Python游戏开发:这款曾经几亿人上瘾的小游戏,经典飞机大战,大家应该都玩过

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Python游戏开发:这款曾经几亿人上瘾的小游戏,经典飞机大战,大家应该都玩过

#Python游戏开发:这款曾经几亿人上瘾的小游戏,经典飞机大战,大家应该都玩过| 来源: 网络整理| 查看: 265

文章目录经典飞机大战一.游戏设定二.我方飞机三.敌方飞机四.发射子弹五.发放补给包六.主模块

经典飞机大战

不知道大家有没有打过飞机,喜不喜欢打飞机。当我第一次接触这个东西的时候,我的内心是被震撼到的。第一次接触打飞机的时候作者本人是身心愉悦的,因为周边的朋友都在打飞机, 每次都会下意识彼此较量一下,看谁打得更好。打飞机也是需要有一定的技巧的,熟练的朋友一把能打上半个小时,生疏的则三五分钟就败下阵来。

一.游戏设定

游戏界面如下图所示

游戏的基本设定:

敌方共有大中小3款飞机,分为高中低三种速度;

子弹的射程并非全屏,而大概是屏幕长度的80%;

消灭小飞机需要1发子弹,中飞机需要8发,大飞机需要20发子弹;

每消灭一架小飞机得1000分,中飞机6000分,大飞机10000分;

每隔30秒有一个随机的道具补给,分为两种道具,全屏炸弹和双倍子弹;

全屏炸弹最多只能存放3枚,双倍子弹可以维持18秒钟的效果;

游戏将根据分数来逐步提高难度,难度的提高表现为飞机数量的增多以及速度的加快。

另外还对游戏做了一些改进,比如为中飞机和大飞机增加了血槽的显示,这样玩家可以直观地知道敌机快被消灭了没有;我方有三次机会,每次被敌人消灭,新诞生的飞机会有3秒钟的安全期;游戏结束后会显示历史最高分数。

这个游戏加上基本的注释代码量在800行左右,代码看上去比较多,多打代码少动脑。所以大家不要怕,越是多的代码,逻辑就越容易看得清楚,就越好学习。好,那让我们从无到有,从简单到复杂来一起打造这个游戏吧!

二.我方飞机

首先创建一个myplane. py模块来定义我方飞机:

import pygame class MyPlane(pygame.sprite.Sprite): def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load("images/me1.png").convert_alpha() self.image2 = pygame.image.load("images/me2.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load("images/me_destroy_1.png").convert_alpha(), \ pygame.image.load("images/me_destroy_2.png").convert_alpha(), \ pygame.image.load("images/me_destroy_3.png").convert_alpha(), \ pygame.image.load("images/me_destroy_4.png").convert_alpha() \ ]) self.rect = self.image1.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.rect.left, self.rect.top = \ (self.width - self.rect.width) // 2, \ self.height - self.rect.height - 60 self.speed = 10 self.active = True self.invincible = False self.mask = pygame.mask.from_surface(self.image1) # 分别定义moveUp()、moveDown()、moveLeft()和moveRight()控制我方飞机上、下、左、右移动: def moveUp(self): if self.rect.top > 0: self.rect.top -= self.speed else: self.rect.top = 0 def moveDown(self): if self.rect.bottom < self.height - 60: self.rect.top += self.speed else: self.rect.bottom = self.height - 60

三.敌方飞机

既然英雄已经有了,那现在就是需要创造敌人的时候。敌机分为小、中、大三个尺寸,它们的速度依次是快、中、慢,在游戏界面的上方位置创造位置随机的敌机,可以让它们不在同一排出现。将敌机的定义写在enemy. py模块中:

