前面学了java用java写了飞机大战这次学完python基础后写了个python版的飞机大战,有兴趣的可以看下。
父类是飞行物类是所有对象的父类,setting里面是需要加载的图片,你可以换称自己的喜欢的图片,敌机可以分为敌机和奖励,enemy为普通敌人的父类,award为奖励敌机的父类。
各个类的基本属性
主类的大概逻辑
具体的代码:
settings配置
import pygame
class Settings(object):
"""设置常用的属性"""
def __init__(self):
self.bgImage = pygame.image.load('img/background.png') # 背景图
self.bgImageWidth = self.bgImage.get_rect()[2] # 背景图宽
self.bgImageHeight = self.bgImage.get_rect()[3] # 背景图高
self.start=pygame.image.load("img/start.png")
self.pause=pygame.image.load("img/pause.png")
self.gameover=pygame.image.load("img/gameover.png")
self.heroImages = ["img/hero.gif",
"img/hero1.png", "img/hero2.png"] # 英雄机图片
self.airImage = pygame.image.load("img/enemy0.png") # airplane的图片
self.beeImage = pygame.image.load("img/bee.png") # bee的图片
self.heroBullet=pygame.image.load("img/bullet.png")# 英雄机的子弹
飞行物类
import abc
class FlyingObject(object):
"""飞行物类,基类"""
def __init__(self, screen, x, y, image):
self.screen = screen
self.x = x
self.y = y
self.width = image.get_rect()[2]
self.height = image.get_rect()[3]
self.image = image
@abc.abstractmethod
def outOfBounds(self):
"""检查是否越界"""
pass
@abc.abstractmethod
def step(self):
"""飞行物移动一步"""
pass
def shootBy(self, bullet):
"""检查当前飞行物是否被子弹bullet(x,y)击中"""
x1 = self.x
x2 = self.x + self.width
y1 = self.y
y2 = self.y + self.height
x = bullet.x
y = bullet.y
return x > x1 and x < x2 and y > y1 and y < y2
def blitme(self):
"""打印飞行物"""
self.screen.blit(self.image, (self.x, self.y))
英雄机
from flyingObject import FlyingObject
from bullet import Bullet
import pygame
class Hero(FlyingObject):
"""英雄机"""
index = 2 # 标志位
def __init__(self, screen, images):
# self.screen = screen
self.images = images # 英雄级图片数组,为Surface实例
image = pygame.image.load(images[0])
x = screen.get_rect().centerx
y = screen.get_rect().bottom
super(Hero,self).__init__(screen,x,y,image)
self.life = 3 # 生命值为3
self.doubleFire = 0 # 初始火力值为0
def isDoubleFire(self):
"""获取双倍火力"""
return self.doubleFire
def setDoubleFire(self):
"""设置双倍火力"""
self.doubleFire = 40
def addDoubleFire(self):
"""增加火力值"""
self.doubleFire += 100
def clearDoubleFire(self):
"""清空火力值"""
self.doubleFire=0
def addLife(self):
"""增命"""
self.life += 1
def sublife(self):
"""减命"""
self.life-=1
def getLife(self):
"""获取生命值"""
return self.life
def reLife(self):
self.life=3
self.clearDoubleFire()
def outOfBounds(self):
return False
def step(self):
"""动态显示飞机"""
if(len(self.images) > 0):
Hero.index += 1
Hero.index %= len(self.images)
self.image = pygame.image.load(self.images[int(Hero.index)]) # 切换图片
def move(self, x, y):
self.x = x - self.width / 2
self.y = y - self.height / 2
def shoot(self,image):
"""英雄机射击"""
xStep=int(self.width/4-5)
yStep=20
if self.doubleFire>=100:
heroBullet=[Bullet(self.screen,image,self.x+1*xStep,self.y-yStep),Bullet(self.screen,image,self.x+2*xStep,self.y-yStep),Bullet(self.screen,image,self.x+3*xStep,self.y-yStep)]
self.doubleFire-=3
return heroBullet
elif self.doubleFire<100 and self.doubleFire > 0:
heroBullet=[Bullet(self.screen,image,self.x+1*xStep,self.y-yStep),Bullet(self.screen,image,self.x+3*xStep,self.y-yStep)]
self.doubleFire-=2
return heroBullet
else:
heroBullet=[Bullet(self.screen,image,self.x+2*xStep,self.y-yStep)]
return heroBullet
def hit(self,other):
"""英雄机和其他飞机"""
x1=other.x-self.width/2
x2=other.x+self.width/2+other.width
y1=other.y-self.height/2
