山顶冻人 2019-04-24
今天扣丁学堂Python培训老师给大家分享一篇关于python实现飞机大战游戏及源码详解,首先飞机大战(Python)代码分为两个python文件,工具类和主类,需要安装pygame模块,能完美运行,如图所示:
扣丁学堂Python培训
完整代码如下:
1.工具类plane_sprites.py
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, speed=1): super().__init__()# 调用父类的初始化方法 self.image = pygame.image.load(image_name)# 定义对象的属性 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): super().__init__("C:/Users/Administrator/Desktop/background.png")# 1. 调用父类方法实现精灵的创建(image/rect/speed) if is_alt:# 2. 判断是否是交替图像,如果是,需要设置初始位置 self.rect.y = -self.rect.height def update(self): super().update()# 1. 调用父类的方法实现 if self.rect.y >= SCREEN_RECT.height:# 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 self.rect.y = -self.rect.height class Enemy(GameSprite): """敌机精灵""" def __init__(self): super().__init__("C:/Users/Administrator/Desktop/enemy1.png")# 1. 调用父类方法,创建敌机精灵,同时指定敌机图片 self.speed = random.randint(1, 3)# 2. 指定敌机的初始随机速度 1 ~ 3 self.rect.bottom = 0# 3. 指定敌机的初始随机位置 max_x = SCREEN_RECT.width - self.rect.width self.rect.x = random.randint(0, max_x) def update(self): super().update()# 1. 调用父类方法,保持垂直方向的飞行 # 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: self.kill() # 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 def __del__(self): # print("敌机挂了 %s" % self.rect) pass class Hero(GameSprite): """英雄精灵""" def __init__(self): super().__init__("C:/Users/Administrator/Desktop/me1.png", 0) self.rect.centerx = SCREEN_RECT.centerx self.rect.bottom = SCREEN_RECT.bottom - 120 self.bullets = pygame.sprite.Group() def update(self): self.rect.x += self.speed if self.rect.x < 0: self.rect.x = 0 elif self.rect.right > SCREEN_RECT.right: self.rect.right = SCREEN_RECT.right def fire(self): print("发射子弹...") for i in (0, 1, 2): bullet = Bullet() bullet.rect.bottom = self.rect.y - i * 20 bullet.rect.centerx = self.rect.centerx self.bullets.add(bullet) class Bullet(GameSprite): """子弹精灵""" def __init__(self): super().__init__("C:/Users/Administrator/Desktop/bullet1.png", -2) def update(self): super().update() if self.rect.bottom < 0: self.kill() def __del__(self): print("子弹被销毁...")
2.主类plane_main.py
import pygame from plane_sprites import * class PlaneGame(object): """飞机大战主游戏""" def __init__(self): print("游戏初始化") self.screen = pygame.display.set_mode(SCREEN_RECT.size) self.clock = pygame.time.Clock() self.__create_sprites() pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000) pygame.time.set_timer(HERO_FIRE_EVENT, 500) def __create_sprites(self): bg1 = Background() bg2 = Background(True) self.back_group = pygame.sprite.Group(bg1, bg2) self.enemy_group = pygame.sprite.Group() self.hero = Hero() self.hero_group = pygame.sprite.Group(self.hero) def start_game(self): print("游戏开始...") while True: self.clock.tick(FRAME_PER_SEC) self.__event_handler() self.__check_collide() self.__update_sprites() pygame.display.update() def __event_handler(self): for event in pygame.event.get(): 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() self.enemy_group.add(enemy) 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...") keys_pressed = pygame.key.get_pressed() if keys_pressed[pygame.K_RIGHT]: self.hero.speed = 2 elif keys_pressed[pygame.K_LEFT]: self.hero.speed = -2 else: self.hero.speed = 0 def __check_collide(self): for event in pygame.event.get(): if event.type == pygame.QUIT: PlaneGame.__game_over() elif event.type == CREATE_ENEMY_EVENT: enemy = Enemy() self.enemy_group.add(enemy) elif event.type == HERO_FIRE_EVENT: self.hero.fire() keys_pressed = pygame.key.get_pressed() if keys_pressed[pygame.K_RIGHT]: self.hero.speed = 2 elif keys_pressed[pygame.K_LEFT]: self.hero.speed = -2 else: self.hero.speed = 0 def __check_collide(self): pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True) enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, True) if len(enemies) > 0: self.hero.kill() 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__': game = PlaneGame() game.start_game()
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