import pygame from random import * class SmallEnemy(pygame.sprite.Sprite): def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/enemy1.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([ \ pygame.image.load("images/enemy1_down1.png").convert_alpha(), \ pygame.image.load("images/enemy1_down2.png").convert_alpha(), \ pygame.image.load("images/enemy1_down3.png").convert_alpha(), \ pygame.image.load("images/enemy1_down4.png").convert_alpha() \ ]) self.rect = self.image.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.speed = 2 self.active = True self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-5 * self.height, 0) self.mask = pygame.mask.from_surface(self.image) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-5 * self.height, 0) class MidEnemy(pygame.sprite.Sprite): energy = 8 def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/enemy2.png").convert_alpha() self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([ \ pygame.image.load("images/enemy2_down1.png").convert_alpha(), \ pygame.image.load("images/enemy2_down2.png").convert_alpha(), \ pygame.image.load("images/enemy2_down3.png").convert_alpha(), \ pygame.image.load("images/enemy2_down4.png").convert_alpha() \ ]) self.rect = self.image.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.speed = 1 self.active = True self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-10 * self.height, -self.height) self.mask = pygame.mask.from_surface(self.image) self.energy = MidEnemy.energy self.hit = False def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True self.energy = MidEnemy.energy self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-10 * self.height, -self.height) class BigEnemy(pygame.sprite.Sprite): energy = 20 def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha() self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha() self.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([ \ pygame.image.load("images/enemy3_down1.png").convert_alpha(), \ pygame.image.load("images/enemy3_down2.png").convert_alpha(), \ pygame.image.load("images/enemy3_down3.png").convert_alpha(), \ pygame.image.load("images/enemy3_down4.png").convert_alpha(), \ pygame.image.load("images/enemy3_down5.png").convert_alpha(), \ pygame.image.load("images/enemy3_down6.png").convert_alpha() \ ])四.发射子弹

现在的情况是我方飞机处于落后挨打的状态,敌强我弱,所以应该拿起武器进行反击! 接下来定义子弹,子弹分为两种: 一种是普通子弹一次只发射一颗; 另一种是补给发放的超级子弹一次可以发射两颗。

我们将子弹定义为独立的模块bullet.py:

import pygame class Bullet1(pygame.sprite.Sprite): def __init__(self, position): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/bullet1.png").convert_alpha() self.rect = self.image.get_rect() self.rect.left, self.rect.top = position self.speed = 12 self.active = False self.mask = pygame.mask.from_surface(self.image) def move(self): self.rect.top -= self.speed if self.rect.top < 0: self.active = False def reset(self, position): self.rect.left, self.rect.top = position self.active = True class Bullet2(pygame.sprite.Sprite): def __init__(self, position): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/bullet2.png").convert_alpha() self.rect = self.image.get_rect() self.rect.left, self.rect.top = position self.speed = 14 self.active = False self.mask = pygame.mask.from_surface(self.image) def move(self): self.rect.top -= self.speed if self.rect.top < 0: self.active = False def reset(self, position): self.rect.left, self.rect.top = position self.active = True五.发放补给包

游戏设计每30秒随机发放一个补给包,可 能是超级子弹,也可能是全屏炸弹。补给包有自己的图像和运动轨迹,不妨单独为其定义一个模块supply.py:

import pygame from random import * class Bullet_Supply(pygame.sprite.Sprite): def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/bullet_supply.png").convert_alpha() self.rect = self.image.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.rect.left, self.rect.bottom = \ randint(0, self.width - self.rect.width), -100 self.speed = 5 self.active = False self.mask = pygame.mask.from_surface(self.image) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.active = False def reset(self): self.active = True self.rect.left, self.rect.bottom = \ randint(0, self.width - self.rect.width), -100 class Bomb_Supply(pygame.sprite.Sprite): def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/bomb_supply.png").convert_alpha() self.rect = self.image.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.rect.left, self.rect.bottom = \ randint(0, self.width - self.rect.width), -100 self.speed = 5 self.active = False self.mask = pygame.mask.from_surface(self.image) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.active = False def reset(self): self.active = True self.rect.left, self.rect.bottom = \ randint(0, self.width - self.rect.width), -100六.主模块

