《零基础入门学习Python》第093讲:Pygame:飞机大战4

版权声明:转载请标明出处 https://blog.csdn.net/qq_41556318/article/details/85996732

现在处于敌强我弱的局面:敌人很多,我只要一个,无处可逃。我们就需要武器来反抗:

定义子弹:

子弹有两种:一种是一次只发射一颗,一种是补给发放的超级子弹,一次可以射2颗子弹。子弹的运动轨迹是直线向上的,速度要略快于飞机的速度,子弹如果超出屏幕范围的话,我们就重新绘制子弹,飞机在哪里,子弹就重新绘制在哪里,击中敌机的时候,子弹也是需要重新绘制的。因此,我们给子弹添加一个 active 属性,来判断子弹是否需要重新绘制,我们单独定义一个 bullet 模块。

#bullet.py
import pygame

class Bullet1(pygame.sprite.Sprite):#普通子弹,一次一发
    def __init__(self, position):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load("images/bullet1.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = position #把飞机机头位置给子弹位置
        self.speed = 12
        self.active = True
        self.mask = pygame.mask.from_surface(self.image) #非透明部分

    def move(self):
        self.rect.top -= self.speed

        if self.rect.top < 0:  #射出屏幕外
            self.active = False

    def reset(self, position):
        self.rect.left, self.rect.top = position
        self.active = True

接下来就需要在main 模块里生成子弹:

        # 生成普通子弹
        bullet1 = []
        bullet1_index = 0
        BULLET1_NUM = 4
        for i in range(BULLET1_NUM):
                bullet1.append(bullet.Bullet1(me.rect.midtop))

接下来设置每10帧发射一颗子弹:

                # 发射子弹
                if not(delay % 10):
                        bullet1[bullet1_index].reset(me.rect.midtop)
                        bullet1_index = (bullet1_index + 1) % BULLET1_NUM

接下来检测射出去的子弹是否击中敌机,击中的话,敌机和子弹的 active 会设置为 False:

                # 检测子弹是否击中敌机
                for b in bullet1:
                        if b.active:
                                b.move()
                                screen.blit(b.image, b.rect)
                                enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
                                if enemy_hit:
                                        b.active = False
                                        for e in enemy_hit:
                                                e.active = False

到目前为止,这样我们基本上就战无不胜了。无论是中型敌机还是大型敌机,我们直接一枪就把它秒杀了,这就显得敌机太弱了吧。

因此,我们给中型敌机和大型敌机添加一个 energy 的属性,显示还有多少生命值。

然后,我们就来修改main 模块,每当中大型敌机被子弹击中的时候,我们先将其enery 属性的值减1,减到为0时,才让敌机坠机。

                # 检测子弹是否击中敌机
                for b in bullet1:
                        if b.active:
                                b.move()
                                screen.blit(b.image, b.rect)
                                enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
                                if enemy_hit:                                        
                                        b.active = False                                        
                                        for e in enemy_hit:
                                                if e in mid_enemies or e in big_enemies:
                                                        e.energy -= 1
                                                        if e.energy == 0:
                                                                  e.active = False
                                                else:  #是小型敌机
                                                        e.active = False

我们还可以为中大型敌机增加血槽的显示功能,这样子可以更直观的让玩家知道敌机还剩多少生命值,

所以我们在绘制中大型敌机这里就需要进行修改了:

                #绘制大型敌机
                for each in big_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if switch_image:
                                        screen.blit(each.image1, each.rect)
                                else:
                                        screen.blit(each.image2, each.rect)

                                # 绘制血槽
                                pygame.draw.line(screen, BLACK, \
                                                 (each.rect.left, each.rect.top - 5), \
                                                 (each.rect.right, each.rect.top - 5), \
                                                 2)
                                # 当生命大于20%显示绿色,否则显示红色
                                energy_remain = each.energy / enemy.BigEnemy.energy
                                if energy_remain > 0.2:
                                        energy_color = GREEN
                                else:
                                        energy_color = RED
                                pygame.draw.line(screen, energy_color, \
                                                 (each.rect.left, each.rect.top - 5), \
                                                 (each.rect.left + each.rect.width * energy_remain, \
                                                  each.rect.top - 5),
                                                 2)
                                
                                #即将出现在界面中,播放音效
                                if each.rect.bottom == -50:
                                        enemy3_fly_sound.play(-1) #循环播放
                        else:
                                #坠机
                                if not(delay % 3):
                                        if e3_destroy_index == 0:
                                                enemy3_down_sound.play()
                                        screen.blit(each.destroy_images[e3_destroy_index], each.rect)
                                        e3_destroy_index = (e3_destroy_index + 1) % 6
                                        if e3_destroy_index == 0:
                                                enemy3_fly_sound.stop() #循环音效停止播放
                                                each.reset()
                                
