import math
import time
import pygame
from pygame.locals import *
from random import choice,randint
class ScrolledBackground(pygame.sprite.Sprite):
def __init__(self,image,screen):
pygame.sprite.Sprite.__init__(self)
self.screen = screen
self.width = screen.get_width()
self.height = screen.get_height()
self.image0 = pygame.image.load(image).convert_alpha()
self.image1 = pygame.image.load(image).convert_alpha()
self.rect0 = self.image0.get_rect()
self.rect1 = self.image1.get_rect()
self.rect1.left = self.rect0.right
self.dx = -10
self.dy = 0
def update(self):
pass
def draw(self):
pass
class Plane(pygame.sprite.Sprite):
def __init__(self,image,keys,screen):
pygame.sprite.Sprite.__init__(self)
self.keys = keys # 上下左右按键
self.image = pygame.image.load(image).convert_alpha()
self.screen = screen
self.rect = self.image.get_rect()
self.rect.centery = self.screen.get_height()//2
self.xspeed = 0
self.yspeed = 0
self.dead = False # 新增加的属性
def keys_check(self,all_keys):
pass
def update(self):
self.rect.move_ip(self.xspeed,self.yspeed)
def draw(self):
self.screen.blit(self.image,self.rect)
class Bullet(pygame.sprite.Sprite):
def __init__(self,image,plane,group,screen):
pygame.sprite.Sprite.__init__(self)
self.plane = plane
self.image = pygame.image.load(image).convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = plane.rect.center
self.group = group
self.group.add(self)
self.screen = screen
self.screen_width = screen.get_width()
self.screen_height = screen.get_height()
def update(self):
self.rect.move_ip(10,0)
if self.rect.left > self.screen_width :
self.group.remove(self)
def split_images(image,rows,cols):
"""image是一张图片,把它切分为若干图,返回列表"""
global explosion_images_list
image = pygame.image.load(image)
step_width = image.get_width()//cols
step_height = image.get_height()//rows
pass
class Explosion(pygame.sprite.Sprite):
"""爆炸效果类,显示一系列帧图"""
def __init__(self,surimages,position,group):
pygame.sprite.Sprite.__init__(self)
self.surimages = surimages # 爆炸效果用到的surface列表
self.index = 0
self.amounts = len(surimages)
self.image = self.surimages[self.index] # 初始造型
self.rect = self.image.get_rect() # 矩形对象
self.rect.center = position # 爆炸位置
self.group = group
self.group.add(self)
self.interval_time = 0.01 # 造型切换时间
self.begin_time = time.time() # 爆炸起始时间
def update(self): # 换造型
if time.time() - self.begin_time >= self.interval_time: # 超时,则换造型
if self.index < self.amounts:
self.image = self.surimages[self.index]
self.index = self.index + 1
self.begin_time = time.time()
else:
self.group.remove(self) # 造型切换完了则从组中移除自己
class Enemy(pygame.sprite.Sprite):
def __init__(self,images,group,screen):
"""images是surface列表"""
pygame.sprite.Sprite.__init__(self)
self.screen = screen
self.screen_width = self.screen.get_width() # 获取屏幕宽度
self.screen_height = self.screen.get_height() # 获取屏幕高度
self.image = choice(images) # 随机选择一个surface
self.rect = self.image.get_rect()
self.rect.left = self.screen_width + randint(10,self.screen_width)
self.rect.centery = randint(0,self.screen_height)
self.group = group
self.group.add(self) # 加入到自己的组
def update(self):
self.rect.move_ip(-5,0)
if self.rect.right <= 0 :
self.group.remove(self)
class Eullet(pygame.sprite.Sprite):
"""敌方子弹类"""
def __init__(self,image,selfgroup,enemy_group,plane,screen):
"""参数列表:image,已转换成surface的对象
selfgroup,所在的组
enemy_group,敌人组.
plane,我方飞机
screen,屏幕对象
"""
pass
def update(self):
self.rect.move_ip(-self.dx//30,-self.dy//30)
if self.beyond_edge() :
self.group.remove(self)
def beyond_edge(self):
pass
def collision_check():
"""对游戏中的对象进行碰撞检测,碰撞检测有以下几种:
1、我方飞机碰到敌方飞机,都爆炸。给我方飞机增加dead属性。
2、我方飞机碰到敌方子弹,我方飞机爆炸,游戏结束。
3、敌方飞机碰到我方子弹,敌方飞机爆炸。
以下引用的是全局变量
"""
global enemy_counter
"我方飞机和敌方飞机任何一架的碰撞"
if not plane1.dead:
eny = pygame.sprite.spritecollideany(plane1, group_enemy)
if eny!=None : # 碰到了,我方飞机死,游戏结束
Explosion(explosion_images_list,eny.rect.center,group_explosion) # 在敌方飞机处发生爆炸
Explosion(explosion_images_list,plane1.rect.center,group_explosion) # 在我方飞机处发生爆炸
plane1.dead = True
group_enemy.remove(eny) # 从敌方组中移除碰撞的敌机
"我方飞机碰到敌方子弹,我方死,游戏结束。"
if not plane1.dead:
b = pygame.sprite.spritecollideany(plane1, group_enemy_bullet)
if b!=None : # 碰到了,我方飞机死,游戏结束
Explosion(explosion_images_list,plane1.rect.center,group_explosion) # 在我方飞机处发生爆炸
plane1.dead = True
"敌方飞机碰到我方子弹,我方子弹爆,敌方爆炸"
result_dict = pygame.sprite.groupcollide(group_bullet1, group_enemy, True, True) # 一颗子弹可能打到几架飞机
if result_dict !={}:
missle = list(result_dict.keys())[0] # 碰到我方子弹
enemy_list = result_dict[missle]
#Explosion(explosion_images_list,missle.rect.center,group_explosion)
enemy_counter += len(enemy_list) # 大于一定的数量,如果我方战机没死,则成功结束
for e in enemy_list: Explosion(explosion_images_list,e.rect.center,group_explosion)
pygame.display.set_caption("风火轮少儿编程_城市之战射击游戏,当前打爆敌机数:" + str(enemy_counter) + ",请自行编写游戏成功结束的代码!")
if __name__ == "__main__":
width,height = 480,360
enemy_bullet = "images/bullet2.png"
enemy_images = ["images/enemy0.png","images/enemy1.png","images/enemy2.png","images/enemy3.png"]
explosion_images = "images/explosion.png"
image = "images/night city with street.png"
plane_image1 = "images/plane.png"
bullet_image1 = "images/bullet.png"
pygame.init()
screen = pygame.display.set_mode((width,height))
pygame.display.set_caption("城市之战,按上下左右操作飞机。风火轮少儿编程_www.scratch8.net")
enemy_bullet = pygame.image.load(enemy_bullet)
enemy_images = [pygame.image.load(img) for img in enemy_images] # 形成敌机的surface列表
explosion_images_list = [] # 爆炸效果surface列表
explosion_images = split_images(explosion_images,2,13) # 按2行13列切分图形,返回surface列表
keys1 = [K_UP,K_DOWN,K_LEFT,K_RIGHT]
plane1 = Plane(plane_image1,keys1,screen)
bg = ScrolledBackground(image,screen)
running = True
clock = pygame.time.Clock()
bullet1_shoot_EVENT = USEREVENT + 1
pygame.time.set_timer(bullet1_shoot_EVENT,500)
"敌机定时生成事件"
enemy_EVENT = USEREVENT + 2
pygame.time.set_timer(enemy_EVENT,1000)
"敌机定时发射子弹事件"
enemy_shoot_EVENT = USEREVENT + 3
pygame.time.set_timer(enemy_shoot_EVENT,50)
group_explosion = pygame.sprite.Group()
group_bullet1 = pygame.sprite.Group()
group_enemy = pygame.sprite.Group()
group_enemy_bullet = pygame.sprite.Group()
enemy_amounts = 100 # 大于这个数量则游戏成功结束
enemy_counter = 0
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
break
if event.type == bullet1_shoot_EVENT: # 我方子弹1发射事件
if not plane1.dead:
Bullet(bullet_image1,plane1,group_bullet1,screen)
if event.type == enemy_EVENT: # 定时生成一架敌机
Enemy(enemy_images,group_enemy,screen)
if event.type == enemy_EVENT: # 定时生成一枚敌机子弹
Eullet(enemy_bullet,group_enemy_bullet,group_enemy,plane1,screen)
all_keys = pygame.key.get_pressed() # 所有按键检测
plane1.keys_check(all_keys) # 对plane1进行按键检测
bg.update() # 更新背景坐标
group_bullet1.update() # 我方子弹更新
if not plane1.dead :
plane1.update() # 飞机1坐标更新
group_enemy.update() # 敌机坐标
group_enemy_bullet.update() # 敌机子弹更新
group_explosion.update() # 爆炸效果更新
"坐标都更新完后,应该进行碰撞检测"
collision_check()
screen.fill((0,0,0))
bg.draw()
group_bullet1.draw(screen)
if not plane1.dead :
plane1.draw()
group_enemy.draw(screen)
group_enemy_bullet.draw(screen)
group_explosion.draw(screen)
pygame.display.update()
clock.tick(30)
pygame.quit()