所有的模块都到齐了,接下来就该实现我们的主模块了

# main.py import pygame import sys import traceback import myplane import enemy import bullet import supply from pygame.locals import * from random import * pygame.init() pygame.mixer.init() bg_size = width, height = 480, 700 screen = pygame.display.set_mode(bg_size) pygame.display.set_caption("飞机大战 -- FishC Demo") background = pygame.image.load("images/background.png").convert() BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) RED = (255, 0, 0) # 载入游戏音乐 pygame.mixer.music.load("sound/game_music.ogg") pygame.mixer.music.set_volume(0.2) bullet_sound = pygame.mixer.Sound("sound/bullet.wav") bullet_sound.set_volume(0.2) bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav") bomb_sound.set_volume(0.2) supply_sound = pygame.mixer.Sound("sound/supply.wav") supply_sound.set_volume(0.2) get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav") get_bomb_sound.set_volume(0.2) get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav") get_bullet_sound.set_volume(0.2) upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav") upgrade_sound.set_volume(0.2) enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav") enemy3_fly_sound.set_volume(0.2) enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav") enemy1_down_sound.set_volume(0.2) enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav") enemy2_down_sound.set_volume(0.2) enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav") enemy3_down_sound.set_volume(0.5) me_down_sound = pygame.mixer.Sound("sound/me_down.wav") me_down_sound.set_volume(0.2) def add_small_enemies(group1, group2, num): for i in range(num): e1 = enemy.SmallEnemy(bg_size) group1.add(e1) group2.add(e1) def add_mid_enemies(group1, group2, num): for i in range(num): e2 = enemy.MidEnemy(bg_size) group1.add(e2) group2.add(e2) def add_big_enemies(group1, group2, num): for i in range(num): e3 = enemy.BigEnemy(bg_size) group1.add(e3) group2.add(e3) def inc_speed(target, inc): for each in target: each.speed += inc def main(): pygame.mixer.music.play(-1) # 生成我方飞机 me = myplane.MyPlane(bg_size) enemies = pygame.sprite.Group() # 生成敌方小型飞机 small_enemies = pygame.sprite.Group() add_small_enemies(small_enemies, enemies, 15) # 生成敌方中型飞机 mid_enemies = pygame.sprite.Group() add_mid_enemies(mid_enemies, enemies, 4) # 生成敌方大型飞机 big_enemies = pygame.sprite.Group() add_big_enemies(big_enemies, enemies, 2) # 生成普通子弹 bullet1 = [] bullet1_index = 0 BULLET1_NUM = 4 for i in range(BULLET1_NUM): bullet1.append(bullet.Bullet1(me.rect.midtop)) # 生成超级子弹 bullet2 = [] bullet2_index = 0 BULLET2_NUM = 8 for i in range(BULLET2_NUM // 2): bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery))) bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery))) clock = pygame.time.Clock() # 中弹图片索引 e1_destroy_index = 0 e2_destroy_index = 0 e3_destroy_index = 0 me_destroy_index = 0 # 统计得分 score = 0 score_font = pygame.font.Font("font/font.ttf", 36) # 标志是否暂停游戏 paused = False pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha() pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha() resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha() resume_pressed_image = pygame.image.load("images/resume_pressed.png").convert_alpha() paused_rect = pause_nor_image.get_rect() paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10 paused_image = pause_nor_image # 设置难度级别 level = 1 # 全屏炸弹 bomb_image = pygame.image.load("images/bomb.png").convert_alpha() bomb_rect = bomb_image.get_rect() bomb_font = pygame.font.Font("font/font.ttf", 48) bomb_num = 3 # 每30秒发放一个补给包 bullet_supply = supply.Bullet_Supply(bg_size) bomb_supply = supply.Bomb_Supply(bg_size) SUPPLY_TIME = USEREVENT pygame.time.set_timer(SUPPLY_TIME, 30 * 1000) # 超级子弹定时器 DOUBLE_BULLET_TIME = USEREVENT + 1 # 标志是否使用超级子弹 is_double_bullet = False # 解除我方无敌状态定时器 INVINCIBLE_TIME = USEREVENT + 2 # 生命数量 life_image = pygame.image.load("images/life.png").convert_alpha() life_rect = life_image.get_rect() life_num = 3 # 用于阻止重复打开记录文件 recorded = False # 游戏结束画面 gameover_font = pygame.font.Font("font/font.TTF", 48) again_image = pygame.image.load("images/again.png").convert_alpha() again_rect = again_image.get_rect() gameover_image = pygame.image.load("images/gameover.png").convert_alpha() gameover_rect = gameover_image.get_rect() # 用于切换图片 switch_image = True # 用于延迟 delay = 100 running = True while running: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == MOUSEBUTTONDOWN: if event.button == 1 and paused_rect.collidepoint(event.pos): paused = not paused if paused: pygame.time.set_timer(SUPPLY_TIME, 0) pygame.mixer.music.pause() pygame.mixer.pause() else: pygame.time.set_timer(SUPPLY_TIME, 30 * 1000) pygame.mixer.music.unpause() pygame.mixer.unpause() elif event.type == MOUSEMOTION: if paused_rect.collidepoint(event.pos): if paused: paused_image = resume_pressed_image else: paused_image = pause_pressed_image else: if paused: paused_image = resume_nor_image else: paused_image = pause_nor_image elif event.type == KEYDOWN: if event.key == K_SPACE: if bomb_num: bomb_num -= 1 bomb_sound.play() for each in enemies: if each.rect.bottom > 0: each.active = False elif event.type == SUPPLY_TIME: supply_sound.play() if choice([True, False]): bomb_supply.reset() else: bullet_supply.reset() elif event.type == DOUBLE_BULLET_TIME: is_double_bullet = False pygame.time.set_timer(DOUBLE_BULLET_TIME, 0) elif event.type == INVINCIBLE_TIME: me.invincible = False pygame.time.set_timer(INVINCIBLE_TIME, 0) # 根据用户的得分增加难度 if level == 1 and score > 50000: level = 2 upgrade_sound.play() # 增加3架小型敌机、2架中型敌机和1架大型敌机 add_small_enemies(small_enemies, enemies, 3) add_mid_enemies(mid_enemies, enemies, 2) add_big_enemies(big_enemies, enemies, 1) # 提升小型敌机的速度 inc_speed(small_enemies, 1) elif level == 2 and score > 300000: level = 3 upgrade_sound.play() # 增加5架小型敌机、3架中型敌机和2架大型敌机 add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敌机的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) elif level == 3 and score > 600000: level = 4 upgrade_sound.play() # 增加5架小型敌机、3架中型敌机和2架大型敌机 add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敌机的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) elif level == 4 and score > 1000000: level = 5 upgrade_sound.play() # 增加5架小型敌机、3架中型敌机和2架大型敌机 add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敌机的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) screen.blit(background, (0, 0)) if life_num and not paused: # 检测用户的键盘操作 key_pressed = pygame.key.get_pressed() if key_pressed[K_w] or key_pressed[K_UP]: me.moveUp() if key_pressed[K_s] or key_pressed[K_DOWN]: me.moveDown() if key_pressed[K_a] or key_pressed[K_LEFT]: me.moveLeft() if key_pressed[K_d] or key_pressed[K_RIGHT]: me.moveRight() # 绘制全屏炸弹补给并检测是否获得 if bomb_supply.active: bomb_supply.move() screen.blit(bomb_supply.image, bomb_supply.rect) if pygame.sprite.collide_mask(bomb_supply, me): get_bomb_sound.play() if bomb_num < 3: bomb_num += 1 bomb_supply.active = False # 绘制超级子弹补给并检测是否获得 if bullet_supply.active: bullet_supply.move() screen.blit(bullet_supply.image, bullet_supply.rect) if pygame.sprite.collide_mask(bullet_supply, me): get_bullet_sound.play() is_double_bullet = True pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000) bullet_supply.active = False # 发射子弹 if not (delay % 10): bullet_sound.play() if is_double_bullet: bullets = bullet2 bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery)) bullets[bullet2_index + 1].reset((me.rect.centerx + 30, me.rect.centery)) bullet2_index = (bullet2_index + 2) % BULLET2_NUM else: bullets = bullet1 bullets[bullet1_index].reset(me.rect.midtop) bullet1_index = (bullet1_index + 1) % BULLET1_NUM # 检测子弹是否击中敌机 for b in bullets: if b.active: b.move() screen.blit(b.image, b.rect) enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask) if enemy_hit: b.active = False for e in enemy_hit: if e in mid_enemies or e in big_enemies: e.hit = True e.energy -= 1 if e.energy == 0: e.active = False else: e.active = False ———————————————— 版权声明:本文为CSDN博主「逐梦er」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。 原文链接:https://blog.csdn.net/qq_43328040/article/details/106853332

切记: 所有的模块应该放在同一个文件夹下

最后运行我们的主模块就大功告成了!

完整代码获取点击:飞机大战代码资料获取https://docs.qq.com/doc/DUFNKWEtxdXFDSkVx



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