python3實(shí)現(xiàn)飛機(jī)大戰(zhàn)
本文實(shí)例為大家分享了python3實(shí)現(xiàn)飛機(jī)大戰(zhàn)的具體代碼,供大家參考,具體內(nèi)容如下
以下是親測(cè)Python飛機(jī)大戰(zhàn)全部代碼,在保證有pygame環(huán)境支持并且有Python3解釋器的話(huà)完全沒(méi)問(wèn)題!
如果大家喜歡的話(huà)麻煩點(diǎn)個(gè)贊!
運(yùn)行效果如下圖:

#!/usr/bin/env python3
# -*- coding: utf-8 -*-
# 導(dǎo)入需要使用的模塊
import pygame
from pygame.locals import *
from sys import exit
import random
# 設(shè)置屏幕大小的變量
SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800
import codecs
# 子彈類(lèi)
class Bullet(pygame.sprite.Sprite):
def __init__(self,bullet_img,init_pos):
# 實(shí)現(xiàn)父類(lèi)的初始化方法
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.rect = self.image.get_rect()
self.rect.midbottom = init_pos
self.speed = 10
def move(self):
self.rect.top -= self.speed
# 玩家飛機(jī)類(lèi)
class Player(pygame.sprite.Sprite):
def __init__(self,plane_img,player_rect,init_pos):
pygame.sprite.Sprite.__init__(self)
self.image=[]
for i in range(len(player_rect)):
self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
self.rect = player_rect[0]
self.rect.topleft = init_pos
self.speed = 8
self.bullets = pygame.sprite.Group() #玩家飛機(jī)發(fā)射子彈的集合
self.img_index = 0
self.is_hit = False
# 發(fā)射子彈
def shoot(self,bullet_img):
bullet = Bullet(bullet_img,self.rect.midtop)
self.bullets.add(bullet) # 將子彈放入玩家飛機(jī)的子彈集合
# 向上移動(dòng)
def moveUp(self):
if self.rect.top <= 0:
self.rect.top = 0
else:
self.rect.top -= self.speed
# 向下移動(dòng)
def moveDown(self):
if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top += self.speed
# 向左移動(dòng)
def moveLeft(self):
if self.rect.left <= 0:
self.rect.left = 0
else:
self.rect.left -= self.speed
# 向右移動(dòng)
def moveRight(self):
if self.rect.left >= SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left += self.speed
# 敵機(jī)類(lèi)
class Enemy(pygame.sprite.Sprite):
# 飛機(jī)的圖片 敵機(jī)墜毀的圖片 敵機(jī)的位置
def __init__(self,enemy_img,enemy_down_imgs,init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = enemy_img
self.rect = self.image.get_rect()
self.rect.topleft = init_pos
self.down_imgs = enemy_down_imgs
self.speed = 2
self.down_index = 0
# 移動(dòng)
def move(self):
self.rect.top += self.speed
# 對(duì)文件的操作
# 寫(xiě)入文本
# 要寫(xiě)入的內(nèi)容,寫(xiě)入方式,寫(xiě)入文件所在的位置
def write_txt(contert, strim, path):
f = codecs.open(path,strim, 'utf8')
f.write(str(contert))
f.close()
# 讀取文本
def read_txt(path):
with open(path,'r',encoding='utf8') as f:
lines = f.readlines()
return lines
# 初始化pygame
pygame.init()
# 設(shè)置游戲界面的大小,背景圖片,標(biāo)題
# 界面startGame(
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
# 標(biāo)題
pygame.display.set_caption('飛機(jī)大戰(zhàn)')
# 圖標(biāo)
ic_launcher = pygame.image.load('resources/image/ic_launcher.png').convert_alpha()
pygame.display.set_icon(ic_launcher)
# 背景圖
background = pygame.image.load('resources/image/background.png').convert()
# 游戲結(jié)束
game_over = pygame.image.load('resources/image/gameover.png')
# 飛機(jī)及子彈的圖片
plane_img = pygame.image.load('resources/image/shoot.png')
def startGame():
# 1.設(shè)置玩家飛機(jī)不同狀態(tài)的圖片列表,多張圖片展示為動(dòng)畫(huà)效果
player_rect = []
# 玩家飛機(jī)的圖片
player_rect.append(pygame.Rect(0,99,102,126))
player_rect.append(pygame.Rect(165,360,102,126))
# 玩家飛機(jī)爆炸的圖片
player_rect.append(pygame.Rect(165,234,102,126))
player_rect.append(pygame.Rect(330,634,102,126))
player_rect.append(pygame.Rect(330,498,102,126))
player_rect.append(pygame.Rect(432,624,102,126))
player_pos = [200,600]
# 生成玩家飛機(jī)類(lèi)
player = Player(plane_img,player_rect,player_pos)
# 加入子彈的圖片
bullet_rect = pygame.Rect(69,77,10,21)
bullet_img = plane_img.subsurface(bullet_rect)
# 加入敵機(jī)圖片
enemy1_rect = pygame.Rect(534,612,57,43) #沒(méi)有爆炸前的圖片
enemy1_img = plane_img.subsurface(enemy1_rect)
enemy1_down_imgs = [] #飛機(jī)銷(xiāo)毀后的圖片
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,347,57,43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873,679,57,43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,296,57,43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930,697,57,43)))
# 存儲(chǔ)敵機(jī)的集合
enmies1 = pygame.sprite.Group()
# 存儲(chǔ)被擊毀的敵機(jī)的集合
enemies_down = pygame.sprite.Group()
# 初始子彈射擊頻率
shoot_frequency = 0
# 初始化敵機(jī)生成頻率
enemy_frequency = 0
# 玩家飛機(jī)被擊中后的效果處理
player_down_index = 16
# 設(shè)置游戲的幀數(shù)
clock = pygame.time.Clock()
# 初始化成績(jī)
score = 0
# 判斷循環(huán)結(jié)束的參數(shù)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
screen.fill(0)
screen.blit(background,(0,0))
clock.tick(60)
# 生成子彈 判斷玩家有沒(méi)有被擊中
if not player.is_hit:
if shoot_frequency % 15 == 0:
player.shoot(bullet_img)
shoot_frequency += 1
if shoot_frequency >= 15:
shoot_frequency = 0
for bullet in player.bullets:
bullet.move()
if bullet.rect.bottom<0:
player.bullets.remove(bullet)
# 顯示子彈
player.bullets.draw(screen)
# 生成敵機(jī),..需要控制頻率
if enemy_frequency % 50 == 0:
#生成隨機(jī)的位置
enemy1_pos = [random.randint(0,SCREEN_WIDTH-enemy1_rect.width),0]
# 初始化敵機(jī)
enemy1 = Enemy(enemy1_img,enemy1_down_imgs,enemy1_pos)
# 存儲(chǔ)到集合中
enmies1.add(enemy1)
enemy_frequency += 1
# 敵機(jī)生成到 100 則重新循環(huán)
if enemy_frequency >= 100:
enemy_frequency = 0
# 敵機(jī)的移動(dòng)
for enemy in enmies1:
enemy.move()
# 敵機(jī)與玩家碰撞效果處理
if pygame.sprite.collide_circle(enemy,player): # pygame判定是否相撞的方法
enemies_down.add(enemy) # 將敵機(jī)加入到墜毀的集合中
enmies1.remove(enemy) # 從敵機(jī)集合中移除
player.is_hit = True
break
# 移動(dòng)出屏幕的敵機(jī)
if enemy.rect.top < 0:
enmies1.remove(enemy)
# 與子彈碰撞
enemies1_down = pygame.sprite.groupcollide(enmies1,player.bullets,1,1)
for enemy_down in enemies1_down:
enemies_down.add(enemy_down)
# 繪制玩家飛機(jī)
if not player.is_hit:
screen.blit(player.image[player.img_index],player.rect)
# 實(shí)現(xiàn)飛機(jī)動(dòng)效
player.img_index = shoot_frequency // 8
else:
# 玩家飛機(jī)被擊毀后的動(dòng)畫(huà)效果
player.img_index = player_down_index // 8
screen.blit(player.image[player.img_index],player.rect)
player_down_index += 1
if player_down_index > 47:
running = False
# 敵機(jī)被擊中的效果
for enemy_down in enemies_down:
if enemy_down.down_index == 0:
pass
if enemy_down.down_index > 7:
enemies_down.remove(enemy_down)
score += 100
continue
# 繪制碰撞動(dòng)畫(huà)
screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2],enemy_down.rect)
enemy_down.down_index += 1
# 顯示敵機(jī)
enmies1.draw(screen)
# 繪制當(dāng)前得分
score_font = pygame.font.Font(None,36)
score_text = score_font.render(str(score),True,(128,128,128))
text_rect = score_text.get_rect()
text_rect.topleft = [10,10]
screen.blit(score_text,text_rect)
# 獲取鍵盤(pán)的輸入
key_pressed = pygame.key.get_pressed()
if key_pressed[K_UP] or key_pressed[K_w]:
player.moveUp()
if key_pressed[K_DOWN] or key_pressed[K_s]:
player.moveDown()
if key_pressed[K_LEFT] or key_pressed[K_a]:
player.moveLeft()
if key_pressed[K_RIGHT] or key_pressed[K_d]:
player.moveRight()
pygame.display.update()