y2=other.y+self.height/2+other.height
x=self.x+self.width/2
y=self.y+self.height
return x>x1 and x<x2 and y>y1 and y<y2
enemys
import abc
class Enemy(object):
"""敌人,敌人有分数"""
@abc.abstractmethod
def getScore(self):
"""获得分数"""
pass
award
import abc
class Award(object):
"""奖励"""
DOUBLE_FIRE = 0
LIFE = 1
@abc.abstractmethod
def getType(self):
"""获得奖励类型"""
pass
if __name__ == '__main__':
print(Award.DOUBLE_FIRE)
airplane
import random
from flyingObject import FlyingObject
from enemy import Enemy
class Airplane(FlyingObject, Enemy):
"""普通敌机"""
def __init__(self, screen, image):
x = random.randint(0, screen.get_rect()[2] - 50)
y = -40
super(Airplane, self).__init__(screen, x, y, image)
def getScore(self):
"""获得的分数"""
return 5
def outOfBounds(self):
"""是否越界"""
return self.y < 715
def step(self):
"""移动"""
self.y += 3 # 移动步数
Bee
import random
from flyingObject import FlyingObject
from award import Award
class Bee(FlyingObject, Award):
def __init__(self, screen, image):
x = random.randint(0, screen.get_rect()[2] - 60)
y = -50
super(Bee, self).__init__(screen, x, y, image)
self.awardType = random.randint(0, 1)
self.index = True
def outOfBounds(self):
"""是否越界"""
return self.y < 715
def step(self):
"""移动"""
if self.x + self.width > 480:
self.index = False
if self.index == True:
self.x += 3
else:
self.x -= 3
self.y += 3 # 移动步数
def getType(self):
return self.awardType
主类
import pygame
import sys
import random
from setting import Settings
from hero import Hero
from airplane import Airplane
from bee import Bee
from enemy import Enemy
from award import Award
START=0
RUNNING=1
PAUSE=2
GAMEOVER=3
state=START
sets = Settings()
screen = pygame.display.set_mode(
(sets.bgImageWidth, sets.bgImageHeight), 0, 32) #创建窗口
hero=Hero(screen,sets.heroImages)
flyings=[]
bullets=[]
score=0
def hero_blitme():
"""画英雄机"""
global hero
hero.blitme()
def bullets_blitme():
"""画子弹"""
for b in bullets:
b.blitme()
def flyings_blitme():
"""画飞行物"""
global sets
for fly in flyings:
fly.blitme()
def score_blitme():
"""画分数和生命值"""
pygame.font.init()
fontObj=pygame.font.Font("SIMYOU.TTF", 20) #创建font对象
textSurfaceObj=fontObj.render(u'生命值:%d\n分数:%d\n火力值:%d'%(hero.getLife(),score,hero.isDoubleFire()),False,(135,100,184))
textRectObj=textSurfaceObj.get_rect()
textRectObj.center=(300,40)
screen.blit(textSurfaceObj,textRectObj)
def state_blitme():
"""画状态"""
global sets
global state
if state==START:
screen.blit(sets.start, (0,0))
elif state==PAUSE:
screen.blit(sets.pause,(0,0))
elif state== GAMEOVER:
screen.blit(sets.gameover,(0,0))
def blitmes():
"""画图"""
hero_blitme()
flyings_blitme()
bullets_blitme()
score_blitme()
state_blitme()
def nextOne():
"""生成敌人"""
type=random.randint(0,20)
if type<4:
return Bee(screen,sets.beeImage)
elif type==5:
return Bee(screen,sets.beeImage) #本来准备在写几个敌机的,后面没找到好看的图片就删了
else:
return Airplane(screen,sets.airImage)
flyEnteredIndex=0
def enterAction():
"""生成敌人"""
global flyEnteredIndex
flyEnteredIndex+=1
if flyEnteredIndex%40==0:
flyingobj=nextOne()
flyings.append(flyingobj)
shootIndex=0
def shootAction():
"""子弹入场,将子弹加到bullets"""
global shootIndex
shootIndex +=1
if shootIndex % 10 ==0:
heroBullet=hero.shoot(sets.heroBullet)
for bb in heroBullet:
bullets.append(bb)
def stepAction():
"""飞行物走一步"""
hero.step()
for flyobj in flyings:
flyobj.step()
global bullets
for b in bullets:
