版权声明:一起学习,一起成长,欢迎关注犀牛先生的博客 https://blog.csdn.net/xuemanqianshan/article/details/83342495
根据资料学习,代码是在资料的基础上,重新打的,有部分修改。
转载资料来源:-will
https://www.cnblogs.com/wuzhanpeng/p/4261015.html
http://eyehere.net/2011/python-pygame-novice-professional-1/
https://www.cnblogs.com/msxh/p/5013555.html
他写了一个打飞机游戏,我决心把这个整个自己写一遍,并且自己做些图像和代码,甚至玩法的修改
第1部分,写了地图和飞机
# -*- coding:utf-8 -*-
import pygame
from pygame.locals import *
import sys
import math
screen_width=600
screen_hight=800
pygame.init()
screen=pygame.display.set_mode((screen_width,screen_hight))
caption=pygame.display.set_caption("plane battle")
background=pygame.image.load("temp\\map001.jpg")
plane=pygame.image.load("temp\\plane001.jpg")
while True:
screen.blit(background,(0,0))
screen.blit(plane,(300,400))
for event in pygame.event.get():
if event.type==QUIT:
sys.exit()
pygame.display.update()
第2部分,设计可看起来动的飞机
注意问题
(1)subsurface 是取图片中的一块区域
subsurface([左下角pos],[width,heigth])
坐标系注意是常规的数学坐标系x 右,Y 上, 左下角00
(2)pyfame的坐标轴是 x 右,Y 下
(3)比如使用notepad++时,注意使用 视图--显示符号--显示换行符号和空格等
可以查错,比如
(备注:)暂时问题是,time的导入好像有问题,先注了
# -*- coding:utf-8 -*-
import pygame
from pygame.locals import *
import sys
import math
#import time
screen_width=600
screen_hight=800
ticks=0
offset={pygame.K_LEFT:0,pygame.K_RIGHT:0,pygame.K_UP:0,pygame.K_DOWN:0}
pygame.init()
screen=pygame.display.set_mode((screen_width,screen_hight))
caption=pygame.display.set_caption("plane battle")
background=pygame.image.load("temp\\map002.jpg")
plane_img=pygame.image.load("temp\\plane002.png")
hero1_rect = pygame.Rect(0,0,156,138)
hero2_rect = pygame.Rect(156,0,156,138)
hero1 = plane_img.subsurface(hero1_rect)
hero2 = plane_img.subsurface(hero2_rect)
hero_pos = [222, 650]
#clock=pygame.time.clock()
while True:
#clock.tick(60)
screen.blit(background,(0,0))
if ticks%50<25:
screen.blit(hero1,hero_pos)
else:
screen.blit(hero2,hero_pos)
ticks+=1
for event in pygame.event.get():
if event.type==QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key in offset:
offset[event.key] = 3
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
# part 1
#offset_x = offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
#offset_y = offset[pygame.K_DOWN] - offset[pygame.K_UP]
#hero_pos = [hero_pos[0] + offset_x, hero_pos[1] + offset_y]
# part 2
offset_x = offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
offset_y = offset[pygame.K_DOWN] - offset[pygame.K_UP]
hero_pos = [hero_pos[0] + offset_x, hero_pos[1] + offset_y]
hero_x = hero_pos[0] + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
hero_y = hero_pos[1] + offset[pygame.K_DOWN] - offset[pygame.K_UP]
if hero_x < 0:
hero_pos[0] = 0
elif hero_x > screen_width - hero1_rect.width:
hero_pos[0] = screen_width - hero1_rect.width
else:
hero_pos[0] = hero_x
if hero_y < 0:
hero_pos[1] = 0
elif hero_y > screen_hight - hero1_rect.height:
hero_pos[1] = screen_hight - hero1_rect.height
else:
hero_pos[1] = hero_y
pygame.display.update()
第3步:飞机可以飞行+打子弹
#-*-coding=utf-8-*-
#coding:utf-8
import pygame #导入pygame库
from pygame.locals import * #导入pygame库中的一些常量
from sys import exit #导入sys库中的exit函数
# 玩家类
class Hero(pygame.sprite.Sprite):
def __init__(self, hero_surface, hero_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = hero_surface
self.rect = self.image.get_rect()
self.rect.topleft = hero_init_pos
self.speed = 6
def move(self, offset):
x = self.rect.left + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
y = self.rect.top + offset[pygame.K_DOWN] - offset[pygame.K_UP]
if x < 0:
self.rect.left = 0
elif x > SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left = x
if y < 0:
self.rect.top = 0
elif y > SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top = y
# 定义窗口的分辨率
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 800
# 定义画面帧率
FRAME_RATE = 60
# 定义动画周期(帧数)
ANIMATE_CYCLE = 30
ticks = 0
clock = pygame.time.Clock()
offset = {pygame.K_LEFT:0, pygame.K_RIGHT:0, pygame.K_UP:0, pygame.K_DOWN:0}
# 初始化游戏
pygame.init() # 初始化pygame
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT]) # 初始化窗口
pygame.display.set_caption('This is my first pygame-program') # 设置窗口标题
# 载入背景图
background = pygame.image.load('temp\\map002.jpg')
# 载入飞机图片
shoot_img = pygame.image.load('temp\\plane002.png')
# 用subsurface剪切读入的图片
hero_surface = []
hero_surface.append(shoot_img.subsurface(pygame.Rect(0,0,156,138)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(156,0,156,138)))
hero_pos = [222, 650]
# 创建玩家
hero = Hero(hero_surface[0], hero_pos)
# 事件循环(main loop)
while True:
# 控制游戏最大帧率
clock.tick(FRAME_RATE)
# 绘制背景
screen.blit(background, (0, 0))
# 改变飞机图片制造动画
if ticks >= ANIMATE_CYCLE:
ticks = 0
hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]
# 绘制飞机
screen.blit(hero.image, hero.rect)
ticks += 1 # python已略去自增运算符
# 更新屏幕
pygame.display.update()
# 处理游戏退出
# 从消息队列中循环取
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# ※ Python中没有switch-case 多用字典类型替代
# 控制方向
if event.type == pygame.KEYDOWN:
if event.key in offset:
offset[event.key] = hero.speed
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
# 移动飞机
hero.move(offset)
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
self.speed = 8
# 控制子弹移动
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
# 玩家类
class Hero(pygame.sprite.Sprite):
def __init__(self, hero_surface, hero_init_pos):
# 子弹1的Group
self.bullets1 = pygame.sprite.Group()
# 控制射击行为
def single_shoot(self, bullet1_surface):
bullet1 = Bullet(bullet1_surface, self.rect.midtop)
self.bullets1.add(bullet1)
#print("bullet's amount: %d" %len(self.bullets1.sprites()))
###########################################################################
# bullet1图片
bullet1_surface = shoot_img.subsurface(pygame.Rect(0,0,56,56))
# 事件循环(main loop)
while True:
# 射击
if ticks % 10 == 0:
hero.single_shoot(bullet1_surface)
# 控制子弹
hero.bullets1.update()
# 绘制子弹
hero.bullets1.draw(screen)
第4步:尝试修改为发射2个子弹
遇到很多问题
(1) 本来想用1个子弹类,好像没搞定
(2)2个类看起来很费
(3)遇到很多问题
用rect搞2个子弹,4个参数,加各种topleft完全不懂
这里卡了很久
各种 rect方法 surface方法,都不太懂,坐标系等
(4) 图片好像PNG的更好?
(5)注意缩进 要么全空格 要么全TAB
#-*-coding=utf-8-*-
import pygame
from pygame.locals import *
from sys import exit
class Hero(pygame.sprite.Sprite):
def __init__(self, hero_surface, hero_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = hero_surface
self.rect = self.image.get_rect()
self.rect.topleft = hero_init_pos
self.speed = 6
self.bullets1 = pygame.sprite.Group()
self.bullets2 = pygame.sprite.Group()
def move(self, offset):
x = self.rect.left + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
y = self.rect.top + offset[pygame.K_DOWN] - offset[pygame.K_UP]
if x < 0:
self.rect.left = 0
elif x > SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left = x
if y < 0:
self.rect.top = 0
elif y > SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top = y
def single_shoot(self, bullet1_surface):
bullet1 = BulletA(bullet1_surface, self.rect.midtop)
self.bullets1.add(bullet1)
bullet2 = BulletB(bullet1_surface, self.rect.topleft)
self.bullets2.add(bullet2)
class BulletA(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
class BulletB(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
#self.rect.topright[0] = bullet_init_pos[0]-40
#self.rect.topright[1] = bullet_init_pos[1]
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 800
FRAME_RATE = 60
ANIMATE_CYCLE = 30
ticks = 0
clock = pygame.time.Clock()
offset = {pygame.K_LEFT:0, pygame.K_RIGHT:0, pygame.K_UP:0, pygame.K_DOWN:0}
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
pygame.display.set_caption('This is my first pygame-program')
background = pygame.image.load('temp\\map002.jpg')
shoot_img = pygame.image.load('temp\\plane002.png')
hero_surface = []
hero_surface.append(shoot_img.subsurface(pygame.Rect(0,0,156,138)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(156,0,156,138)))
hero_pos = [222, 650]
hero = Hero(hero_surface[0], hero_pos)
bullet1_surface = shoot_img.subsurface(pygame.Rect(5,0,56,56))
bullet2_surface = shoot_img.subsurface(pygame.Rect(320,0,-56,56))
while True:
clock.tick(FRAME_RATE)
screen.blit(background, (0, 0))
if ticks >= ANIMATE_CYCLE:
ticks = 0
hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]
screen.blit(hero.image, hero.rect)
ticks += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
if event.key in offset:
offset[event.key] = hero.speed
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
hero.move(offset)
if ticks % 10 == 0:
hero.single_shoot(bullet1_surface)
hero.single_shoot(bullet2_surface)
hero.bullets1.update()
hero.bullets2.update()
hero.bullets1.draw(screen)
hero.bullets2.draw(screen)
pygame.display.update()
第5步:完整的第1版
完整的先小改了下,能运行了,还要仔细消化修改
#-*-coding=utf-8-*-
import pygame
from pygame.locals import *
from sys import exit
import random
class Hero(pygame.sprite.Sprite):
def __init__(self, hero_surface, hero_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = hero_surface
self.rect = self.image.get_rect()
