python 之路,200行Python代码写了个打飞机游戏!

早就知道 pygame 模块,就是没怎么深入研究过,恰逢这周未没约到妹子,只能自己在家玩自己啦,一时兴起,花了几个小时写了个打飞机程序。

很有意思,跟大家分享下。

 

先看一下项目结构

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"""
PlayPlane/
|-- bin/
|   |-- main.py         程序运行主体程序
|-- config/
|   |-- settings.py     程序配置(例如: 游戏背景音乐的加载等)
|-- material            程序素材放置(打飞机游戏素材放置)
    |-- ...
|-- src/                程序主体模块存放
|   |-- __init__.py
|   |-- bullet.py       我方飞机发射子弹实现代码存放
|   |-- enemy.py        敌方飞机实现代码存放
|   |-- plane.py        我方飞机实现代码存放
|-- manage.py           程序启动文件
|-- README.md          
"""

 

再晒下项目成果图

实现步骤

一、首先在 config/settings.py 中进行以下功能的实现

  • 游戏初始化
  • 游戏混音器初始化
  • 背景音乐初始化
  • 我方飞机挂了音乐
  • 敌方飞机挂了音乐
  • 子弹发射音乐

 

注:游戏素材滑动到文章底部点击链接即可下载  

 

二、小试牛刀

飞机和子弹都是可移动的,那么怎么实现让它们动起来呢(我方飞机可以玩家进行操控,敌机就是随机性的出现,子弹暂由我方飞机发射)。

在 Pygame 中,所有移动对象都可看做是一个精灵(sprite),精灵之间能够进行相互的交互通信,例如如何让碰撞检测更加精准等等。

那么先让我们先在屏幕上制作一个游戏板,根据 settings.py 配置,并让它有声音播放,首先我们在 bin/main.py 中这么写:

  我们可以直接运行它,那么我们会看到以下画面,并且还会有激情的声音吆!!!但是我们要将文件配置为绝对路径才可以运行,因为刚刚在 settings 中的加载的音乐文件为相对路径。

  

 

接下来呢,我们将要制作我方飞机,敌方飞机和子弹如何让它们展示在游戏画板上,继而让它们变得可移动起来,请看代码实现方案...

从游戏画板上添加飞机,首先我们应怎样在屏幕上输出飞机???

上述讲过,pygame 中的 sprite(精灵)可使一张图片或者一个静态物体动起来,那么制作飞机需要考虑并做些什么呢?

  1. 飞机的初始位置
  2. 通过按键 上下左右 来调控飞机的位置移动
  3. 飞机只能呆在制作的游戏画板中
  4. 飞机的速度
  5. 飞机死亡的加载
  6. 设定一个状态标识飞机的存活
  7. 让飞机具有动态的喷气式效果

那么如何实现以上的功能呢?接下来结合上述的示例代码我们先将我方飞机绘制到画板上方,并且我们通过按键 J 判定我方飞机的存活状态为死亡,绘制飞机的死亡画面并重置飞机

  

上面的代码写了一个 我们的飞机 (OurPlane) 类,它初始化了一些属性以及 上下左右 移动的方法和重置方法,接下来将要运用它展示到游戏画板上面

由于飞机是一直存在的,接下我们主程序 main 下面的死循环中这样写

 

def main():
    pygame.mixer.music.play(loops=-1)  # loops 对应的值为 -1 则音乐会无限循环播放

    our_plane = OurPlane(bg_size)  # 初始化
    switch_image = False  # 定义飞机的切图效果标识
<span style="color: rgba(0, 0, 255, 1)">while</span><span style="color: rgba(0, 0, 0, 1)"> True:
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 绘制背景图</span>

screen.blit(background, (0, 0))

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 飞机状态是存活</span>
    <span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> our_plane.active:

        </span><span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> switch_image:
            screen.blit(our_plane.image_one, our_plane.rect)
        </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
            screen.blit(our_plane.image_two, our_plane.rect)

        switch_image </span>= <span style="color: rgba(0, 0, 255, 1)">not</span> switch_image  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 让切图状态不停的变换</span>
    <span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
        </span><span style="color: rgba(0, 0, 255, 1)">pass</span>

