如何利用pygame实现打飞机小游戏
效果预览
最近上实训课,写了这么一个简单的小玩意。运行效果如下:(这个是有音效的,不过这个展示不了因为这里只能上传GIF)
项目结构
游戏对屏幕的适配
由于我使用的是笔记本所以对于屏幕来说是进行了缩放的,例如,我的笔记本缩放了125%
但是问题在于我们的pygame和其他的一些库例如selenium其实是按照100%显示的像素来算的。所以这个时候我们需要进行一个换算。
这个也好算: 当前显示像素比 = 100%显示像素比 X 缩放比
我们只需要换算一下就好了。这里我定义了一个类,来实现我们的需求,自动检测我们的电脑的屏幕缩放比,之后换算。
from win32 import win32api, win32gui, win32print from win32.lib import win32con from win32.win32api import GetSystemMetrics class ChangeRealSize(object): ''' 该类主要对屏幕进行像素适配,按照缩放比对像素进行换算为100%显示 示例: RealSize = ChangeRealSize() x=RealSize.getreal_xy(500) 此时就可以换算为当前屏幕的像素 ''' def get_real_resolution(self): """获取真实的分辨率""" hDC = win32gui.GetDC(0) w = win32print.GetDeviceCaps(hDC, win32con.DESKTOPHORZRES) h = win32print.GetDeviceCaps(hDC, win32con.DESKTOPVERTRES) return w, h def get_screen_size(self): """获取缩放后的分辨率""" w = GetSystemMetrics (0) h = GetSystemMetrics (1) return w, h def getreal_xy(self,x): '''返回按照100%来算的真实的像素值''' real_resolution = self.get_real_resolution() screen_size = self.get_screen_size() screen_scale_rate = round(real_resolution[0] / screen_size[0], 2) try: x = x/screen_scale_rate except: #对笔记本进行适配,一般而言在100%比的机器上x不会出错 x=1.25 return int(x)
游戏屏幕的绘制与飞机创建
屏幕绘制直接使用pygame.display.set_mode()的bitl()绘制方法,进行绘制。当然这里的背景是会动的。所以使用到了一个精灵的派生类。
import pygame,random from ChangeRealSize import ChangeRealSize GetReal = ChangeRealSize() class GameSprite(pygame.sprite.Sprite): def __init__(self,image_path,speed=1): super().__init__() self.image = pygame.image.load(image_path) self.rect = self.image.get_rect() self.speed = speed def update(self): self.rect.y+=self.speed class Background(GameSprite): def __init__(self, image_path="./Plane_Img/background1.png",flag=False): super().__init__(image_path) if flag: self.rect.y = -self.rect.height def update(self): self.rect.y+=1 if self.rect.y >= self.rect.height: self.rect.y = -self.rect.height
实现的具体方法如下:
飞机类的实现
这个我是自己定义的所以的话,没有办法直接使用那个自带的碰撞检测,我还定义了一个碰撞检测方法。
飞机的移动
这个和游戏类的事件检测配合。
具体思路是用pygame.event.get()进行事件检测。之后检测到按下某一个按键,例如向前移动是,就会设置向前移动的信号,那么这个时候飞机就会一直往前走。当松开后,那么设置信号为假,那么飞机就会停下来。由于飞机会一直在循环里面检测有没有按下那个向前,所以当你长按往前时,飞机会一直往前,直到你松开。
子弹与敌机类
这个子弹和敌机都是精灵派生类的子类。所以的话就一起说一下。
重点要说的时子弹类的碰撞检测,和敌机的碰撞检测。这里主要说一下子弹类,因为这个和敌机类似。只是有些细节不一样。
class Bullet(GameSprite): def __init__(self,P_rect,is_hero=False,bullet_image = "./Plane_Img/bullet-3.gif",hero_rect=None): self.hero_rect = hero_rect self.bullet_image = bullet_image self.speed = 4 self.is_hero = is_hero self.P_rect = P_rect self.screen_height = GetReal.getreal_xy(800) self.screen_width = GetReal.getreal_xy(500) self.actarct_plan = False self.actract_hero=[] super().