1. Bullet module
import pygame WINDOW_WIDTH = 512 # Adjust the window size according to actual needs WINDOW_HEIGHT = 768 class Bullet(object): def __init__(self): # image, rectangle object, speed self.bullet_img = pygame.image.load('res/bullet_11.png') # Choose the resource file by yourself self.enemy_bullet_img = pygame.image.load('res/bullet_4.png') self.bullet_rect = self.bullet_img.get_rect() self.enemy_bullet_rect = self.enemy_bullet_img.get_rect() self.speed = 5 self.enemy_speed = 3 # switch #On: Indicates that you can move, draw and kill enemies # Close: When the bullet moves outside the window, return: It means that it does not move, draw or kill the enemy # The default state of the switch: off: the switch is only turned on when the user fires a bullet self.is_shot = False self.enemy_is_shot = False def move(self): self.bullet_rect.move_ip(0, -self.speed) self.enemy_bullet_rect.move_ip(0, self.enemy_speed) # When the bullet moves outside above the window, the switch closes if self.bullet_rect[1] < 0: self.is_shot = False if self.enemy_bullet_rect[1] > 600: self.enemy_is_shot = False
The enemy module
import pygame import random import bullet WINDOW_WIDTH = 512 # Here, because of the problem of my computer resolution, I made the interface smaller. . WINDOW_HEIGHT = 600 class Enemy(object): def __init__(self): # Picture, rectangle object (set the default position of the enemy plane), speed img-plane_1.png num = str (random.randint (1, 7)) self.enemy_img = pygame.image.load('res/img-plane_'+ num +'.png') self.enemy_rect = self.enemy_img.get_rect() # The default position is random horizontally, outside the vertical window self.enemy_rect[0] = random.randint(0, WINDOW_WIDTH-self.enemy_rect[2]) self.enemy_rect[1] = -self.enemy_rect[3] # 0, 0, width, height self.speed = random.randint(2, 4) self.enemy_bullet_list = [bullet.Bullet() for _ in range(10)] def move(self): # move the rectangle object move_ip (0, +speed) self.enemy_rect.move_ip(0, self.speed) # Because the enemy plane needs to be recycled, judge if it moves outside the window, put the enemy plane in the initial position if self.enemy_rect[1] > WINDOW_HEIGHT: self.reset() def reset(self): self.enemy_rect[0] = random.randint(0, WINDOW_WIDTH - self.enemy_rect[2]) self.enemy_rect[1] = -self.enemy_rect[3] # 0, 0, width, height self.speed = random.randint(2, 3) def shot(self): # Swing bullet position -- 10 list for bullet in self.enemy_bullet_list: # If the bullet is in the firing state, the position is only placed -- switch false # if bullet.is_shot == False if not bullet.enemy_is_shot: #level bullet.enemy_bullet_rect[0] = self.enemy_rect[0] + self.enemy_rect[2]/2 - bullet.enemy_bullet_rect[2]/2 bullet.enemy_bullet_rect[1] = self.enemy_rect[1] + self.enemy_rect[3] # The reason for the position is because it is about to launch bullet.enemy_is_shot = True break # Just take one bullet, and call this shot function the next time the user presses j or space
3. Game map module
import pygame import random WINDOW_WIDTH = 512 WINDOW_HEIGHT = 768 class GameMap(object): def __init__(self): # Load two pictures, set the initial position and speed of the picture self.num = str(random.randint(1,5)) # Make sure the random is the same number self.bg_img1 = pygame.image.load('res/img_bg_level_' + self.num + '.jpg') self.bg_img2 = pygame.image.load('res/img_bg_level_' + self.num + '.jpg') self.bg_img1_y = -WINDOW_HEIGHT self.bg_img2_y = 0 self.speed = 1 def map_scroll(self): if self.bg_img1_y >= 0: self.bg_img1_y = -WINDOW_HEIGHT if self.bg_img2_y >= WINDOW_HEIGHT: self.bg_img2_y = 0 self.bg_img1_y += self.speed self.bg_img2_y += self.speed
4. Our hero fighter module
import pygame import bullet WINDOW_WIDTH = 512 WINDOW_HEIGHT = 600 class Hero(object): def __init__(self): # figure, rectangle object, speed, set the initial position of the aircraft self.hero_img = pygame.image.load('res/hero.png') self.hero_rect = self.hero_img.get_rect() # (0, 0, 120, 78) self.hero_rect.move_ip(WINDOW_WIDTH/2-self.hero_rect[2]/2, WINDOW_HEIGHT-self.hero_rect[3]) # (horizontal middle, vertical bottom, 120 ,78) self.speed = 2 # Because it is the plane that fires the bullet, create the bullet object: 10 -- create a bullet list # self.bullet = bullet.Bullet() self.bullet_list = [bullet.Bullet() for _ in range(1000)] def move_up(self): # move up -- y -speed -- >0 if self.hero_rect[1] > 0: self.hero_rect.move_ip(0, -self.speed) def move_down(self): # y +speed < lowest coordinate if self.hero_rect[1] < WINDOW_HEIGHT-self.hero_rect[3]: self.hero_rect.move_ip(0, self.speed) def move_left(self): if self.hero_rect[0] > 0: self.hero_rect.move_ip(-self.speed, 0) def move_right(self): if self.hero_rect[0] < WINDOW_WIDTH- self.hero_rect[2]: self.hero_rect.move_ip(self.speed, 0) def shot(self): # Swing bullet position -- 10 list for bullet in self.bullet_list: # If the bullet is in the firing state, the position is only placed -- switch false # if bullet.is_shot == False if not bullet.is_shot: #level bullet.bullet_rect[0] = self.hero_rect[0] + self.hero_rect[2]/2 - bullet.bullet_rect[2]/2 bullet.bullet_rect[1] = self.hero_rect[1] - bullet.bullet_rect[3] # The reason for the position is because it is about to launch bullet.is_shot = True break # Just take one bullet, and call this shot function the next time the user presses j or space
