Python雷电小游戏、战机小游戏源代码,单机版,相关图片及声音素材包下载地址:雷电战机小游戏
'''
公众号:Python代码大全
'''
import pygame, os
import time
import random
from pygame.sprite import Sprite
from pygame.sprite import Group
def fire_music():
pass
# 设置开火音乐
# effect = pygame.mixer.Sound('sounds/fire.wav')
# pygame.mixer.Sound.play(effect)
class Boss(Sprite):
def __init__(self,boss_img_name):
super().__init__()
# 加载BOSS图片
self.image = pygame.image.load('图片/'+boss_img_name+'.png').convert_alpha()
# 转换BOSS大小
# self.image = pygame.transform.scale(self.image, (1, 12))
# 生成BOSS矩形框架
self.rect = self.image.get_rect()
self.blood = 1000
# boss左右移动的速度
self.speed = 3.5
def move(self):
if self.rect.centerx>=512:
self.speed =-self.speed
if self.rect.centerx<=0:
self.speed = -self.speed
self.rect.centerx +=self.speed
class Enemy(Sprite):
def __init__(self,screen):
# 必须设置继承精灵 不然在使用精灵函数时会报错
super().__init__()
# 获取屏幕对象
self.screen = screen
# 随机 生成5个编号
alien_num = random.randint(1,5)
# 随机 加载五个飞机中的某个
self.image = pygame.image.load('图片/alien_' + str(alien_num) + '.png')
# picture = pygame.transform.scale(picture, (1280, 720))
self.image = pygame.transform.scale(self.image,(62,62))
# 获取飞机的 rect
self.rect = self.image.get_rect()
# 击落本机获得的分数
self.score = 10
# 加载子弹的图片
self.bullet_img = pygame.image.load("图片/alien_bullet.png").convert_alpha()
self.bullet_img = pygame.transform.scale(self.bullet_img, (12, 12))
# 以下为可以调节子弹尺寸的代码
# picture = pygame.transform.scale(picture, (1280, 720))
#飞机的移动速度
self.speed = random.randint(3,5)
#生成子弹精灵组合
self.bullets = Group()
# 敌机射击频率
self.shoot_frequency = 0
# 飞机出现
def move(self):
self.rect.top += 5
#暂时不用射击
# self.shoot()
# self.moveBullet()
# 发射子弹
def shoot(self):
if self.shoot_frequency % 200 == 0:
bullet = Enemy_Bullet(self.bullet_img, self.rect.midbottom)
self.bullets.add(bullet)
self.shoot_frequency += 1
if self.shoot_frequency > 200:
self.shoot_frequency = 1
# 删除子弹
def moveBullet(self):
for bullet in self.bullets:
bullet.move()
if bullet.rect.bottom < 0:
self.bullets.remove(bullet)
# 绘制子弹
def drawBullets(self, scr):
self.bullets.draw(scr)
class Enemy_Bullet(pygame.sprite.Sprite):
def __init__(self, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("图片/alien_bullet.png").convert_alpha()
self.image = pygame.transform.scale(self.image, (12, 12))
self.rect = self.image.get_rect()
# 敌机子弹初始位置设置
self.rect.midbottom = init_pos
self.rect.centery +=36
self.speed = 8
def move(self):
self.rect.top += self.speed
class MyHero(Sprite):
_rate = 100 # 每帧停留的毫秒数
def __init__(self,screen,size = 1):
super().__init__()
# 获取屏幕对象
self.screen = screen
# 获取整张图片
self.image_big = pygame.image.load('图片/hero.png').convert_alpha()
# subsurface 形成大图的子表面框架
# 获取飞机正面图片
self.image = self.image_big.subsurface(pygame.Rect(120, 0, 318 - 240, 87))
# 获取飞机正面矩形框架尺寸
self.rect = self.image.get_rect()
# 获取屏幕对象矩形
self.screen_rect = screen.get_rect()
