扣丁学堂Python培训之实现飞机大战游戏源码详解

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培训之实现飞机大战游戏源码详解

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()

以上关于扣丁学堂Python培训之实现飞机大战游戏源码详解的全部内容,希望对大家的学习有所帮助,

最后想要了解更多关于Python和人工智能方面内容的小伙伴,请关注扣丁学堂Python培训官网、微信等平台,扣丁学堂IT职业在线学习教育平台为您提供权威的Python开发环境搭建视频,Python培训后的前景无限,行业薪资和未来的发展会越来越好的,扣丁学堂老师精心推出的Python视频教程定能让你快速掌握Python从入门到精通开发实战技能。

Pyhon基础课程:https://ke.qq.com/course/327534?flowToken=1008607 【扫码进入Python全栈开发免费公开课】

注:点击(了解更多)进入课程直播间

相关推荐