5. The main module of aircraft war
# Create a window object, display import pygame import sys # To close the game window import game_map import hero import bullet import enemy # import time # Experience: As long as the variable names are all capitalized, the data will not be modified in the later stage. WINDOW_WIDTH = 512 WINDOW_HEIGHT = 600 class GameWindow(object): def __init__(self): pygame.init() # size, title. logo self.window = pygame.display.set_mode([WINDOW_WIDTH, WINDOW_HEIGHT]) pygame.display.set_caption('Airplane Wars V1.1') self.ico = pygame.image.load('res/app.ico') pygame.display.set_icon(self.ico) # create map object self.map = game_map.GameMap() # Animation or drawing first -- # create the airplane object self.hero = hero.Hero() # Create enemy aircraft object self.enemy_list = [enemy.Enemy() for _ in range(5)] # load background music pygame.mixer.music.load("./res/bg2.ogg") # Loop background music pygame.mixer.music.play(-1) def run(self): while True: self.action() self.draw() self.event() self.bullet_hit_enemy() if self.enemy_hit_hero(): break self.update() # function -- do animation def action(self): # Map animation is called in self.map.map_scroll() # Call the bullet movement animation for bullet in self.hero.bullet_list: if bullet.is_shot: bullet.move() for enemy in self.enemy_list: for bullet in enemy.enemy_bullet_list: if bullet.enemy_is_shot: bullet.move() for enemy in self.enemy_list: enemy.move() # function -- draw image def draw(self): self.window.blit(self.map.bg_img1, (0,self.map.bg_img1_y)) self.window.blit(self.map.bg_img2, (0,self.map.bg_img2_y)) # draw the plane self.window.blit(self.hero.hero_img, (self.hero.hero_rect[0], self.hero.hero_rect[1])) # draw bullet: switch is true for bullet in self.hero.bullet_list: if bullet.is_shot is True: self.window.blit(bullet.bullet_img, (bullet.bullet_rect[0], bullet.bullet_rect[1])) for enemy in self.enemy_list: for bullet in enemy.enemy_bullet_list: if bullet.enemy_is_shot is True: self.window.blit(bullet.enemy_bullet_img, (bullet.bullet_rect[0], bullet.bullet_rect[1])) # draw enemy plane for enemy in self.enemy_list: self.window.blit(enemy.enemy_img, (enemy.enemy_rect[0], enemy.enemy_rect[1])) # Collision detection -- bullet collides with enemy plane def bullet_hit_enemy(self): # Take each bullet, look at all enemy planes, and see which bullet (must be the firing status switch is True) collided with which enemy plane for bullet in self.hero.bullet_list: if bullet.is_shot == True: for enemy in self.enemy_list: if pygame.Rect.colliderect(bullet.bullet_rect, enemy.enemy_rect): # load sound boom_sound = pygame.mixer.Sound("./res/baozha.ogg") # play sound boom_sound.play() # The enemy plane disappears -- put it on the top and wait for the next move down to reset enemy.reset() # bullet disappears -- false bullet.is_shot = False break # collision detection -- enemy plane collides with hero plane def enemy_hit_hero(self): for enemy in self.enemy_list: if pygame.Rect.colliderect(enemy.enemy_rect, self.hero.hero_rect): # exit the main loop return True return False # The hero plane is artificially controlled to move, and an event function is added def event(self): # Single event -- returns a list self.event_list = pygame.event.get() for event in self.event_list: # Cross if event.type == pygame.QUIT: # close the game window # sys.exit() # # Exit pygame # pygame.quit() self.gameOver() # Determine the type of keyboard press if event.type == pygame.KEYDOWN: # Determine which key was pressed if event.key == pygame.K_ESCAPE: self.gameOver() if event.key == pygame.K_r: for enemy in self.enemy_list: enemy.shot() # Consecutive, multiple event continuous keypress -- determine which key is pressed # time.sleep(3) self.pressed = pygame.key.get_pressed() if self.pressed[pygame.K_SPACE] or self.pressed[pygame.K_j]: self.hero.shot() # print(self.pressed) (0,0,0,1,0,0) if self.pressed[pygame.K_UP]: self.hero.move_up() if self.pressed[pygame.K_DOWN]: self.hero.move_down() if self.pressed[pygame.K_LEFT]: self.hero.move_left() if self.pressed[pygame.K_RIGHT]: self.hero.move_right() def gameOver(self): pygame.quit() sys.exit() # function update def update(self): pygame.display.update() if __name__ == '__main__': game = GameWindow() game.run()