__init__(self.bullet_image,self.speed) self.rect.x = self.P_rect.x+((self.P_rect.width-self.rect.width)/2) self.rect.y = self.P_rect.y def enemy_bullet(self): #可以在这里计算飞机被击中了多少次 #被击中减少5点 if not self.is_hero: bullet_x = self.rect.x + int(self.rect.width / 2) bullet_y = self.rect.y + int(self.rect.height / 2) hero_plane_x = self.hero_rect.x + int(self.hero_rect.width / 2) hero_plane_y = self.hero_rect.y + int(self.hero_rect.height / 2) subtract_y = abs(int(bullet_y - hero_plane_y)) subtract_x = abs(int(bullet_x - hero_plane_x)) if subtract_y <= int((self.rect.height + self.hero_rect.height) / 2) and \ subtract_x <= int((self.rect.width + self.hero_rect.height) / 2): self.actract_hero.append(1) return True def update(self): if self.enemy_bullet(): #直接在这里计算数字一次减少5 global HERO_PLANE_HP HERO_PLANE_HP-=5 # print(HERO_PLANE_HP) self.kill() if self.is_hero: self.rect.y-=self.speed else: super().update() if self.rect.bottom >=self.screen_height-3 : self.kill()
子弹的话分两种,一个是飞机子弹,一个是敌机子弹,敌机的自带检测碰撞。一方面是方便分数统计(敌机击中飞机几次)了另一方面也是因为飞机是自定义的没有办法用pygame的事件检测(自带的)
敌机的爆炸
这个其实又和飞机的爆炸类似。
主要是检测有没有撞到飞机,之后通过切换图片就好了。当然这个时候我是开了线程的。不然会很快闪过去,换了和没换一样你看不到效果。
切换图片的函数,切换完毕,删除这个敌机类减少内存消耗
游戏小彩蛋
这个其实就是一个自己的后面
具体作用就是修改自己的飞机的HP值为99万
当然这个小游戏还没有做完,无敌也有点无聊,玩久了的话。
def CheatEngine(): global HERO_PLANE_HP print("HP is %d" % HERO_PLANE_HP) while 1: key = input("maybe you can input something:") if key=='break': print("enjoy your game please Bye~") return elif key=="Huterox is best": HERO_PLANE_HP=999999 print("Now your HP is %d!!!"%HERO_PLANE_HP) return
完整代码
import pygame,random from ChangeRealSize import ChangeRealSize GetReal = ChangeRealSize() class GameSprite(pygame.sprite.Sprite): def __init__(self,image_path,speed=1): super().__init__() self.image = pygame.image.load(image_path) self.rect = self.image.get_rect() self.speed = speed def update(self): self.rect.y+=self.speed class Background(GameSprite): def __init__(self, image_path="./Plane_Img/background1.png",flag=False): super().__init__(image_path) if flag: self.rect.y = -self.rect.height def update(self): self.rect.y+=1 if self.rect.y >= self.rect.height: self.rect.y = -self.rect.height
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import pygame,random,time,threading,os from ChangeRealSize import ChangeRealSize from GameSprite import GameSprite,Background GetReal = ChangeRealSize() GREATE_ENMEY_EVENT = pygame.USEREVENT#只能出现一次 HERO_FIRE_BULLTE = pygame.USEREVENT+1 #第二个事件 HERO_PLANE_HP = 300 def CheatEngine(): global HERO_PLANE_HP print("HP is %d" % HERO_PLANE_HP) while 1: key = input("maybe you can input something:") if key=='break': print("enjoy your game please Bye~") return elif key=="Huterox is best": HERO_PLANE_HP=999999 print("Now your HP is %d!!!"%HERO_PLANE_HP) return class Base(): '''飞机的初始化样式,位置''' def __init__(self,x,y,width,height,path): self.x = GetReal.getreal_xy(x) self.y = GetReal.getreal_xy(y) self.width = GetReal.getreal_xy(width) self.height = GetReal.getreal_xy(height) self.image = pygame.image.load(path) self.rect = pygame.Rect(self.x,self.y,self.height,self.width) class Planer(Base): def __init__(self,x,y,width,height,path,screen): Base.__init__(self,x,y,width,height,path) self.Killed = False self.screen = screen self.GoStrange=False self.TurnLeft = False self.TurnRight =False self.GoBack = False self.Fire_flag = False self.Boom_path="./Plane_Img/hero_blowup_n{}.png" self.bullet_group=pygame.sprite.Group() pygame.time.set_timer(HERO_FIRE_BULLTE,250) self.Plane_need_Killed=[]#由于会重复执行只能去用列表的数量来判断 def Move(self): if self.Killed: self.rect=pygame.Rect(0,0,0,0) return if self.GoStrange: if self.rect.bottom <= 300: self.show() return else: self.rect.y -= 3 self.show() if self.TurnLeft: if self.rect.x<=3: self.show() return else: self.rect.x-=2 self.show() if self.TurnRight: if self.rect.x>=Game.screen_x-self.rect.width-3: self.show() return else: self.rect.x+=2 self.show() if self.GoBack: if self.rect.bottom>=Game.screen_y-30: self.show() return else: self.rect.y +=2 self.show() self.show() def Get_bullet(self): #子弹加载 if self.Killed: return if self.Fire_flag: MusicPlay().PlayPlanSound() bullet = Bullet(self.rect,True) self.bullet_group.add(bullet) def Fire(self): #子弹发射 if self.Killed: return self.bullet_group.update() self.bullet_group.draw(self.screen) def Goal(self): pass def show(self): if self.Killed: return Game.screen.blit(self.image,self.rect) # pygame.display.update() def __plane_Boom(self): if self.Killed: return for i in range(1, 5): self.image_path = self.Boom_path.format(i) self.image = pygame.image.load(self.image_path) time.sleep(0.3) time.sleep(1) self.Killed =True def Plane_Live(self): if self.Killed: return global HERO_PLANE_HP if HERO_PLANE_HP<=0: HERO_PLANE_HP =0 self.Plane_need_Killed.append(1) if len(self.Plane_need_Killed)==1: t = threading.Thread(target=self.__plane_Boom) t.start() #音乐播放类 class MusicPlay(): def __init__(self): self.bgmusic = pygame.mixer.music def PlayBg(self): self.bgmusic.load("./music/PlaneWarsBackgroundMusic.mp3") self.bgmusic.set_volume(0.3) self.bgmusic.play(-1) def StarBg(self): self.bgmusic.stop() def PlayPlanSound(self): self.PlayPlaneMusic = pygame.mixer.Sound("./music/hero_fire.wav") self.PlayPlaneMusic.set_volume(0.2) self.PlayPlaneMusic.play() def StopPlayPlanSound(self): pass #子弹类 class Bullet(GameSprite): def __init__(self,P_rect,is_hero=False,bullet_image = "./Plane_Img/bullet-3.gif",hero_rect=None): self.hero_rect = hero_rect self.bullet_image = bullet_image self.speed = 4 self.is_hero = is_hero self.P_rect = P_rect self.screen_height = GetReal.getreal_xy(800) self.screen_width = GetReal.getreal_xy(500) self.actarct_plan = False self.actract_hero=[] super().__init__(self.bullet_image,self.speed) self.rect.x = self.P_rect.x+((self.P_rect.width-self.rect.width)/2) self.rect.y = self.P_rect.y def enemy_bullet(self): #可以在这里计算飞机被击中了多少次 #被击中减少5点 if not self.is_hero: bullet_x = self.rect.x + int(self.rect.width / 2) bullet_y = self.rect.y + int(self.rect.height / 2) hero_plane_x = self.hero_rect.x + int(self.hero_rect.width / 2) hero_plane_y = self.hero_rect.y + int(self.hero_rect.height / 2) subtract_y = abs(int(bullet_y - hero_plane_y)) subtract_x = abs(int(bullet_x - hero_plane_x)) if subtract_y <= int((self.rect.height + self.hero_rect.height) / 2) and \ subtract_x <= int((self.rect.width + self.hero_rect.height) / 2): self.actract_hero.append(1) return True def update(self): if self.enemy_bullet(): #直接在这里计算数字一次减少5 global HERO_PLANE_HP HERO_PLANE_HP-=5 # print(HERO_PLANE_HP) self.kill() if self.is_hero: self.rect.y-=self.speed else: super().update() if self.rect.bottom >=self.screen_height-3 : self.kill() #敌机类 class Enemy(GameSprite): def __init__(self,hero_plane,screen,image_path="./Plane_Img/enemy0.png"): self.speed = random.randint(1,3) self.image_path =image_path self.screen = screen self.hero_plane = hero_plane self.hero_bullet = self.hero_plane.bullet_group self.fire_interval = False #通过这个和另一个计时线程配合来实现子弹的间断发射 self.collied_with_plan = [] super().__init__(self.image_path,self.speed) self.screen_height = GetReal.getreal_xy(800) self.screen_width = GetReal.getreal_xy(500) self.Turn_L_Flag = True self.Boom_path = "./Plane_Img/enemy0_down{}.png" self.rect.y = GetReal.getreal_xy(self.rect.top-self.rect.bottom) self.rect.x = random.randint(0, self.screen_width - self.rect.width) self.bullet_group = pygame.sprite.Group() def __Boom(self): #这里还可以对以后飞机击落敌机的数量计数 #敌机应该检测自己有没有和飞机的子弹相撞 flag_killed_by_bullet = pygame.sprite.spritecollide(self,self.hero_bullet,True) if flag_killed_by_bullet or self.__IS_collied_with_plan(): #被用户撞了HP值减少20 global HERO_PLANE_HP if len(self.collied_with_plan)==1: HERO_PLANE_HP -=20 t = threading.Thread(target=self.Boom_ing) t.start() pass def Boom_ing(self): for i in range(1, 5): self.image_path = self.Boom_path.format(i) self.image = pygame.image.load(self.image_path) time.sleep(0.2) self.kill() def __IS_collied_with_plan(self): #碰撞检查是否与用户飞机碰撞 center_enemy_x = self.rect.x +int(self.rect.width/2) center_enemy_y = self.rect.y +int(self.rect.height/2) center_plane_x = self.hero_plane.rect.x+int(self.hero_plane.rect.width/2) center_plane_y = self.hero_plane.rect.y+int(self.hero_plane.rect.height/2) subtract_y = abs(int(center_enemy_y-center_plane_y)) subtract_x = abs(int(center_enemy_x-center_plane_x)) if subtract_y <= int((self.rect.height+self.hero_plane.rect.height)/2) and\ subtract_x <= int((self.rect.width+self.hero_plane.rect.height)/2): self.collied_with_plan.append(1) return True def __Bullet_building(self): if self.rect.y% 50 ==0: buttle = Bullet(self.rect,bullet_image="./Plane_Img/bullet-1.gif",hero_rect=self.hero_plane.rect) self.bullet_group.add(buttle) def __Shut(self): self.bullet_group.update() self.bullet_group.draw(self.screen) def update(self): super().update() #定义敌机的出现 self.__Boom()#监听是否碰撞和子弹被射击 self.__Bullet_building() self.