self.rect.topleft = hero_init_pos
self.speed = 6
self.is_hit=False
self.bullets1 = pygame.sprite.Group()
self.bullets2 = pygame.sprite.Group()
def move(self, offset):
x = self.rect.left + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
y = self.rect.top + offset[pygame.K_DOWN] - offset[pygame.K_UP]
if x < 0:
self.rect.left = 0
elif x > SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left = x
if y < 0:
self.rect.top = 0
elif y > SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top = y
def single_shoot(self, bullet1_surface):
bullet1 = BulletA(bullet1_surface, self.rect.midtop)
self.bullets1.add(bullet1)
bullet2 = BulletB(bullet1_surface, self.rect.topleft)
self.bullets2.add(bullet2)
class BulletA(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
class BulletB(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
#self.rect.topright[0] = bullet_init_pos[0]-40
#self.rect.topright[1] = bullet_init_pos[1]
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, enemy_surface, enemy_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = enemy_surface
self.rect = self.image.get_rect()
self.rect.topleft = enemy_init_pos
self.speed = 2
self.down_index = 0
def update(self):
self.rect.top += self.speed
if self.rect.top > SCREEN_HEIGHT:
self.kill()
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 800
FRAME_RATE = 60
ANIMATE_CYCLE = 60
ticks = 0
clock = pygame.time.Clock()
offset = {pygame.K_LEFT:0, pygame.K_RIGHT:0, pygame.K_UP:0, pygame.K_DOWN:0}
hero_down_index = 0
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
pygame.display.set_caption('This is my first pygame-program')
background = pygame.image.load('temp\\map002.jpg')
shoot_img = pygame.image.load('temp\\plane002.png')
enemy_img = pygame.image.load('temp\\enemy002.png')
boom_img = pygame.image.load('temp\\boom002.png')
gameover = pygame.image.load('temp\\end002.png')
hero_surface = []
hero_surface.append(shoot_img.subsurface(pygame.Rect(0,0,156,138)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(156,0,156,138)))
hero_pos = [222, 650]
hero = Hero(hero_surface[0], hero_pos)
bullet1_surface = shoot_img.subsurface(pygame.Rect(5,0,56,56))
bullet2_surface = shoot_img.subsurface(pygame.Rect(320,0,-56,56))
enemy1_surface = enemy_img.subsurface(pygame.Rect(0,0,97,76))
enemy1_group = pygame.sprite.Group()
enemy1_down_group = pygame.sprite.Group()
enemy1_down_surface = []
enemy1_down_surface.append(boom_img.subsurface(pygame.Rect(0,0,80,80)))
enemy1_down_surface.append(boom_img.subsurface(pygame.Rect(80,0,70,80)))
enemy1_down_surface.append(boom_img.subsurface(pygame.Rect(150,0,80,80)))
while True:
clock.tick(FRAME_RATE)
screen.blit(background, (0, 0))
if ticks >= ANIMATE_CYCLE:
ticks = 0
#hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]
if hero.is_hit:
if ticks%(ANIMATE_CYCLE//2) == 0:
if hero_down_index<2:
hero.image = enemy1_down_surface[hero_down_index]
hero_down_index += 1
else:
break
#hero.image = hero_surface[hero_down_index]
#if hero_down_index == 3:
#break
else:
hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]
screen.blit(hero.image, hero.rect)
ticks += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
if event.key in offset:
offset[event.key] = hero.speed
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
hero.move(offset)
if ticks % 15 == 0:
hero.single_shoot(bullet1_surface)
hero.single_shoot(bullet2_surface)
hero.bullets1.update()
hero.bullets2.update()
hero.bullets1.draw(screen)
hero.bullets2.draw(screen)
if ticks % 20 == 0:
enemy = Enemy(enemy1_surface, [random.randint(0, SCREEN_WIDTH - enemy1_surface.get_width()), -enemy1_surface.get_height()])
enemy1_group.add(enemy)
enemy1_group.update()
enemy1_group.draw(screen)
enemy1_down_group.add(pygame.sprite.groupcollide(enemy1_group,hero.bullets1,True,True))
enemy1_down_group.add(pygame.sprite.groupcollide(enemy1_group,hero.bullets2,True,True))
for enemy1_down in enemy1_down_group:
screen.blit(enemy1_down_surface[enemy1_down.down_index], enemy1_down.rect)
if ticks % (ANIMATE_CYCLE//6) == 0:
if enemy1_down.down_index < 2:
enemy1_down.down_index += 1
else:
enemy1_down_group.remove(enemy1_down)
enemy1_down_list = pygame.sprite.spritecollide(hero, enemy1_group, True)
if len(enemy1_down_list) > 0: # 不空
enemy1_down_group.add(enemy1_down_list)
hero.is_hit = True
pygame.display.update()
# 跳出主循环
screen.blit(gameover, (50, 300))
# 玩家坠毁后退出游戏
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()