    <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 响应用户的操作(一定要有响应的用户操作)</span>
    <span style="color: rgba(0, 0, 255, 1)">for</span> event <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> pygame.event.get():
        </span><span style="color: rgba(0, 0, 255, 1)">if</span> event.type == 12:  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 如果用户按下屏幕上的关闭按钮,触发QUIT事件,程序退出</span>

pygame.quit()
sys.exit()

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 再而我们将背景图像并输出到屏幕上面</span>

pygame.display.flip()

if name == 'main':
main()

1. 在屏幕上绘制飞机
def main():
    pygame.mixer.music.play(loops=-1)  # loops 对应的值为 -1 则音乐会无限循环播放

    our_plane = OurPlane(bg_size)  # 初始化
    switch_image = False  # 定义飞机的切图效果标识
<span style="color: rgba(0, 0, 255, 1)">while</span><span style="color: rgba(0, 0, 0, 1)"> True:
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 绘制背景图</span>

screen.blit(background, (0, 0))

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 飞机状态是存活</span>
    <span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> our_plane.active:

        </span><span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> switch_image:
            screen.blit(our_plane.image_one, our_plane.rect)
        </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
            screen.blit(our_plane.image_two, our_plane.rect)

        switch_image </span>= <span style="color: rgba(0, 0, 255, 1)">not</span> switch_image  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 让切图状态不停的变换</span>
    <span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
        </span><span style="color: rgba(0, 0, 255, 1)">pass</span>

    <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 获得用户所有的键盘输入序列(如果用户通过键盘发出“向上”的指令,其他类似)</span>
    key_pressed =<span style="color: rgba(0, 0, 0, 1)"> pygame.key.get_pressed()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_w] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_UP]:
        our_plane.move_up()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_s] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_DOWN]:
        our_plane.move_down()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_a] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_LEFT]:
        our_plane.move_left()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_d] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_RIGHT]:
        our_plane.move_right()

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 响应用户的操作(一定要有响应的用户操作)</span>
    <span style="color: rgba(0, 0, 255, 1)">for</span> event <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> pygame.event.get():
        </span><span style="color: rgba(0, 0, 255, 1)">if</span> event.type == 12:  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 如果用户按下屏幕上的关闭按钮,触发QUIT事件,程序退出</span>

pygame.quit()
sys.exit()

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 再而我们将背景图像并输出到屏幕上面</span>

pygame.display.flip()

if name == 'main':
main()

2. 让飞机上下左右动起来
def main():
    pygame.mixer.music.play(loops=-1)  # loops 对应的值为 -1 则音乐会无限循环播放

    our_plane = OurPlane(bg_size)  # 初始化
    switch_image = False  # 定义飞机的切图效果标识

    our_plane_destroy_index = 0
</span><span style="color: rgba(0, 0, 255, 1)">while</span><span style="color: rgba(0, 0, 0, 1)"> True:
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 绘制背景图</span>

screen.blit(background, (0, 0))

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 飞机状态是存活(如果按键 为 J, 让飞机死亡并绘制爆炸效果)</span>
    <span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> our_plane.active:

        </span><span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> switch_image:
            screen.blit(our_plane.image_one, our_plane.rect)
        </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
            screen.blit(our_plane.image_two, our_plane.rect)

        switch_image </span>= <span style="color: rgba(0, 0, 255, 1)">not</span> switch_image  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 让切图状态不停的变换</span>
    <span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
        </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(128, 0, 0, 1)">
        飞机死亡也是进行按顺序的图片切换, 那么在死循环之外定义索引
        </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(0, 0, 0, 1)">
        me_destroy_index </span>= (our_plane_destroy_index + 1) % 4
        <span style="color: rgba(0, 0, 255, 1)">if</span> me_destroy_index == 1<span style="color: rgba(0, 0, 0, 1)">:
            me_down_sound.play()  </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 爆炸声音效果</span>
            our_plane.reset()  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 初始化飞机</span>
        <span style="color: rgba(0, 0, 255, 1)">if</span> our_plane_destroy_index &gt;=<span style="color: rgba(0, 0, 0, 1)"> len(our_plane.destroy_images):
            our_plane_destroy_index </span>=<span style="color: rgba(0, 0, 0, 1)"> 0
        </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
            screen.blit(our_plane.destroy_images[our_plane_destroy_index], our_plane.rect)