# 繪制游戲結(jié)束畫(huà)面
screen.blit(game_over,(0,0))
# 繪制Game Over顯示最終分?jǐn)?shù)
font = pygame.font.Font(None,48)
text = font.render("Score:"+str(score),True,(255,0,0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx # x軸位置
text_rect.centery = screen.get_rect().centery + 24 # y軸位置
screen.blit(text,text_rect)
# 使用字體
xtfont = pygame.font.SysFont("jamrul",30)
# 繪制重新開(kāi)始按鈕
textstart = xtfont.render('Start',True,(255,0,0))
text_rect = textstart.get_rect()
text_rect.centerx = screen.get_rect().centerx # x軸位置
text_rect.centery = screen.get_rect().centery + 120 # y軸位置
screen.blit(textstart,text_rect)
# 排行榜按鈕
textstart = xtfont.render('Ranking',True,(255,0,0))
text_rect = textstart.get_rect()
text_rect.centerx = screen.get_rect().centerx # x軸位置
text_rect.centery = screen.get_rect().centery + 180 # y軸位置
screen.blit(textstart,text_rect)
# 判斷得分更新排行榜
# 臨時(shí)變量
j = 0
# 讀取文件
arrayscore = read_txt(r'score.txt')[0].split('mr')
# 循環(huán)分?jǐn)?shù)列表在列表里排序
for i in range(0,len(arrayscore)):
if score > int(arrayscore[i]):
# 大于排行榜上的內(nèi)容 把分?jǐn)?shù)和當(dāng)前分?jǐn)?shù)進(jìn)行替換
j = arraysco.re[i]
arrayscore[i] = str(score)
score = 0
# 替換下來(lái)的分?jǐn)?shù)移動(dòng)一位
if int(j) > int(arrayscore[i]):
k = arrayscore[i]
arrayscore[i] = str(j)
j = k
# 循環(huán)分?jǐn)?shù)列表 寫(xiě)入文檔
for i in range(0,len(arrayscore)):
# 判斷列表的第一個(gè)分?jǐn)?shù)
if i == 0:
write_txt(arrayscore[i]+'mr','w',r'score.txt')
else:
# 判斷是否是最后一個(gè)
if (i==9):
# 最近添加內(nèi)容最后一個(gè)分?jǐn)?shù)不加 mr
write_txt(arrayscore[i],'a',r'score.txt')
else:
# 不是最后一個(gè)分?jǐn)?shù),添加的時(shí)候加 mr
write_txt(arrayscore[i]+'mr','a',r'score.txt')
# 定義排行榜函數(shù)
def gameRanking():
# 繪制背景圖片
screen2 = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
screen2.fill(0)
screen2.blit(background,(0,0))
# 使用系統(tǒng)字體
xtfont = pygame.font.SysFont('jamrul',30)
# 1.繪制標(biāo)題
textstart = xtfont.render('Ranking',True,(255,0,0))
text_rect = textstart.get_rect()
text_rect.centerx = screen.get_rect().centerx # x軸位置
text_rect.centery = 50 # y軸位置
screen.blit(textstart,text_rect)
# 2.繪制重新開(kāi)始按鈕
textstart = xtfont.render('Start',True,(255,0,0))
text_rect = textstart.get_rect()
text_rect.centerx = screen.get_rect().centerx # x軸位置
text_rect.centery = screen.get_rect().centery + 120 # y軸位置
screen.blit(textstart,text_rect)
# 3.展示排行榜的數(shù)據(jù)
arrayscore = read_txt(r'score.txt')[0].split('mr')
for i in range(0,len(arrayscore)):
font = pygame.font.Font(None,48)
# 編寫(xiě)排名
k = i+1
text = font.render(str(k) + " "+arrayscore[i],True,(255,0,0))
text_rect = text.get_rect()
text_rect.centerx = screen2.get_rect().centerx
text_rect.centery = 80 + 30*k
# 繪制分?jǐn)?shù)
screen2.blit(text,text_rect)
startGame()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
# 監(jiān)控鼠標(biāo)的點(diǎn)擊
elif event.type == pygame.MOUSEBUTTONDOWN:
# 判定重新開(kāi)始范圍
if screen.get_rect().centerx - 70 <= event.pos[0]\
and event.pos[0] <= screen.get_rect().centerx + 50\
and screen.get_rect().centery + 100 <= event.pos[1]\
and screen.get_rect().centery + 140 >= event.pos[1]:
startGame()
# 判定排行榜范圍
if screen.get_rect().centerx - 70 <= event.pos[0]\
and event.pos[0] <= screen.get_rect().centerx + 50\
and screen.get_rect().centery + 160 <= event.pos[1]\
and screen.get_rect().centery + 200 >= event.pos[1]:
gameRanking()
pygame.display.update()
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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