今天就跟大家聊聊有关使用Python3怎么实现一个射击游戏,可能很多人都不太了解,为了让大家更加了解,小编给大家总结了以下内容,希望大家根据这篇文章可以有所收获。
from __future__ import division
import pygame
import random
from os import path
## assets folder
img_dir = path.join(path.dirname(__file__), 'assets')
sound_folder = path.join(path.dirname(__file__), 'sounds')
###############################
## to be placed in "constant.py" later
WIDTH = 480
HEIGHT = 600
FPS = 60
POWERUP_TIME = 5000
BAR_LENGTH = 100
BAR_HEIGHT = 10
# Define Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
###############################
###############################
## to placed in "__init__.py" later
## initialize pygame and create window
pygame.init()
pygame.mixer.init() ## For sound
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Space Shooter")
clock = pygame.time.Clock() ## For syncing the FPS
###############################
font_name = pygame.font.match_font('arial')
def main_menu():
global screen
menu_song = pygame.mixer.music.load(path.join(sound_folder, "menu.ogg"))
pygame.mixer.music.play(-1)
title = pygame.image.load(path.join(img_dir, "main.png")).convert()
title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen)
screen.blit(title, (0,0))
pygame.display.update()
while True:
ev = pygame.event.poll()
if ev.type == pygame.KEYDOWN:
if ev.key == pygame.K_RETURN:
break
elif ev.key == pygame.K_q:
pygame.quit()
quit()
else:
draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2)
draw_text(screen, "or [Q] To Quit", 30, WIDTH/2, (HEIGHT/2)+40)
pygame.display.update()
#pygame.mixer.music.stop()
ready = pygame.mixer.Sound(path.join(sound_folder,'getready.ogg'))
ready.play()
screen.fill(BLACK)
draw_text(screen, "GET READY!", 40, WIDTH/2, HEIGHT/2)
pygame.display.update()
def draw_text(surf, text, size, x, y):
## selecting a cross platform font to display the score
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE) ## True denotes the font to be anti-aliased
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
def draw_shield_bar(surf, x, y, pct):
# if pct < 0:
# pct = 0
pct = max(pct, 0)
## moving them to top
# BAR_LENGTH = 100
# BAR_HEIGHT = 10
fill = (pct / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surf, GREEN, fill_rect)
pygame.draw.rect(surf, WHITE, outline_rect, 2)
def draw_lives(surf, x, y, lives, img):
for i in range(lives):
img_rect= img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img, img_rect)
def newmob():
mob_element = Mob()
all_sprites.add(mob_element)
mobs.add(mob_element)
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 75
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
## scale the player img down
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_timer = pygame.time.get_ticks()
def update(self):
## time out for powerups
if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
self.power -= 1
self.power_time = pygame.time.get_ticks()
## unhide
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 30
self.speedx = 0 ## makes the player static in the screen by default.
# then we have to check whether there is an event hanlding being done for the arrow keys being
## pressed
## will give back a list of the keys which happen to be pressed down at that moment
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
elif keystate[pygame.K_RIGHT]:
self.speedx = 5
#Fire weapons by holding spacebar
if keystate[pygame.K_SPACE]:
self.shoot()
## check for the borders at the left and right
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
self.rect.x += self.speedx
def shoot(self):
## to tell the bullet where to spawn
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
if self.power == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shooting_sound.play()
if self.power == 2:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shooting_sound.play()
""" MOAR POWAH """
if self.power >= 3:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
missile1 = Missile(self.rect.centerx, self.rect.top) # Missile shoots from center of ship
all_sprites.add(bullet1)
all_sprites.add(bullet2)
all_sprites.add(missile1)
bullets.add(bullet1)
bullets.add(bullet2)
bullets.add(missile1)
shooting_sound.play()
missile_sound.play()
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
def hide(self):
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)
# defines the enemies
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width *.90 / 2)
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(5, 20) ## for randomizing the speed of the Mob
## randomize the movements a little more
self.speedx = random.randrange(-3, 3)
## adding rotation to the mob element
self.rotation = 0
self.rotation_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks() ## time when the rotation has to happen
def rotate(self):
time_now = pygame.time.get_ticks()
if time_now - self.last_update > 50: # in milliseconds
self.last_update = time_now
self.rotation = (self.rotation + self.rotation_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rotation)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
## now what if the mob element goes out of the screen
if (self.rect.top > HEIGHT + 10) or (self.rect.left < -25) or (self.rect.right > WIDTH + 20):
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8) ## for randomizing the speed of the Mob
## defines the sprite for Powerups
class Pow(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield', 'gun'])
self.image = powerup_images[self.type]
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
## place the bullet according to the current position of the player
self.rect.center = center
self.speedy = 2
def update(self):
"""should spawn right in front of the player"""
self.rect.y += self.speedy
## kill the sprite after it moves over the top border
if self.rect.top > HEIGHT:
self.kill()
## defines the sprite for bullets
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
## place the bullet according to the current position of the player
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
"""should spawn right in front of the player"""
self.rect.y += self.speedy
## kill the sprite after it moves over the top border
if self.rect.bottom < 0:
self.kill()