b.step()
def outOfBoundAction():
"""删除越界的敌人和飞行物"""
global flyings
flyingLives=[]
index=0
for f in flyings:
if f.outOfBounds()==True:
flyingLives.insert(index,f)
index+=1
flyings=flyingLives
index=0
global bullets
bulletsLive=[]
for b in bullets:
if b.outOfBounds()==True:
bulletsLive.insert(index,b)
index+=1
bullets=bulletsLive
j=0
def bangAction():
"""子弹与敌人碰撞"""
for b in bullets:
bang(b)
def bang(b):
"""子弹与敌人碰撞检测"""
index=-1
for x in range(0,len(flyings)):
f=flyings[x]
if f.shootBy(b):
index=x
break
if index!=-1:
one=flyings[index]
if isinstance(one,Enemy):
global score
score+=one.getScore() # 获得分数
flyings.remove(one) # 删除
if isinstance(one,Award):
type=one.getType()
if type==Award.DOUBLE_FIRE:
hero.addDoubleFire()
else:
hero.addLife()
flyings.remove(one)
bullets.remove(b)
def checkGameOverAction():
if isGameOver():
global state
state=GAMEOVER
hero.reLife()
def isGameOver():
for f in flyings:
if hero.hit(f):
hero.sublife()
hero.clearDoubleFire()
flyings.remove(f)
return hero.getLife()<=0
def action():
x, y = pygame.mouse.get_pos()
blitmes() #打印飞行物
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
flag=pygame.mouse.get_pressed()[0] #左键单击事件
rflag=pygame.mouse.get_pressed()[2] #右键单击事件
global state
if flag==True and (state==START or state==PAUSE):
state=RUNNING
if flag==True and state==GAMEOVER:
state=START
if rflag==True:
state=PAUSE
if state==RUNNING:
hero.move(x,y)
enterAction()
shootAction()
stepAction()
outOfBoundAction()
bangAction()
checkGameOverAction()
def main():
pygame.display.set_caption("飞机大战")
while True:
screen.blit(sets.bgImage, (0, 0)) # 加载屏幕
action()
pygame.display.update() # 重新绘制屏幕
# time.sleep(0.1) # 过0.01秒执行,减轻对cpu的压力
if __name__ == '__main__':
main()
``` 写这个主要是练习一下python,把基础打实些。pygame的文本书写是没有换行,得在新建一个对象去写,为了简单我把文本都书写在了一行。
**background.png**
![这里写图片描述](http://img.blog.csdn.net/20171204191610703?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvTGl2ZW9yX0RpZQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast)
**hero.gif**
![这里写图片描述](http://img.blog.csdn.net/20171204191721134?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvTGl2ZW9yX0RpZQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast)
![这里写图片描述](http://img.blog.csdn.net/20171204191750956?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvTGl2ZW9yX0RpZQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast)
![这里写图片描述](http://img.blog.csdn.net/20171204191820039?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvTGl2ZW9yX0RpZQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast)
**bee.png**
![这里写图片描述](http://img.blog.csdn.net/20171204191837407?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvTGl2ZW9yX0RpZQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast)
**enemy.png**
![这里写图片描述](http://img.blog.csdn.net/20171204191948067?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvTGl2ZW9yX0RpZQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast)
**gameover.png**
![这里写图片描述](http://img.blog.csdn.net/20171204192039476?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvTGl2ZW9yX0RpZQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast)
**start.png**
![这里写图片描述](http://img.blog.csdn.net/20171204192112850?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvTGl2ZW9yX0RpZQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast)