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# -*- coding: utf-8 -*-
"""
Created on Wed May 29 19:18:32 2024
@author: keshen
"""
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
class GameSprite(pygame.sprite.Sprite):
"""飞机大战游戏精灵"""
def __init__(self, image_name, speedx=1,speedy=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.speedx = speedx
self.speedy = speedy
def update(self):
# 在屏幕的垂直和水平方向上移动
self.rect.y += self.speedy
self.rect.x += self.speedx
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__("image/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
self.rect.y += self.speedy
# 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 Enemy1(GameSprite):
counted = 0
#对死亡的Enemy1进行计数
"""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__("image/enemy1.png",0,0)
# 2. 指定敌机的初始随机速度 1 ~ 3
self.speedy = 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.保持垂直方向的飞行,但不能调用父类方法,否则会斜着移动
self.rect.y += self.speedy
# 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)
Enemy1.counted+=1
#用计数方法记录杀掉的敌机每print一次count值就加1
print("enemy1_count=%s"%self.counted)
if 40>=Enemy1.counted>=20:
self.speedx = random.randint(4, 7)
elif 100>=Enemy1.counted>=40:
self.speedx = random.randint(10, 20)
elif Enemy1.counted>100:
self.speedx = random.randint(200,300)
#对不同的计数程度赋予不同的难度为减少玩家的疲劳感我们特地在计数值达到100后进入地狱难度
pass
class Enemy2(GameSprite):
count = 0
"""不同于enemy1的敌机精灵"""
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__("image/enemy2.png",0,0)
# 2. 指定敌机的初始随机速度 2 ~ 4
self.speedy = random.randint(2,4)
# 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. 保持垂直方向的飞行
self.rect.y += self.speedy
# 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)
Enemy2.count+=1
#用计数方法记录杀掉的敌机每print一次count值就加1
print("enemy2_count=%s"%self.count)
if 40>=Enemy2.count>=20:
self.speedx = random.randint(5, 8)
elif 100>=Enemy2.count>=40:
self.speedx = random.randint(15, 25)
elif Enemy2.count>100:
self.speedx = random.randint(200,300)
#对不同的计数程度赋予不同的难度为减少玩家的疲劳感我们特地在计数值达到100后进入地狱难度
pass
class Enemy3(GameSprite):
count = 0
"""敌机作者精灵"""
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__("image/r.png")#作者的图片
# 2. 指定作者的初始随机速度 10~20 因为众所周知作者的速度是很快的,并且杀伤力极强
self.speedy = random.randint(10, 20)
# 3. 指定作者的初始随机位置
self.rect.bottom = 0
max_x = SCREEN_RECT.width - self.rect.width
self.rect.x = random.randint(0, max_x)
def update(self):
# 1. 保持垂直方向的飞行
self.rect.y += self.speedy
# 2. 判断是否飞出屏幕,如果是,需要从精灵组删除作者
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("作者好帅 %s" % self.rect)
class Hero(GameSprite):
"""英雄精灵"""
def __init__(self):
# 1. 调用父类方法设置image&speed
super().__init__("image/hero1.png", 0,0)
# 2. 设置英雄的初始位置
self.rect.centerx = SCREEN_RECT.centerx
self.rect.bottom = SCREEN_RECT.bottom - 120
# 3. 创建子弹的精灵组
self.bullets = pygame.sprite.Group()
def update(self):
# 英雄在水平和竖直方向移动
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
if self.rect.y < 0:
self.rect.y = 0
elif self.rect.height > SCREEN_RECT.height:
self.rect.height = SCREEN_RECT.height
def fire(self):
print("发射子弹...")
for i in (0, 1, 2):
# 1. 创建子弹精灵
bullet = Bullet()
# 2. 设置精灵的位置
bullet.rect.bottom = self.rect.y - i * 20
bullet.rect.centerx = self.rect.centerx
# 3. 将精灵添加到精灵组
self.bullets.add(bullet)
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__("image/bullet1.png", 0,-4)#x方向速度为0经测试该系统y轴方向向下所以给予y方向初始速度-4
def updates(self):
# 让子弹沿垂直方向飞行
self.rect.y += self.speedy
# 判断子弹是否飞出屏幕
if self.rect.bottom < 0:
self.kill()
def __del__(self):
print("子弹被销毁...")
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)
# 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, 500)
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 = Enemy1()
enemy1 = Enemy2()
enemy2 = Enemy3()
# 将敌机精灵添加到敌机精灵组
self.enemy_group.add(enemy)
self.enemy_group.add(enemy1)
self.enemy_group.add(enemy2)
elif event.type == HERO_FIRE_EVENT:
self.hero.fire()
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 = 4
self.hero.speedy = 0
elif keys_pressed[pygame.K_LEFT]:
self.hero.speedx = -4
self.hero.speedy = 0
elif keys_pressed[pygame.K_DOWN]:
self.hero.speedx = 0
self.hero.speedy = 4
elif keys_pressed[pygame.K_UP]:
self.hero.speedx = 0
self.hero.speedy = -4
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):#屏幕更新
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()#游戏结束,退出游戏
if __name__ == '__main__':
# 创建游戏对象
game = PlaneGame()
# 启动游戏
game.start_game()