## now we need a way to shoot
## lets bind it to "spacebar".
## adding an event for it in Game loop
## FIRE ZE MISSILES
class Missile(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = missile_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
"""should spawn right in front of the player"""
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
###################################################
## Load all game images
background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()
background_rect = background.get_rect()
## ^^ draw this rect first
player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert()
missile_img = pygame.image.load(path.join(img_dir, 'missile.png')).convert_alpha()
# meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png')).convert()
meteor_images = []
meteor_list = [
'meteorBrown_big1.png',
'meteorBrown_big2.png',
'meteorBrown_med1.png',
'meteorBrown_med3.png',
'meteorBrown_small1.png',
'meteorBrown_small2.png',
'meteorBrown_tiny1.png'
]
for image in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert())
## meteor explosion
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(9):
filename = 'regularExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
## resize the explosion
img_lg = pygame.transform.scale(img, (75, 75))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img, (32, 32))
explosion_anim['sm'].append(img_sm)
## player explosion
filename = 'sonicExplosion0{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
explosion_anim['player'].append(img)
## load power ups
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()
###################################################
###################################################
### Load all game sounds
shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav'))
missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg'))
expl_sounds = []
for sound in ['expl3.wav', 'expl6.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))
## main background music
#pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.2) ## simmered the sound down a little
player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
###################################################
## group all the sprites together for ease of update
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
## spawn a group of mob
mobs = pygame.sprite.Group()
for i in range(8): ## 8 mobs
# mob_element = Mob()
# all_sprites.add(mob_element)
# mobs.add(mob_element)
newmob()
## group for bullets
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
#### Score board variable
score = 0
## TODO: make the game music loop over again and again. play(loops=-1) is not working
# Error :
# TypeError: play() takes no keyword arguments
#pygame.mixer.music.play()
#############################
## Game loop
running = True
menu_display = True
while running:
if menu_display:
main_menu()
pygame.time.wait(3000)
#Stop menu music
pygame.mixer.music.stop()
#Play the gameplay music
pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.play(-1) ## makes the gameplay sound in an endless loop
menu_display = False
#1 Process input/events
clock.tick(FPS) ## will make the loop run at the same speed all the time
for event in pygame.event.get(): # gets all the events which have occured till now and keeps tab of them.
## listening for the the X button at the top
if event.type == pygame.QUIT:
running = False
## Press ESC to exit game
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
# ## event for shooting the bullets
# elif event.type == pygame.KEYDOWN:
# if event.key == pygame.K_SPACE:
# player.shoot() ## we have to define the shoot() function
#2 Update
all_sprites.update()
## check if a bullet hit a mob
## now we have a group of bullets and a group of mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
## now as we delete the mob element when we hit one with a bullet, we need to respawn them again
## as there will be no mob_elements left out
for hit in hits:
score += 50 - hit.radius ## give different scores for hitting big and small metoers
random.choice(expl_sounds).play()
# m = Mob()
# all_sprites.add(m)
# mobs.add(m)
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() > 0.9:
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
newmob() ## spawn a new mob
## ^^ the above loop will create the amount of mob objects which were killed spawn again
#########################
## check if the player collides with the mob
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle) ## gives back a list, True makes the mob element disappear
for hit in hits:
player.shield -= hit.radius * 2
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
player_die_sound.play()
death_explosion = Explosion(player.rect.center, 'player')
all_sprites.add(death_explosion)
# running = False ## GAME OVER 3:D
player.hide()
player.lives -= 1
player.shield = 100
## if the player hit a power up
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == 'shield':
player.shield += random.randrange(10, 30)
if player.shield >= 100:
player.shield = 100
if hit.type == 'gun':
player.powerup()
## if player died and the explosion has finished, end game
if player.lives == 0 and not death_explosion.alive():
running = False
# menu_display = True
# pygame.display.update()
#3 Draw/render
screen.fill(BLACK)
## draw the stargaze.png image
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH / 2, 10) ## 10px down from the screen
draw_shield_bar(screen, 5, 5, player.shield)
# Draw lives
draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
## Done after drawing everything to the screen
pygame.display.flip()
pygame.quit()
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