# 获取屏幕正中x坐标
self.rect.centerx = self.screen_rect.centerx
# 获取屏幕底部y坐标
self.rect.centery = self.screen_rect.bottom - self.rect.height
# 设置飞机初始位置
self.centerX = float(self.rect.centerx)
self.centerY = float(self.rect.centery)
# 飞机尾焰
self.air = None
# 设置飞机尾焰位置
self.air_rect = pygame.Rect(self.centerX - 20,self.centerY+int((self.rect.height+72)/2)-10-36,40,72)
#玩家所有发射子弹的集合
self.bullets = Group()
self.bullet_image = pygame.image.load('图片/bullet_1.png').convert_alpha()
# 子弹射击
def shoot(self):
# 产生一颗子弹实例
bullet = Bullet(self.bullet_image,self.rect.midtop)
# 在group子弹精灵集合中加入子弹
self.bullets.add(bullet)
# 子弹删除
def moveBullet(self):
# 逐个检查子弹精灵集合 到达屏幕顶端的子弹删除
for bullet in self.bullets:
bullet.move()
if bullet.rect.bottom < 0:
self.bullets.remove(bullet)
# 子弹显示
def drawBullets(self, scr):
# 将精灵集合中的子弹绘制到屏幕上
self.bullets.draw(scr)
# 向上飞时,增加喷射火焰
def set_air(self, case):
if case == 'up':
air = pygame.image.load('图片/air.png').convert_alpha()
img = air.subsurface(pygame.Rect(80, 0, 50, 87))
self.air = img
elif case == 'remove':
self.air = None
# 根据移动方向获取飞机移动状态的图片
def set_image(self, case):
if case=='left':
rect = pygame.Rect(195,0,318-248,87)
image = self.image_big.subsurface(rect)
elif case =='right':
rect = pygame.Rect(195,0,318-248,87)
image = pygame.transform.flip(self.image_big.subsurface(rect), True, False)
elif case == 'up' or case == 'down':
rect = pygame.Rect(120, 0, 318 - 240, 87)
image = self.image_big.subsurface(rect)
self.image = image
class Bullet(pygame.sprite.Sprite):
def __init__(self, bullet_img, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.rect = bullet_img.get_rect()
self.rect.midbottom = init_pos
self.speed = 25
def move(self):
self.rect.top -= self.speed
# 初始化pygame
pygame.init()
# pygame.mixer.init()
# pygame.mixer_music.load('sounds/enviro.mp3') # 加载播放音乐
# pygame.mixer.music.play(-1) #-1 为循环播放
# 设置游戏主题
pygame.display.set_caption('AirCraft')
# 初始化屏幕大小
screen = pygame.display.set_mode((512,768))
# 设置游戏背景图片
# 游戏刚开始时的背景图
bg_img0 = pygame.image.load('图片/start_bg.jpg').convert()
# 加载游戏开始图标
start_img = pygame.image.load('图片/start.png').convert_alpha()
start_rect = start_img.get_rect()
start_rect.centerx = 262
start_rect.centery = 455
# 游戏进行中的背景图
bg_img1 = pygame.image.load('图片/map1.jpg').convert()
bg_img2 = bg_img1.copy()
# 游戏结束时的背景图
bg_img3 = pygame.image.load('图片/map3.jpg').convert()
# 加载游戏结束图标
gameover_img = pygame.image.load('图片/gameover.png').convert_alpha()
# 加载游戏成功图标
gamesuccess = pygame.image.load('图片/success.png').convert_alpha()
# 加载重玩图标
restart_img = pygame.image.load('图片/restart.png').convert_alpha()
restart_rect = restart_img.get_rect()
restart_rect.centerx = 249
restart_rect.centery = 420
# 背景图片初始位置
pos_y1 = -768
pos_y2 = 0
# 实例化BOSS
boss = Boss('boss_1')
bosses = Group()
bosses.add(boss)