__Shut() if self.rect.top >= self.screen_height + 3: #//越界判断 # self.rect.y = -20 self.kill() if self.Turn_L_Flag: self.rect.x += random.randint(1,2) if self.rect.right >= self.screen_width - 3: self.Turn_L_Flag = False else: self.rect.x -= random.randint(2, 3) if self.rect.left <= 3: self.Turn_L_Flag = True class PlayGame(object): def __init__(self): pygame.init() self.screen_x, self.screen_y = GetReal.getreal_xy(500), GetReal.getreal_xy(800) self.screen = pygame.display.set_mode((self.screen_x, self.screen_y)) self.Flush_Clcok = pygame.time.Clock() pygame.display.set_caption('英雄无敌!!!') self.enemy_group = pygame.sprite.Group() self.hero_palne = Planer(200, 500, 100, 125, "./Plane_Img/hero1.png", self.screen) pygame.time.set_timer(GREATE_ENMEY_EVENT,1000)#绑定常量事件 def __game_over(self): global HERO_PLANE_HP if self.hero_palne.Killed: while True: bye = pygame.image.load("./Plane_Img/gameover_.png") self.screen.blit(bye,(0,0)) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() os._exit(0) def __Listening_keyboard(self,hero_palne): '''键盘按键事件侦听''' '''hero_palne部分是侦听用户飞机的 其余的是其他的事件侦听 ''' for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() os._exit(0) elif event.type == pygame.KEYDOWN: #检测键盘按下 if event.key == pygame.K_w or event.key == pygame.K_UP: hero_palne.GoStrange = True if event.key == pygame.K_a or event.key == pygame.K_LEFT: hero_palne.TurnLeft = True if event.key == pygame.K_d or event.key == pygame.K_RIGHT: hero_palne.TurnRight = True if event.key == pygame.K_s or event.key == pygame.K_DOWN: hero_palne.GoBack = True if event.key == pygame.K_SPACE: hero_palne.Fire_flag= True if event.type == HERO_FIRE_BULLTE: hero_palne.Get_bullet() elif event.type == pygame.KEYUP: # 检测键盘松开 if event.key == pygame.K_w or event.key == pygame.K_UP: hero_palne.GoStrange = False elif event.key == pygame.K_a or event.key == pygame.K_LEFT: hero_palne.TurnLeft = False elif event.key == pygame.K_d or event.key == pygame.K_RIGHT: hero_palne.TurnRight = False elif event.key == pygame.K_s or event.key == pygame.K_DOWN: hero_palne.GoBack = False if event.key == pygame.K_SPACE: hero_palne.Fire_flag = False #敌机出现侦听 elif event.type == GREATE_ENMEY_EVENT: self.__Enemy_init() def __doc__(self): pass def __BackGround_init(self): bg1 = Background() bg2 = Background(flag=True) self.back_ground = pygame.sprite.Group(bg1,bg2) def __ShowBackGround(self): self.back_ground.update() self.back_ground.draw(self.screen) def __Enemy_init(self): #临时的东西 enemy = Enemy(self.hero_palne,self.screen) self.enemy_group.add(enemy) def __Show_enemy(self): if self.enemy_group: self.enemy_group.update() self.enemy_group.draw(self.screen) def __Check_planecollied_enemy(self): pass def star_game(self): PlayerMusic = MusicPlay() PlayerMusic.PlayBg() hero_palne = Planer(200, 500, 100, 125, "./Plane_Img/hero1.png", self.screen) self.__BackGround_init()#加载背景 self.__Enemy_init()#加载敌机 while 1: self.__ShowBackGround() self.__Show_enemy() self.__Listening_keyboard(self.hero_palne ) self.hero_palne.Move() self.hero_palne.Fire() self.hero_palne.Plane_Live() self.__game_over() pygame.display.update() # 敲黑板这个方法最好只出现一次,就在你的游戏主循环里面实现 self.Flush_Clcok.tick(60) if __name__ == '__main__': t = threading.Thread(target=CheatEngine) t.start() Game = PlayGame() Game.star_game()
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