        our_plane_destroy_index </span>+= 1

    <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 获得用户所有的键盘输入序列(如果用户通过键盘发出“向上”的指令,其他类似)</span>
    key_pressed =<span style="color: rgba(0, 0, 0, 1)"> pygame.key.get_pressed()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_w] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_UP]:
        our_plane.move_up()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_s] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_DOWN]:
        our_plane.move_down()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_a] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_LEFT]:
        our_plane.move_left()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_d] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_RIGHT]:
        our_plane.move_right()

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 按键为 j 飞机更改存活标识</span>
    <span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_j]:
        our_plane.active </span>=<span style="color: rgba(0, 0, 0, 1)"> False

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 响应用户的操作(一定要有响应的用户操作)</span>
    <span style="color: rgba(0, 0, 255, 1)">for</span> event <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> pygame.event.get():
        </span><span style="color: rgba(0, 0, 255, 1)">if</span> event.type == 12:  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 如果用户按下屏幕上的关闭按钮,触发QUIT事件,程序退出</span>

pygame.quit()
sys.exit()

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 再而我们将背景图像并输出到屏幕上面</span>
    pygame.display.flip()</pre>
3. 按键为 j 绘制飞机的死亡状态

那么上述的功能都已经实现了,接下来就开始真正的 "打飞机"

三、接下来可以制作我方飞机,敌方战机,子弹等,这些功能均在 src/ 目录下实现

  • 我方飞机根据按键上下左右进行移动,初始化位置,喷气式图片加载切换及重置效果等
#! /usr/bin/env python
# -*- coding: utf-8 -*-

"""
创建飞机
在 pygame 中, 所有可移动的对象均叫可看作一个精灵 (sprite)
该类并实现了碰撞方法 spritecollide

我方飞机和敌方飞机指定掩膜属性以及生存状态标志位 添加 self.mask 属性(可以实现更精准的碰撞效果)

"""

# 倒入精灵模块, 使飞机可以动起来
import pygame

class OurPlane(pygame.sprite.Sprite):

</span><span style="color: rgba(0, 0, 255, 1)">def</span> <span style="color: rgba(128, 0, 128, 1)">__init__</span><span style="color: rgba(0, 0, 0, 1)">(self, bg_size):
    super(OurPlane, self).</span><span style="color: rgba(128, 0, 128, 1)">__init__</span><span style="color: rgba(0, 0, 0, 1)">()
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 确定我方飞机背景图</span>
    self.image_one = pygame.image.load(<span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(128, 0, 0, 1)">material/image/hero1.png</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(0, 0, 0, 1)">)
    self.image_two </span>= pygame.image.load(<span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(128, 0, 0, 1)">material/image/hero2.png</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(0, 0, 0, 1)">)
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 获取我方飞机的位置</span>
    self.rect =<span style="color: rgba(0, 0, 0, 1)"> self.image_one.get_rect()
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 本地化背景图片的尺寸</span>
    self.width, self.height = bg_size[0], bg_size[1<span style="color: rgba(0, 0, 0, 1)">]
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 获取飞机图像的掩膜用以更加精确的碰撞检测</span>
    self.mask =<span style="color: rgba(0, 0, 0, 1)"> pygame.mask.from_surface(self.image_one)
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 定义飞机初始化位置,底部预留60像素</span>
    self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, (self.height - self.rect.height - 60<span style="color: rgba(0, 0, 0, 1)">)
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 设置飞机移动速度</span>
    self.speed = 10
    <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 设置飞机存活状态(True为存活, False为死亡)</span>
    self.active =<span style="color: rgba(0, 0, 0, 1)"> True
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 加载飞机损毁图片</span>
    self.destroy_images =<span style="color: rgba(0, 0, 0, 1)"> []
    self.destroy_images.extend(
        [
            pygame.image.load(</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(128, 0, 0, 1)">material/image/hero_blowup_n1.png</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(0, 0, 0, 1)">),
            pygame.image.load(</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(128, 0, 0, 1)">material/image/hero_blowup_n2.png</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(0, 0, 0, 1)">),
            pygame.image.load(</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(128, 0, 0, 1)">material/image/hero_blowup_n3.png</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(0, 0, 0, 1)">),
            pygame.image.load(</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(128, 0, 0, 1)">material/image/hero_blowup_n4.png</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(0, 0, 0, 1)">)
        ]
    )

</span><span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> move_up(self):
    </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(128, 0, 0, 1)">
    飞机向上移动的操作函数,其余移动函数方法类似
    </span><span style="color: rgba(128, 0, 0, 1)">"""</span>
    <span style="color: rgba(0, 0, 255, 1)">if</span> self.rect.top &gt; 0:  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 如果飞机尚未移动出背景区域</span>
        self.rect.top -=<span style="color: rgba(0, 0, 0, 1)"> self.speed
    </span><span style="color: rgba(0, 0, 255, 1)">else</span>:  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 若即将移动出背景区域,则及时纠正为背景边缘位置</span>
        self.rect.top =<span style="color: rgba(0, 0, 0, 1)"> 0

</span><span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> move_down(self):
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> self.rect.bottom &lt; self.height - 60<span style="color: rgba(0, 0, 0, 1)">:
        self.rect.top </span>+=<span style="color: rgba(0, 0, 0, 1)"> self.speed
    </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
        self.rect.bottom </span>= self.height - 60

<span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> move_left(self):
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> self.rect.left &gt;<span style="color: rgba(0, 0, 0, 1)"> 0:
        self.rect.left </span>-=<span style="color: rgba(0, 0, 0, 1)"> self.speed
    </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
        self.rect.left </span>=<span style="color: rgba(0, 0, 0, 1)"> 0

</span><span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> move_right(self):
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> self.rect.right &lt;<span style="color: rgba(0, 0, 0, 1)"> self.width:
        self.rect.right </span>+=<span style="color: rgba(0, 0, 0, 1)"> self.speed
    </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
        self.rect.right </span>=<span style="color: rgba(0, 0, 0, 1)"> self.width

</span><span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> reset(self):
    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 初始化飞机(飞机挂了, 初始化到初始位置)</span>
    self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, (self.height - self.rect.height - 60<span style="color: rgba(0, 0, 0, 1)">)
    self.active </span>=<span style="color: rgba(0, 0, 0, 1)"> True

src/plane.py

src/plane.py
  • 敌方飞机随机移动出现及重置 (制作出我方飞机之后,敌机和子弹其实都是大同小异的)
  • #! /usr/bin/env python
    # -*- coding: utf-8 -*-
    

    """
    定义敌机
    """

    from random import randint

    import pygame

    class SmallEnemy(pygame.sprite.Sprite):
    """
    定义小飞机敌人
    """
    def init(self, bg_size):
    super(SmallEnemy, self).
    init()
    self.image
    = pygame.image.load("material/image/enemy1.png")
    self.rect
    = self.image.get_rect()
    self.width, self.height
    = bg_size[0], bg_size[1]
    self.mask
    = pygame.mask.from_surface(self.image) # 获取飞机图像的掩膜用以更加精确的碰撞检测
    self.speed = 2
    # 定义敌机出现的位置, 保证敌机不会在程序已开始就立即出现
    self.rect.left, self.rect.top = (
    randint(0, self.width
    - self.rect.width), randint(-5 * self.rect.height, -5),
    )
    self.active
    = True
    # 加载飞机损毁图片
    self.destroy_images = []
    self.destroy_images.extend(
    [
    pygame.image.load(
    "material/image/enemy1_down1.png"),
    pygame.image.load(
    "material/image/enemy1_down2.png"),
    pygame.image.load(
    "material/image/enemy1_down3.png"),
    pygame.image.load(
    "material/image/enemy1_down4.png")
    ]
    )

    </span><span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> move(self):
        </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(128, 0, 0, 1)">
        定义敌机的移动函数
        :return:
        </span><span style="color: rgba(128, 0, 0, 1)">"""</span>
        <span style="color: rgba(0, 0, 255, 1)">if</span> self.rect.top &lt;<span style="color: rgba(0, 0, 0, 1)"> self.height:
            self.rect.top </span>+=<span style="color: rgba(0, 0, 0, 1)"> self.speed
        </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
            self.reset()
    
    </span><span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> reset(self):
        </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(128, 0, 0, 1)">
        当敌机向下移动出屏幕时, 以及敌机死亡
        :return:
        </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(0, 0, 0, 1)">
        self.rect.left, self.rect.top </span>= (randint(0, self.width - self.rect.width), randint(-5 *<span style="color: rgba(0, 0, 0, 1)"> self.rect.height, 0))
        self.active </span>= True</pre>
    
    src/enemy.py
  • 子弹按照我方飞机正中上方发射及频率调控,重置
#! /usr/bin/env python
# -*- coding: utf-8 -*-

"""
子弹的实现
"""

import pygame

class Bullet(pygame.sprite.Sprite):

</span><span style="color: rgba(0, 0, 255, 1)">def</span> <span style="color: rgba(128, 0, 128, 1)">__init__</span><span style="color: rgba(0, 0, 0, 1)">(self, position):
    super(Bullet, self).</span><span style="color: rgba(128, 0, 128, 1)">__init__</span><span style="color: rgba(0, 0, 0, 1)">()
    self.image </span>= pygame.image.load(<span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(128, 0, 0, 1)">material/image/bullet1.png</span><span style="color: rgba(128, 0, 0, 1)">"</span><span style="color: rgba(0, 0, 0, 1)">)
    self.rect </span>=<span style="color: rgba(0, 0, 0, 1)"> self.image.get_rect()
    self.rect.left, self.rect.top </span>=<span style="color: rgba(0, 0, 0, 1)"> position
    self.speed </span>= 30<span style="color: rgba(0, 0, 0, 1)">
    self.active </span>=<span style="color: rgba(0, 0, 0, 1)"> True
    self.mask </span>=<span style="color: rgba(0, 0, 0, 1)"> pygame.mask.from_surface(self.image)

</span><span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> move(self):
    </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(128, 0, 0, 1)">
    子弹移动, 超出屏幕范围, 则设置死亡
    :return:
    </span><span style="color: rgba(128, 0, 0, 1)">"""</span>
    <span style="color: rgba(0, 0, 255, 1)">if</span> self.rect.top &lt;<span style="color: rgba(0, 0, 0, 1)"> 0:
        self.active </span>=<span style="color: rgba(0, 0, 0, 1)"> False
    </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
        self.rect.top </span>-=<span style="color: rgba(0, 0, 0, 1)"> self.speed

</span><span style="color: rgba(0, 0, 255, 1)">def</span><span style="color: rgba(0, 0, 0, 1)"> reset(self, position):
    </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(128, 0, 0, 1)">
    复位函数
    :param position:
    :return:
    </span><span style="color: rgba(128, 0, 0, 1)">"""</span><span style="color: rgba(0, 0, 0, 1)">
    self.rect.left, self.rect.top </span>=<span style="color: rgba(0, 0, 0, 1)"> position
    self.active </span>=<span style="color: rgba(0, 0, 0, 1)"> True

src/bullet.py

src/bullet.py

 

在上面的内容中,使用面向对象的形式制作了游戏中可移动的对象并继承 pygame.sprite.Sprite 

四、然后在 bin/main.py 中进行主体功能的实现

  • 初始化背景图及大小
  • 我方飞机移动及发射子弹
  • 敌方飞机移动
  • 我方飞机和敌方飞机碰撞检测
  • 键盘按键监测效果
  • 我方飞机和敌方飞机挂了效果绘制
import sys

from pygame.locals import *

from config.settings import *
from src.plane import OurPlane
from src.enemy import SmallEnemy
from src.bullet import Bullet

bg_size = 480, 852 # 初始化游戏背景大小 (宽, 高)
screen = pygame.display.set_mode(bg_size) # 设置背景对话框
pygame.display.set_caption("飞机大战") # 设置标题

background
= pygame.image.load("material/image/background.png") # 加载背景图片, 并设置为不透明