# 测试主角图片
# air = pygame.image.load('图片/air.png').convert_alpha()
# img = air.subsurface(pygame.Rect(80, 0, 50, 87))
# image_big = pygame.image.load('图片/hero.png').convert_alpha()
# image = image_big.subsurface(pygame.Rect(195,0,318-248,87))
# 生成我方飞机
student_plane = MyHero(screen)
# 生成敌方飞机
# 生成敌机group
enemies = Group()
# 生成敌机子弹
enemy_bullets = Group()
max_enemies = 9 # 设置敌机数量总数为9
# 敌机随机出现的节奏 下方randint参数 为43,55
ran1,ran2 = 30,40
# 生成计时频率变量
sec = 0
# 生成分数
score = 0
# 设置系统字体
my_font = pygame.font.Font('fonts/msyh.ttf', 18)
# 游戏主循环
# 设置游戏状态 开始 结束
game = 'wait'
while True:
# 游戏在等待状态
if game =='wait':
# 最小游戏框架一个都不能省略
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
# 检测鼠标是否按下 重新开始按钮
if event.type == pygame.MOUSEBUTTONDOWN:
# 检测鼠标点击位置是否与重启rect重叠
if start_rect.collidepoint(event.pos):
student_plane.__init__(screen)
game = 'ing'
# 游戏结束游戏画面暂停
screen.blit(bg_img0, (0, 0))
screen.blit(start_img, start_rect)
# 测试尾焰位置
pygame.display.flip()
time.sleep(0.05)
# 游戏进行状态
elif game == 'ing':
# 设置这3行 监听事件 并且内部设定了延迟防止游戏卡死
# 屏幕滚动-----------------------------------------------------
screen.blit(bg_img1, (0, pos_y1))
screen.blit(bg_img2, (0, pos_y2))
# 测试尾焰位置
# screen.blit(img, (100, 100))
pos_y1 += 1
pos_y2 += 1
# 屏幕背景滚动完毕后重置位置
if pos_y1 >= 0:
pos_y1 = -768
if pos_y2 >= 768:
pos_y2 = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
# 监听键盘事件
# 按键弹起取消飞机向上尾焰 矫正飞机姿势
if event.type == pygame.KEYUP:
student_plane.set_image('down')
student_plane.air = None
# 发射子弹
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and len(student_plane.bullets) <6: # 检查子弹集合的数量限制子弹最大数量
fire_music()
# 产生一颗子弹实例
# 在group子弹精灵集合中加入子弹
student_plane.shoot()
# 将精灵集合中的子弹绘制到屏幕上
student_plane.drawBullets(screen)
# 逐个检查子弹精灵集合 到达屏幕顶端的子弹删除
student_plane.moveBullet()
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
# 设置飞机状态图片
student_plane.set_image('left')
if student_plane.rect.centerx>=40:
student_plane.rect.centerx -=8.5
elif keys[pygame.K_d]:
# 设置飞机状态图片
student_plane.set_image('right')
if student_plane.rect.centerx <= 478:
student_plane.rect.centerx +=8.5
elif keys[pygame.K_w]:
#设置飞机状态图片
student_plane.set_image('up')
student_plane.set_air('up')
if student_plane.rect.centery >= 45:
student_plane.rect.centery -=8.5
elif keys[pygame.K_s]:
# 设置飞机状态图片
student_plane.set_image('down')
if student_plane.rect.centery <= 727:
student_plane.rect.centery +=8.5
# 显示飞机
screen.blit(student_plane.image,student_plane.rect)
if student_plane.air != None:
screen.blit(student_plane.air, (student_plane.rect.centerx-30, student_plane.rect.centery+33))
# 敌机 ---------------------------------------------------------------------------------------
# 敌机移动
# 控制时间节奏 sec变量
sec +=1
#随机控制生成敌机的节奏
rhy = random.randint(ran1,ran2)
# 敌机最多数量
if sec%rhy ==0 and len(enemies) < max_enemies or sec ==1: # 设置敌机数量总数为9
# 生成一只敌机
enemy = Enemy(screen)
enemy.rect.centerx=random.randint(0,512)
# 生成上述敌机的子弹
enemy_bullet = Enemy_Bullet((enemy.rect.centerx,enemy.rect.centery))
# 敌机group 和 敌机子弹group加载敌机和子弹
enemies.add(enemy)
