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# -*- coding: utf-8 -*-
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"""
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Created on Sun Dec 22 09:26:13 2024
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@author: 兰子芃
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"""
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import random
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import pygame
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# 屏幕大小的常量
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SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
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# 刷新的帧率
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FRAME_PER_SEC = 60
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# 创建敌机的定时器常量
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CREATE_ENEMY_EVENT = pygame.USEREVENT
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# 英雄发射子弹事件
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HERO_FIRE_EVENT = pygame.USEREVENT + 1
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HERO_FIRE_EVENT2 = pygame.USEREVENT + 3
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charge=pygame.USEREVENT+2
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class GameSprite(pygame.sprite.Sprite):
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"""飞机大战游戏精灵"""
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def __init__(self, image_name, speed=1):
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# 调用父类的初始化方法
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super().__init__()
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# 定义对象的属性
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self.image = pygame.image.load(image_name)
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self.rect = self.image.get_rect()
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self.speed = speed
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def update(self):
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# 在屏幕的垂直方向上移动
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self.rect.y += self.speed
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class Background(GameSprite):
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"""游戏背景精灵"""
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def __init__(self, is_alt=False):
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# 1. 调用父类方法实现精灵的创建(image/rect/speed)
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super().__init__("./PythonProject/images/background.png")
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# 2. 判断是否是交替图像,如果是,需要设置初始位置
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if is_alt:
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self.rect.y = -self.rect.height
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def update(self):
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# 1. 调用父类的方法实现
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super().update()
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# 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
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if self.rect.y >= SCREEN_RECT.height:
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self.rect.y = -self.rect.height
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class Enemy(GameSprite):
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"""敌机精灵"""
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def __init__(self):
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# 1. 调用父类方法,创建敌机精灵,同时指定敌机图片
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super().__init__("./PythonProject/images/enemy1.png")
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# 2. 指定敌机的初始随机速度 1 ~ 3
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self.speed = random.randint(1, 3)
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# 3. 指定敌机的初始随机位置
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self.rect.bottom = 0
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max_x = SCREEN_RECT.width - self.rect.width
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self.rect.x = random.randint(0, max_x)
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def update(self):
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# 1. 调用父类方法,保持垂直方向的飞行
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super().update()
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# 2. 判断是否飞出屏幕,如果是,需要从精灵组删除敌机
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if self.rect.y >= SCREEN_RECT.height:
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# print("飞出屏幕,需要从精灵组删除...")
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# 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
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self.kill()
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def __del__(self):
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# print("敌机挂了 %s" % self.rect)
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pass
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class Hero(GameSprite):
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"""英雄精灵"""
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def __init__(self):
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# 1. 调用父类方法,设置image&speed
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super().__init__("./PythonProject/images/me1.png", 0)
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# 2. 设置英雄的初始位置
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self.rect.centerx = SCREEN_RECT.centerx
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self.rect.bottom = SCREEN_RECT.bottom - 120
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self.mode=2
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self.modetmp=1
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# 3. 创建子弹的精灵组
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self.bullets = pygame.sprite.Group()
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def update(self):
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if self.modetmp==1:
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self.mode=1
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else:
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self.mode=2
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# 英雄在水平方向移动
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self.rect.x += self.speedx
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self.rect.y += self.speedy
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# 控制英雄不能离开屏幕
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if self.rect.x < 0:
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self.rect.x = 0
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elif self.rect.right > SCREEN_RECT.right:
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self.rect.right = SCREEN_RECT.right
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elif self.rect.y>SCREEN_RECT.height:
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self.rect.bottom = SCREEN_RECT.height
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elif self.rect.y<-SCREEN_RECT.bottom:
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self.rect.y=-SCREEN_RECT.bottom
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def fire(self):
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#print("发射子弹...")
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if self.mode==1:
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for i in (0, 1, 2):
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# 1. 创建子弹精灵
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bullet3 = Bullet()
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# 2. 设置精灵的位置
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bullet3.rect.bottom = self.rect.y - i * 20
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bullet3.rect.centerx = self.rect.centerx
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# 3. 将精灵添加到精灵组
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self.bullets.add(bullet3)
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else:
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for i in (1, 2):
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# 1. 创建子弹精灵
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bullet = Bullet()
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bullet2=Bullet()
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# 2. 设置精灵的位置
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bullet.rect.bottom = self.rect.y+ i*10
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bullet.rect.centerx = self.rect.centerx+i*20
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bullet2.rect.bottom = self.rect.y+i*10
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bullet2.rect.centerx = self.rect.centerx-i*20
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# 3. 将精灵添加到精灵组
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self.bullets.add(bullet)
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self.bullets.add(bullet2)
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class Bullet(GameSprite):
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"""子弹精灵"""
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def __init__(self):
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# 调用父类方法,设置子弹图片,设置初始速度
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super().__init__("./PythonProject/images/bullet1.png", -2)
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def update(self):
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# 调用父类方法,让子弹沿垂直方向飞行
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super().update()
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# 判断子弹是否飞出屏幕
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if self.rect.bottom < 0:
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self.kill()
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def __del__(self):
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print("")
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class PlaneGame(object):
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"""飞机大战主游戏"""
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def __init__(self):
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print("游戏初始化")
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# 1. 创建游戏的窗口
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self.screen = pygame.display.set_mode(SCREEN_RECT.size)
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pygame.display.set_caption('飞机大战')
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# 2. 创建游戏的时钟
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self.clock = pygame.time.Clock()
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# 3. 调用私有方法,精灵和精灵组的创建
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self.__create_sprites()
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# 4. 设置定时器事件 - 创建敌机 1s
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pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000)
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pygame.time.set_timer(HERO_FIRE_EVENT, 800)
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pygame.time.set_timer(HERO_FIRE_EVENT2, 500)
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pygame.time.set_timer(charge,10000)
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self.inum=0
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self.num=3
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def __create_sprites(self):
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# 创建背景精灵和精灵组
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bg1 = Background()
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bg2 = Background(True)
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self.back_group = pygame.sprite.Group(bg1, bg2)
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# 创建敌机的精灵组
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self.enemy_group = pygame.sprite.Group()
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# 创建英雄的精灵和精灵组
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self.hero = Hero()
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self.hero_group = pygame.sprite.Group(self.hero)
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def start_game(self):
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print("游戏开始...")