                #绘制中型敌机
                for each in mid_enemies:
                        if each.active: #检测是否还活着
                                each.move()                     
                                screen.blit(each.image, each.rect)

                                # 绘制血槽
                                pygame.draw.line(screen, BLACK, \
                                                 (each.rect.left, each.rect.top - 5), \
                                                 (each.rect.right, each.rect.top - 5), \
                                                 2)
                                # 当生命大于20%显示绿色,否则显示红色
                                energy_remain = each.energy / enemy.MidEnemy.energy
                                if energy_remain > 0.2:
                                        energy_color = GREEN
                                else:
                                        energy_color = RED
                                pygame.draw.line(screen, energy_color, \
                                                 (each.rect.left, each.rect.top - 5), \
                                                 (each.rect.left + each.rect.width * energy_remain, \
                                                  each.rect.top - 5), 2)
                        else:
                                #坠机
                                if not(delay % 3):
                                        if e2_destroy_index == 0:
                                                enemy2_down_sound.play() #音效
                                        screen.blit(each.destroy_images[e2_destroy_index], each.rect)
                                        e2_destroy_index = (e2_destroy_index + 1) % 4
                                        if e2_destroy_index == 0:
                                                each.reset()

就目前而言,我们是成功了。

当中型敌机和大型敌机被子弹击中时,但不至于坠机时,这时候应该是要有特效的。

我们现在 enemy 模块中增加特效的图片,并且增加一个用于检测是否被击中的 hit 属性。

然后我们在子弹击中中型或大型飞机时,将hit 属性的值改为True

然后再绘制中型或大型飞机时,就需要根据hit 作调整。

                #绘制大型敌机
                for each in big_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if each.hit:
                                        #绘制被击中的特效
                                        screen.blit(each.image_hit, each.rect)
                                        each.hit = False
                                else:
                                        if switch_image:
                                                screen.blit(each.image1, each.rect)
                                        else:
                                                screen.blit(each.image2, each.rect)

                               
#(省略部分代码不显示)
                                
                #绘制中型敌机
                for each in mid_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if each.hit:
                                        #绘制被击中的特效
                                        screen.blit(each.image_hit, each.rect)
                                        each.hit = False
                                else:
                                        screen.blit(each.image, each.rect)

这节课实现的完整代码如下:

#main.py
import pygame
import sys
import traceback #为了更好地退出
import myplane
import enemy
import bullet

from pygame.locals import *

pygame.init()
pygame.mixer.init()  #混音器初始化

bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战 -- Python Demo")

background = pygame.image.load("images/background.png").convert()

#生成一些颜色
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)

# 载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.5)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)

def add_small_enemies(group1, group2, num):
        for i in range(num):
                e1 = enemy.SmallEnemy(bg_size)
                group1.add(e1)
                group2.add(e1)

def add_mid_enemies(group1, group2, num):
        for i in range(num):
                e2 = enemy.MidEnemy(bg_size)
                group1.add(e2)
                group2.add(e2)

def add_big_enemies(group1, group2, num):
        for i in range(num):
                e3 = enemy.BigEnemy(bg_size)
                group1.add(e3)
                group2.add(e3)

def main():
        pygame.mixer.music.play(-1)

        # 生成我方飞机
        me = myplane.Myplane(bg_size)

        #生成敌方飞机
        enemies = pygame.sprite.Group()

        # 生成敌方小型飞机
        small_enemies = pygame.sprite.Group()
        add_small_enemies(small_enemies, enemies, 15)

        # 生成敌方中型飞机
        mid_enemies = pygame.sprite.Group()
        add_mid_enemies(mid_enemies, enemies, 4)

        # 生成敌方大型飞机
        big_enemies = pygame.sprite.Group()
        add_big_enemies(big_enemies, enemies, 2)

        # 生成普通子弹
        bullet1 = []
        bullet1_index = 0
        BULLET1_NUM = 4
        for i in range(BULLET1_NUM):
                bullet1.append(bullet.Bullet1(me.rect.midtop)) #me.rect.midtop:机头位置
        
        clock = pygame.time.Clock()

        #中弹图片索引
        e1_destroy_index = 0
        e2_destroy_index = 0
        e3_destroy_index = 0
        me_destroy_index = 0

        #用于切换图片
        switch_image = True

        #用于延迟
        delay = 100

        running = True

        while running:
                for event in pygame.event.get():
                        if event.type == QUIT:
                                pygame.quit()
                                sys.exit()
                                