enemy_bullets.add(enemy_bullet)
# 敌机出现 和 敌机子弹出现
enemies.draw(screen)
enemy_bullets.draw(screen)
# 迭代敌机集合
for enemy in enemies:
# 让每个对象移动起来
enemy.move()
# 敌机超出屏幕边界后 自动删除敌机
collision_over1 = pygame.sprite.collide_rect(student_plane, enemy)
if collision_over1:
# 为了重启游戏时 防止有旧子弹和飞机存在
enemies.remove(enemy)
game = 'over'
if enemy.rect.bottom >768:
enemies.remove(enemy)
for enemy_bullet in enemy_bullets:
# 让每个对象移动起来
enemy_bullet.move()
collision_over2 = pygame.sprite.collide_rect(student_plane, enemy_bullet)
if collision_over2:
# 为了重启游戏时 防止有旧子弹和飞机存在
enemy_bullets.remove(enemy_bullet)
game = 'over'
# 敌机子弹超出屏幕边界后 自动删除敌机
if enemy_bullet.rect.bottom >768:
enemy_bullets.remove(enemy_bullet)
# -----------------------Boss --------------------------
if score >=140:
# 小敌机出现的节奏
ran1,ran2 = 15,25
max_enemies = 17
screen.blit(boss.image,boss.rect)
boss.move()
for my_bullet in student_plane.bullets:
hit_boss = pygame.sprite.collide_rect(boss,my_bullet)
if hit_boss:
boss.blood -=1.2
score+=1
if boss.blood <=0:
game = 'success'
# 处理碰撞 ---------------------------碰撞检测--------------------------------------------------
# 参数:
# group1:精灵组1。
# group2:精灵组2。
# dokill1:发生碰撞时,是否销毁精灵组1中的发生碰撞的精灵。
# dokill2:发生碰撞时,是否销毁精灵组2中的发生碰撞的精灵。
collisions = pygame.sprite.groupcollide(student_plane.bullets, enemies, True, True)
if collisions:
score+=10
# -----------游戏结束------------
# 分数和奖励的显示-------------------------------------------------------------------------
surface1 = my_font.render(u"当前得分:%s"%(score),True,[255,0,0])
screen.blit(surface1,[20,20])
# 更新画面
pygame.display.flip()
# 设置帧数和延迟
time.sleep(0.05)
#游戏结束状态
elif game == 'over':
score = 0
# 最小游戏框架一个都不能省略
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
# 检测鼠标是否按下 重新开始按钮
if event.type == pygame.MOUSEBUTTONDOWN:
# 检测鼠标点击位置是否与重启rect重叠
if restart_rect.collidepoint(event.pos):
student_plane.__init__(screen)
game = 'ing'
# 游戏结束游戏画面暂停
screen.blit(bg_img1, (0, pos_y1))
screen.blit(bg_img2, (0, pos_y2))
screen.blit(gameover_img, (163, 310))
screen.blit(restart_img, restart_rect)
# 测试尾焰位置
# screen.blit(img, (100, 100))
pos_y1 += 0
pos_y2 += 0
pygame.display.flip()
time.sleep(0.05)
# surface2 = my_font.render("Game Over" , True, [255, 0, 0])
# screen.blit(surface1, [250, 350])
elif game == 'success':
score = 0
boss.blood = 1000
# 最小游戏框架一个都不能省略
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
# 检测鼠标是否按下 重新开始按钮
if event.type == pygame.MOUSEBUTTONDOWN:
# 检测鼠标点击位置是否与重启rect重叠
if restart_rect.collidepoint(event.pos):
student_plane.__init__(screen)
game = 'ing'
# 游戏结束游戏画面暂停
screen.blit(bg_img1, (0, pos_y1))
screen.blit(bg_img2, (0, pos_y2))
screen.blit(gamesuccess, (170, 220))
screen.blit(restart_img, restart_rect)
# 测试尾焰位置
# screen.blit(img, (100, 100))
pos_y1 += 0
pos_y2 += 0
pygame.display.flip()
time.sleep(0.05)
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