# 获取我方飞机
our_plane = OurPlane(bg_size)

def add_small_enemies(group1, group2, num):
"""
添加小型敌机
指定个敌机对象添加到精灵组(sprite.group)
参数 group1、group2 是两个精灵组类型的形参,用以存储多个精灵对象(敌机)。
需要注意的一点是 group 既然是特定的精灵组结构体,在向其内部添加精灵对象时需要调用其对应的成员函数 add()
:return:
"""
for i in range(num):
small_enemy
= SmallEnemy(bg_size)
group1.add(small_enemy)
group2.add(small_enemy)

def main():
# 响应音乐
pygame.mixer.music.play(-1) # loops 接收该参数, -1 表示无限循环 (默认循环播放一次)
running = True
switch_image
= False # 切换飞机的标识位 (使飞机具有喷气式效果)
delay = 60 # 对一些效果进行延迟, 效果更好一些

enemies
= pygame.sprite.Group() # 生成敌方飞机组 (一种精灵组用以存储所有敌机精灵)
small_enemies = pygame.sprite.Group() # 敌方小型飞机组 (不同型号敌机创建不同的精灵组来存储)

add_small_enemies(small_enemies, enemies,
4) # 生成若干敌方小型飞机

<span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 定义子弹, 各种敌机和我方敌机的毁坏图像索引</span>
bullet_index =<span style="color: rgba(0, 0, 0, 1)"> 0
e1_destroy_index </span>=<span style="color: rgba(0, 0, 0, 1)"> 0
me_destroy_index </span>=<span style="color: rgba(0, 0, 0, 1)"> 0

</span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 定义子弹实例化个数</span>
bullet1 =<span style="color: rgba(0, 0, 0, 1)"> []
bullet_num </span>= 6
<span style="color: rgba(0, 0, 255, 1)">for</span> i <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> range(bullet_num):
    bullet1.append(Bullet(our_plane.rect.midtop))

</span><span style="color: rgba(0, 0, 255, 1)">while</span><span style="color: rgba(0, 0, 0, 1)"> running:

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 绘制背景图</span>

screen.blit(background, (0, 0))

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 微信的飞机貌似是喷气式的, 那么这个就涉及到一个帧数的问题</span>
    clock =<span style="color: rgba(0, 0, 0, 1)"> pygame.time.Clock()
    clock.tick(</span>60<span style="color: rgba(0, 0, 0, 1)">)

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 绘制我方飞机的两种不同的形式</span>
    <span style="color: rgba(0, 0, 255, 1)">if</span> <span style="color: rgba(0, 0, 255, 1)">not</span> delay % 3<span style="color: rgba(0, 0, 0, 1)">:
        switch_image </span>= <span style="color: rgba(0, 0, 255, 1)">not</span><span style="color: rgba(0, 0, 0, 1)"> switch_image

    </span><span style="color: rgba(0, 0, 255, 1)">for</span> each <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> small_enemies:
        </span><span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> each.active:
            </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 随机循环输出小飞机敌机</span>
            <span style="color: rgba(0, 0, 255, 1)">for</span> e <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> small_enemies:
                e.move()
                screen.blit(e.image, e.rect)
        </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
            </span><span style="color: rgba(0, 0, 255, 1)">if</span> e1_destroy_index ==<span style="color: rgba(0, 0, 0, 1)"> 0:
                enemy1_down_sound.play()
            screen.blit(each.destroy_images[e1_destroy_index], each.rect)
            e1_destroy_index </span>= (e1_destroy_index + 1) % 4
            <span style="color: rgba(0, 0, 255, 1)">if</span> e1_destroy_index ==<span style="color: rgba(0, 0, 0, 1)"> 0:
                each.reset()

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 当我方飞机存活状态, 正常展示</span>
    <span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> our_plane.active:
        </span><span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> switch_image:
            screen.blit(our_plane.image_one, our_plane.rect)
        </span><span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
            screen.blit(our_plane.image_two, our_plane.rect)

        </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 飞机存活的状态下才可以发射子弹</span>
        <span style="color: rgba(0, 0, 255, 1)">if</span> <span style="color: rgba(0, 0, 255, 1)">not</span> (delay % 10):  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 每十帧发射一颗移动的子弹</span>

bullet_sound.play()
bullets
= bullet1
bullets[bullet_index].reset(our_plane.rect.midtop)
bullet_index
= (bullet_index + 1) % bullet_num

