero(GameSprite):
"""英雄精灵"""
def __init__(self):
# 1. 调用父类方法设置image&speed
super().__init__("./PythonProject/images/me1.png", 0)
# 2. 设置英雄的初始位置
self.rect.centerx = SCREEN_RECT.centerx
self.rect.bottom = SCREEN_RECT.bottom - 120
self.mode=2
self.modetmp=1
# 3. 创建子弹的精灵组
self.bullets = pygame.sprite.Group()
def update(self):
if self.modetmp==1:
self.mode=1
else:
self.mode=2
# 英雄在水平方向移动
self.rect.x += self.speedx
self.rect.y += self.speedy
# 控制英雄不能离开屏幕
if self.rect.x < 0:
self.rect.x = 0
elif self.rect.right > SCREEN_RECT.right:
self.rect.right = SCREEN_RECT.right
elif self.rect.y>SCREEN_RECT.height:
self.rect.bottom = SCREEN_RECT.height
elif self.rect.y<-SCREEN_RECT.bottom:
self.rect.y=-SCREEN_RECT.bottom
def fire(self):
#print("发射子弹...")
if self.mode==1:
for i in (0, 1, 2):
# 1. 创建子弹精灵
bullet3 = Bullet()
# 2. 设置精灵的位置
bullet3.rect.bottom = self.rect.y - i * 20
bullet3.rect.centerx = self.rect.centerx
# 3. 将精灵添加到精灵组
self.bullets.add(bullet3)
else:
for i in (1, 2):
# 1. 创建子弹精灵
bullet = Bullet()
bullet2=Bullet()
# 2. 设置精灵的位置
bullet.rect.bottom = self.rect.y+ i*10
bullet.rect.centerx = self.rect.centerx+i*20
bullet2.rect.bottom = self.rect.y+i*10
bullet2.rect.centerx = self.rect.centerx-i*20
# 3. 将精灵添加到精灵组
self.bullets.add(bullet)
self.bullets.add(bullet2)
class Bullet(GameSprite):
"""子弹精灵"""
def __init__(self):
# 调用父类方法,设置子弹图片,设置初始速度
super().__init__("./PythonProject/images/bullet1.png", -2)
def update(self):
# 调用父类方法,让子弹沿垂直方向飞行
super().update()
# 判断子弹是否飞出屏幕
if self.rect.bottom < 0:
self.kill()
def __del__(self):
print("")
class PlaneGame(object):
"""飞机大战主游戏"""
def __init__(self):
print("游戏初始化")
# 1. 创建游戏的窗口
self.screen = pygame.display.set_mode(SCREEN_RECT.size)
pygame.display.set_caption('飞机大战')
# 2. 创建游戏的时钟
self.clock = pygame.time.Clock()
# 3. 调用私有方法,精灵和精灵组的创建
self.__create_sprites()
# 4. 设置定时器事件 - 创建敌机 1s
pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000)
pygame.time.set_timer(HERO_FIRE_EVENT, 800)
pygame.time.set_timer(HERO_FIRE_EVENT2, 500)
pygame.time.set_timer(charge,10000)
self.inum=0
self.num=3
def __create_sprites(self):
# 创建背景精灵和精灵组
bg1 = Background()
bg2 = Background(True)
self.back_group = pygame.sprite.Group(bg1, bg2)
# 创建敌机的精灵组
self.enemy_group = pygame.sprite.Group()
# 创建英雄的精灵和精灵组
self.hero = Hero()
self.hero_group = pygame.sprite.Group(self.hero)
def start_game(self):
print("游戏开始...")
while True:
# 1. 设置刷新帧率
self.clock.tick(FRAME_PER_SEC)
# 2. 事件监听
self.__event_handler()
# 3. 碰撞检测
self.__check_collide()
# 4. 更新/绘制精灵组
self.__update_sprites()
# 5. 更新显示
pygame.display.update()
def __event_handler(self):
for event in pygame.event.get():
# 判断是否退出游戏
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()
# 将敌机精灵添加到敌机精灵组
self.enemy_group.add(enemy)
elif event.type == HERO_FIRE_EVENT :
self.hero.fire()
elif event.type==charge:
self.inum-=1
# elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
# print("向右移动...")
# 使用键盘提供的方法获取键盘按键 - 按键元组
keys_pressed = pygame.key.get_pressed()
# 判断元组中对应的按键索引值 1
if keys_pressed[pygame.K_RIGHT]:
self.hero.speedx = 2
if keys_pressed[pygame.K_UP]:
self.hero.speedy=-4
elif keys_pressed[pygame.K_DOWN]:
self.hero.speedy=4
else:
self.hero.speedy=0
if keys_pressed[pygame.K_LSHIFT] and self.inum<self.num:
pygame.key.set_repeat()
self.hero.speedx = 200
self.hero.speedy=0
self.inum += 1
print("{}".format(self.inum))
elif keys_pressed[pygame.K_LEFT]:
self.hero.speedx = -2
if keys_pressed[pygame.K_UP]:
self.hero.speedy=-4
elif keys_pressed[pygame.K_DOWN]:
self.hero.speedy=4
else:
self.hero.speedy=0
if keys_pressed[pygame.K_LSHIFT] and self.inum<self.num:
pygame.key.set_repeat()
self.hero.speedx = -200
self.hero.speedy=0
self.inum += 1
print("{}".format(self.inum))
elif keys_pressed[pygame.K_UP]:
self.hero.speedy =-4
if keys_pressed[pygame.K_LEFT]:
self.hero.speedx = -2
elif keys_pressed[pygame.K_RIGHT]:
self.hero.speedx = 2
else:
self.hero.speedx = 0
elif keys_pressed[pygame.K_DOWN]:
self.hero.speedy =4
if keys_pressed[pygame.K_LEFT]:
self.hero.speedx = -2
elif keys_pressed[pygame.K_RIGHT]:
self.hero.speedx = 2
else:
self.hero.speedx = 0
#到这里都是移动部分
elif keys_pressed[pygame.K_1]:
self.hero.modetmp=-self.hero.modetmp
else:
self.hero.speedx = 0
self.hero.speedy = 0
def __check_collide(self):
# 1. 子弹摧毁敌机
pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)
# 2. 敌机撞毁英雄
enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, True)
# 判断列表时候有内容
if len(enemies)>0:
# 让英雄牺牲
self.hero.kill()
# 结束游戏
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__':
# 创建游戏对象
game = PlaneGame()
# 启动游戏
game.start_game()
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