                #检测用户的键盘操作
                key_pressed = pygame.key.get_pressed()

                if key_pressed[K_w] or key_pressed[K_UP]:
                        me.moveUp()
                if key_pressed[K_s] or key_pressed[K_DOWN]:
                        me.moveDown()
                if key_pressed[K_a] or key_pressed[K_LEFT]:
                        me.moveLeft()
                if key_pressed[K_d] or key_pressed[K_RIGHT]:
                        me.moveRight()                        

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

                # 发射子弹
                if not(delay % 10):
                        bullet1[bullet1_index].reset(me.rect.midtop)
                        bullet1_index = (bullet1_index + 1) % BULLET1_NUM

                # 检测子弹是否击中敌机
                for b in bullet1:
                        if b.active:
                                b.move()
                                screen.blit(b.image, b.rect)
                                enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
                                if enemy_hit:                                        
                                        b.active = False                                        
                                        for e in enemy_hit:
                                                if e in mid_enemies or e in big_enemies:
                                                        e.hit = True
                                                        e.energy -= 1
                                                        if e.energy == 0:
                                                                  e.active = False
                                                else:#是小型敌机
                                                        e.active = False
              
                #绘制大型敌机
                for each in big_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if each.hit:
                                        #绘制被击中的特效
                                        screen.blit(each.image_hit, each.rect)
                                        each.hit = False
                                else:
                                        if switch_image:
                                                screen.blit(each.image1, each.rect)
                                        else:
                                                screen.blit(each.image2, each.rect)

                                # 绘制血槽
                                pygame.draw.line(screen, BLACK, \
                                                 (each.rect.left, each.rect.top - 5), \
                                                 (each.rect.right, each.rect.top - 5), \
                                                 2)
                                # 当生命大于20%显示绿色,否则显示红色
                                energy_remain = each.energy / enemy.BigEnemy.energy
                                if energy_remain > 0.2:
                                        energy_color = GREEN
                                else:
                                        energy_color = RED
                                pygame.draw.line(screen, energy_color, \
                                                 (each.rect.left, each.rect.top - 5), \
                                                 (each.rect.left + each.rect.width * energy_remain, \
                                                  each.rect.top - 5),
                                                 2)
                                
                                #即将出现在界面中,播放音效
                                if each.rect.bottom == -50:
                                        enemy3_fly_sound.play(-1) #循环播放
                        else:
                                #坠机
                                if not(delay % 3):
                                        if e3_destroy_index == 0:
                                                enemy3_down_sound.play()
                                        screen.blit(each.destroy_images[e3_destroy_index], each.rect)
                                        e3_destroy_index = (e3_destroy_index + 1) % 6
                                        if e3_destroy_index == 0:
                                                enemy3_fly_sound.stop() #循环音效停止播放
                                                each.reset()
                                
                #绘制中型敌机
                for each in mid_enemies:
                        if each.active: #检测是否还活着
                                each.move()
                                if each.hit:
                                        #绘制被击中的特效
                                        screen.blit(each.image_hit, each.rect)
                                        each.hit = False
                                else:
                                        screen.blit(each.image, each.rect)

                                # 绘制血槽
                                pygame.draw.line(screen, BLACK, \
                                                 (each.rect.left, each.rect.top - 5), \
                                                 (each.rect.right, each.rect.top - 5), \
                                                 2)
                                # 当生命大于20%显示绿色,否则显示红色
                                energy_remain = each.energy / enemy.MidEnemy.energy
                                if energy_remain > 0.2:
                                        energy_color = GREEN
                                else:
                                        energy_color = RED
                                pygame.draw.line(screen, energy_color, \
                                                 (each.rect.left, each.rect.top - 5), \
                                                 (each.rect.left + each.rect.width * energy_remain, \
                                                  each.rect.top - 5), 2)
                        else:
                                #坠机
                                if not(delay % 3):
                                        if e2_destroy_index == 0:
                                                enemy2_down_sound.play() #音效
                                        screen.blit(each.destroy_images[e2_destroy_index], each.rect)
                                        e2_destroy_index = (e2_destroy_index + 1) % 4
                                        if e2_destroy_index == 0:
                                                each.reset()

                #绘制小型敌机
                for each in small_enemies:
                        if each.active: #检测是否还活着
                                each.move()                     
                                screen.blit(each.image, each.rect)
                        else:
                                #坠机
                                if not(delay % 3):
                                        if e1_destroy_index == 0:
                                                enemy1_down_sound.play() #音效                                
                                        screen.blit(each.destroy_images[e1_destroy_index], each.rect)
                                        e1_destroy_index = (e1_destroy_index + 1) % 4
                                        if e1_destroy_index == 0:
                                                each.reset()
        