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while True:
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# 1. 设置刷新帧率
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self.clock.tick(FRAME_PER_SEC)
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# 2. 事件监听
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self.__event_handler()
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# 3. 碰撞检测
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self.__check_collide()
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# 4. 更新/绘制精灵组
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self.__update_sprites()
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# 5. 更新显示
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pygame.display.update()
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def __event_handler(self):
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for event in pygame.event.get():
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# 判断是否退出游戏
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if event.type == pygame.QUIT:
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PlaneGame.__game_over()
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elif event.type == CREATE_ENEMY_EVENT:
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# print("敌机出场...")
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# 创建敌机精灵
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enemy = Enemy()
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# 将敌机精灵添加到敌机精灵组
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self.enemy_group.add(enemy)
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elif event.type == HERO_FIRE_EVENT :
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self.hero.fire()
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elif event.type==charge:
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self.inum-=1
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# elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
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# print("向右移动...")
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# 使用键盘提供的方法获取键盘按键 - 按键元组
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keys_pressed = pygame.key.get_pressed()
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# 判断元组中对应的按键索引值 1
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if keys_pressed[pygame.K_RIGHT]:
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self.hero.speedx = 2
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if keys_pressed[pygame.K_UP]:
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self.hero.speedy=-4
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elif keys_pressed[pygame.K_DOWN]:
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self.hero.speedy=4
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else:
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self.hero.speedy=0
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if keys_pressed[pygame.K_LSHIFT] and self.inum<self.num:
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pygame.key.set_repeat()
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self.hero.speedx = 200
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self.hero.speedy=0
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self.inum += 1
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print("{}".format(self.inum))
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elif keys_pressed[pygame.K_LEFT]:
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self.hero.speedx = -2
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if keys_pressed[pygame.K_UP]:
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self.hero.speedy=-4
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elif keys_pressed[pygame.K_DOWN]:
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self.hero.speedy=4
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else:
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self.hero.speedy=0
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if keys_pressed[pygame.K_LSHIFT] and self.inum<self.num:
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pygame.key.set_repeat()
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self.hero.speedx = -200
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self.hero.speedy=0
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self.inum += 1
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print("{}".format(self.inum))
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elif keys_pressed[pygame.K_UP]:
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self.hero.speedy =-4
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if keys_pressed[pygame.K_LEFT]:
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self.hero.speedx = -2
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elif keys_pressed[pygame.K_RIGHT]:
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self.hero.speedx = 2
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else:
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self.hero.speedx = 0
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elif keys_pressed[pygame.K_DOWN]:
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self.hero.speedy =4
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if keys_pressed[pygame.K_LEFT]:
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self.hero.speedx = -2
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elif keys_pressed[pygame.K_RIGHT]:
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self.hero.speedx = 2
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else:
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self.hero.speedx = 0
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#到这里都是移动部分
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elif keys_pressed[pygame.K_1]:
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self.hero.modetmp=-self.hero.modetmp
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else:
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self.hero.speedx = 0
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self.hero.speedy = 0
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def __check_collide(self):
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# 1. 子弹摧毁敌机
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pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)
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# 2. 敌机撞毁英雄
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enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, True)
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# 判断列表时候有内容
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if len(enemies)>0:
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# 让英雄牺牲
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self.hero.kill()
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# 结束游戏
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PlaneGame.__game_over()
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def __update_sprites(self):
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self.back_group.update()
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self.back_group.draw(self.screen)
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self.enemy_group.update()
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self.enemy_group.draw(self.screen)
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self.hero_group.update()
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self.hero_group.draw(self.screen)
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self.hero.bullets.update()
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self.hero.bullets.draw(self.screen)
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@staticmethod
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def __game_over():
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print("游戏结束")
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pygame.quit()
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exit()
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if __name__ == '__main__':
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# 创建游戏对象
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game = PlaneGame()
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# 启动游戏
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game.start_game() |