本文主要介绍飞机大战的思路,代码会在文章末尾给出。 分为两个文件:plane_main和plane_spirite。 此游戏不是很难。在设计父类时,我将父类定义为一个抽象类,抽象方法是update(self)。 图片是在B站上黑马教程下面的链接中找到的。
import pygame
from flying_war_2022.plane_spirite import *
class Game:
enemy_str = ["AirPlane", "BigAirPlane", "SuperAirPlane"]
def __init__(self):
pygame.init()
self.clock = pygame.time.Clock()
self.screen = pygame.display.set_mode(SCREEN_RECT.size)
self.__create_sky()
self.__create_air_planes()
self.__create_hero()
self.__create_bullets()
self.__create_dead_planes()
Game.__set_time()
@staticmethod
def __set_time():
pygame.time.set_timer(AIR_PLANE, CREATE_TIME)
pygame.time.set_timer(FIRE, FIRE_TIME)
def __create_sky(self):
sky_01 = Sky()
sky_02 = Sky(True)
self.skys = pygame.sprite.Group(sky_01, sky_02)
def __create_air_planes(self):
self.air_plane_groups = pygame.sprite.Group()
def __create_hero(self):
self.hero = Hero()
self.hero_group = pygame.sprite.Group(self.hero)
def __create_bullets(self):
self.bullets_group = pygame.sprite.Group()
def __create_dead_planes(self):
self.dead_planes_group = pygame.sprite.Group()
def start(self):
print(f'游戏开始了')
while True:
self.clock.tick(FPS)
self.__update()
self.__event_detection()
self.__collision_detection()
pygame.display.update()
def __collision_detection(self):
for bullet in self.bullets_group:
for enemy in self.air_plane_groups:
if pygame.sprite.collide_mask(bullet, enemy):
enemy.is_alive = True
self.dead_planes_group.add(enemy)
def __update(self):
self.skys.update()
self.skys.draw(self.screen)
self.air_plane_groups.update()
self.air_plane_groups.draw(self.screen)
self.hero_group.update()
self.hero_group.draw(self.screen)
self.bullets_group.update()
self.bullets_group.draw(self.screen)
self.dead_planes_group.update()
self.dead_planes_group.draw(self.screen)
def __event_detection(self):
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_RIGHT]:
self.hero.rect.x += self.hero.speed
elif keys_pressed[pygame.K_LEFT]:
self.hero.rect.x -= self.hero.speed
elif keys_pressed[pygame.K_UP]:
self.hero.rect.y -= self.hero.speed
elif keys_pressed[pygame.K_DOWN]:
self.hero.rect.y += self.hero.speed
for event in pygame.event.get():
if event.type == pygame.QUIT:
Game.__end()
break
elif event.type == AIR_PLANE:
enemy = random.choice(Game.enemy_str)
self.air_plane_groups.add(eval(enemy)())
elif event.type == FIRE:
bullet = self.hero.fire()
self.bullets_group.add(bullet)
@staticmethod
def __end():
print(f'游戏结束')
pygame.quit()
if __name__ == '__main__':
game = Game()
game.start()
from abc import ABCMeta, abstractmethod
import pygame
import random
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
SKY_SPEED = 3
FPS = 60
CREATE_TIME = 1000
AIR_PLANE = pygame.USEREVENT
FIRE = pygame.USEREVENT + 1
FIRE_TIME = 200
class Flying(pygame.sprite.Sprite, metaclass=ABCMeta):
def __init__(self):
super().__init__()
self.speed = 0
def image_process(self, image_name):
self.image = pygame.image.load("../images/" + image_name + ".png")
self.rect = self.image.get_rect()
@abstractmethod
def update(self):
pass
class Hero(Flying):
def __init__(self):
super().__init__()
super().image_process("me1")
self.index = 0
self.speed = 5
self.rect.x = SCREEN_RECT.centerx
self.rect.y = SCREEN_RECT.height - 200
def update(self):
if self.rect.x <= 0:
self.rect.x = 0
elif self.rect.right >= SCREEN_RECT.width:
self.rect.right = SCREEN_RECT.width
self.__image_change()
def __image_change(self):
self.index += 1
if self.index % 16 == 0:
self.image = pygame.image.load("../images/me1.png")
elif self.index % 16 == 8:
self.image = pygame.image.load("../images/me2.png")
def fire(self):
bullet = Bullet()
bullet.rect.x = self.rect.centerx
bullet.rect.y = self.rect.y - 20
return bullet
class Bullet(Flying):
def __init__(self):
super().__init__()
super().image_process("bullet2")
self.speed = 6
def update(self):
self.rect.y -= self.speed
if self.rect.y <= 0:
self.kill()
class Sky(Flying):
def __init__(self, judgment_flag=False):
super().__init__()
super().image_process("background")
self.speed = SKY_SPEED
if judgment_flag:
self.rect.y = -self.rect.height
def update(self):
self.rect.y += self.speed
if self.rect.y >= self.rect.height:
self.rect.y = -self.rect.height
class AirPlane(Flying):
def __init__(self):
super().__init__()
super().image_process("enemy1")
self.config()
self.is_alive = False
self.index = 0
self.dead_index = 0
def config(self):
self.speed = random.randint(2, 12)
self.rect.x = random.randint(0, SCREEN_RECT.width - self.rect.width)
self.rect.y = -self.rect.height
def update(self, dead_plane_model="enemy1_down", num_of_pictures_of_death=4):
self.__dead(dead_plane_model, num_of_pictures_of_death)
self.rect.y += self.speed
if self.rect.y >= SCREEN_RECT.height:
self.kill()
def __dead(self, dead_plane_model, num_of_pictures_of_death):
if self.is_alive:
self.speed = 0
self.images = [pygame.image.load("../images/" +
dead_plane_model + str(i) + ".png")
for i in range(1, num_of_pictures_of_death + 1)]
self.__image_change(num_of_pictures_of_death)
def __image_change(self, num_of_pictures_of_death):
self.index += 1
if self.index % 16 == 8:
self.image = self.images[self.dead_index]
self.dead_index += 1
if self.dead_index >= num_of_pictures_of_death:
self.kill()
class BigAirPlane(AirPlane):
def __init__(self):
super().__init__()
super().image_process("enemy2")
super().config()
def update(self, dead_plane_model="enemy2_down", num_of_pictures_of_death=4):
super().update(dead_plane_model=dead_plane_model, num_of_pictures_of_death=num_of_pictures_of_death)
class SuperAirPlane(AirPlane):
def __init__(self):
super().__init__()
super().image_process("enemy3_n1")
super().config()
def update(self, dead_plane_model="enemy3_down", num_of_pictures_of_death=6):
super().update(dead_plane_model=dead_plane_model, num_of_pictures_of_death=num_of_pictures_of_death)
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