        </span><span style="color: rgba(0, 0, 255, 1)">for</span> b <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> bullets:
            </span><span style="color: rgba(0, 0, 255, 1)">if</span> b.active:  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 只有激活的子弹才可能击中敌机</span>

b.move()
screen.blit(b.image, b.rect)
enemies_hit
= pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
if enemies_hit: # 如果子弹击中飞机
b.active = False # 子弹损毁
for e in enemies_hit:
e.active
= False # 小型敌机损毁

    <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 毁坏状态绘制爆炸的场面</span>
    <span style="color: rgba(0, 0, 255, 1)">else</span><span style="color: rgba(0, 0, 0, 1)">:
        </span><span style="color: rgba(0, 0, 255, 1)">if</span> <span style="color: rgba(0, 0, 255, 1)">not</span> (delay % 3<span style="color: rgba(0, 0, 0, 1)">):
            screen.blit(our_plane.destroy_images[me_destroy_index], our_plane.rect)
            me_destroy_index </span>= (me_destroy_index + 1) % 4
            <span style="color: rgba(0, 0, 255, 1)">if</span> me_destroy_index ==<span style="color: rgba(0, 0, 0, 1)"> 0:
                me_down_sound.play()
                our_plane.reset()

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 调用 pygame 实现的碰撞方法 spritecollide (我方飞机如果和敌机碰撞, 更改飞机的存活属性)</span>
    enemies_down =<span style="color: rgba(0, 0, 0, 1)"> pygame.sprite.spritecollide(our_plane, enemies, False, pygame.sprite.collide_mask)
    </span><span style="color: rgba(0, 0, 255, 1)">if</span><span style="color: rgba(0, 0, 0, 1)"> enemies_down:
        our_plane.active </span>=<span style="color: rgba(0, 0, 0, 1)"> False
        </span><span style="color: rgba(0, 0, 255, 1)">for</span> row <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> enemies:
            row.active </span>=<span style="color: rgba(0, 0, 0, 1)"> False

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 响应用户的操作</span>
    <span style="color: rgba(0, 0, 255, 1)">for</span> event <span style="color: rgba(0, 0, 255, 1)">in</span><span style="color: rgba(0, 0, 0, 1)"> pygame.event.get():
        </span><span style="color: rgba(0, 0, 255, 1)">if</span> event.type == 12:  <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 如果用户按下屏幕上的关闭按钮,触发QUIT事件,程序退出</span>

pygame.quit()
sys.exit()

    </span><span style="color: rgba(0, 0, 255, 1)">if</span> delay ==<span style="color: rgba(0, 0, 0, 1)"> 0:
        delay </span>= 60<span style="color: rgba(0, 0, 0, 1)">
    delay </span>-= 1

    <span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 获得用户所有的键盘输入序列(如果用户通过键盘发出“向上”的指令,其他类似)</span>
    key_pressed =<span style="color: rgba(0, 0, 0, 1)"> pygame.key.get_pressed()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_w] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_UP]:
        our_plane.move_up()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_s] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_DOWN]:
        our_plane.move_down()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_a] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_LEFT]:
        our_plane.move_left()
    </span><span style="color: rgba(0, 0, 255, 1)">if</span> key_pressed[K_d] <span style="color: rgba(0, 0, 255, 1)">or</span><span style="color: rgba(0, 0, 0, 1)"> key_pressed[K_RIGHT]:
        our_plane.move_right()

    </span><span style="color: rgba(0, 128, 0, 1)">#</span><span style="color: rgba(0, 128, 0, 1)"> 绘制图像并输出到屏幕上面</span>
    pygame.display.flip()</pre>
bin/main.py

 

五、畅汗淋漓,一气呵成打飞机

1
2
3
4
5
6
7
8
9
from bin.main import main
 
 
if __name__ == '__main__':
    """
    环境: python3 + pygame
    running 起来就可以打飞机了O(∩_∩)O~.
    """
    main()

  

最终效果!

 

 

完整项目代码 : https://github.com/triaquae/jerkoff 

另外,本项目所用到的基础知识视频 已上传至 路飞学城 ,需要者自取! http://luffy.oldboyedu.com/course/detail/python/5