                #检测我方飞机是否被撞
                enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
                if enemies_down:
                        #me.active = False
                        for e in enemies_down:
                                e.active = False
                                
                
                #绘制我方飞机
                if me.active: #检测是否还活着
                        if switch_image:
                                screen.blit(me.image1, me.rect)
                        else:
                                screen.blit(me.image2, me.rect)
                else:
                        #坠机
                        if not(delay % 3):
                                if me_destroy_index == 0:
                                        me_down_sound.play()                        
                                screen.blit(me.destroy_images[me_destroy_index], me.rect)
                                me_destroy_index = (me_destroy_index + 1) % 4
                                if me_destroy_index == 0:
                                        print("game over")
                                        running = False

                #切换图片
                if not(delay % 5):  #5帧切换一次,一秒就只切换12次
                        switch_image = not switch_image                        

                delay -= 1
                if not delay:
                        delay = 100

                pygame.display.flip()

                clock.tick(60)

if __name__ == "__main__":
        try:
                main()
        except SystemExit:
                pass
        except:
                traceback.print_exc()
                pygame.quit()
                input()
#myplane.py
import pygame

class Myplane(pygame.sprite.Sprite):
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image1 = pygame.image.load("images/me1.png").convert_alpha()
                self.image2 = pygame.image.load("images/me2.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                    pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
                    pygame.image.load("images/me_destroy_4.png").convert_alpha() \
                    ])
                self.rect = self.image1.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.rect.left, self.rect.top = \
                                (self.width - self.rect.width) // 2, \
                                self.height - self.rect.height - 60  #减60,留给状态栏
                self.speed = 10
                self.active = True
                self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask

        def moveUp(self):
                if self.rect.top > 0:
                        self.rect.top -= self.speed
                else:
                        self.rect.top = 0

        def moveDown(self):
                if self.rect.bottom < self.height - 60:
                        self.rect.top += self.speed
                else:
                        self.rect.bottom = self.height - 60

        def moveLeft(self):
                if self.rect.left > 0:
                        self.rect.left -= self.speed
                else:
                        self.rect.left = 0

        def moveRight(self):
                if self.rect.right < self.width:
                        self.rect.left += self.speed
                else:
                        self.rect.right = self.width
#enemy.py
import pygame
from random import *

class SmallEnemy(pygame.sprite.Sprite):
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image = pygame.image.load("images/enemy1.png").convert_alpha()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy1_down4.png").convert_alpha() \
                        ])
                self.rect = self.image.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 2
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-5 * self.height, 0)  #在页面外部上方5个屏幕高度范围内随机生成一个敌机
                self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-5 * self.height, 0)

class MidEnemy(pygame.sprite.Sprite):
        energy = 8
        
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image = pygame.image.load("images/enemy2.png").convert_alpha()
                self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha()#中弹图片
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy2_down4.png").convert_alpha() \
                        ])
                self.rect = self.image.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 1
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)
                self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
                self.energy = MidEnemy.energy
                self.hit = False  #检测是否被击中的属性

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):
                self.active = True
                self.enery = MidEnemy.energy
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-10 * self.height, -self.height)

class BigEnemy(pygame.sprite.Sprite):
        energy = 20
        
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                #大型敌机有飞行特效,两张图片切换
                self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
                self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
                self.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha()#中弹图片
                #添加坠机图片
                self.destroy_images = []
                self.destroy_images.extend([\
                        pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
                        pygame.image.load("images/enemy3_down6.png").convert_alpha() \
                        ])
                self.rect = self.image1.get_rect()
                self.width, self.height = bg_size[0], bg_size[1]
                self.speed = 1
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机
                self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
                self.energy = BigEnemy.energy
                self.hit = False  #检测是否被击中的属性

        def move(self):
                if self.rect.top < self.height:
                        self.rect.top += self.speed
                else:
                        self.reset()

        def reset(self):
                self.active = True
                self.enery = BigEnemy.energy
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-15 * self.height, -5 * self.height)
#bullet.py
import pygame

class Bullet1(pygame.sprite.Sprite):#普通子弹,一次一发
    def __init__(self, position):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load("images/bullet1.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = position #把飞机机头位置给子弹位置
        self.speed = 12
        self.active = True
        self.mask = pygame.mask.from_surface(self.image) #非透明部分

    def move(self):
        self.rect.top -= self.speed

        if self.rect.top < 0:  #射出屏幕外
            self.active = False

    def reset(self, position):
        self.rect.left, self.rect.top = position
        self.active = True

(未完待续)

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转载自blog.csdn.net/qq_41556318/article/details/85996732
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