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Python原来还能这么学:还算能玩儿的飞机射击类游戏

前言


作者 :“程序员梨子”

**文章简介 **:本篇文章主要是写了pygame实现飞机大战的小游戏!

**文章源码免费获取 : 为了感谢每一个关注我的小可爱每篇文章的项目源码都是无

偿分享滴私信小编即可啦~


正文




前两期的游戏有实现成功了的吗?哈哈哈——估计大家还在努力学习中。


为了大家能慢慢学习,赶上进度,这一期的话就更新一款小小的飞机大战给大家吧~


接下来我们正式开始吧


运行环境


本文用到的环境:Python3.6、Pycharm社区版、Pygame游戏模块自带的就不展示啦。


pip install -i https://pypi.douban.com/simple/ +模块名



图片素材



效果展示


enter开始,q退出。空格键射击,每次游戏3条命撒~


1)游戏界面



2)开始游戏



代码展示


from __future__ import divisionimport pygameimport randomfrom os import path## assets folderimg_dir = path.join(path.dirname(__file__), 'assets')sound_folder = path.join(path.dirname(__file__), 'sounds')################################# to be placed in "constant.py" laterWIDTH = 480HEIGHT = 600FPS = 60POWERUP_TIME = 5000BAR_LENGTH = 100BAR_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 windowpygame.init()pygame.mixer.init()  ## For soundscreen = pygame.display.set_mode((WIDTH, HEIGHT))pygame.display.set_caption("太空飞机大战")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()        elif ev.type == pygame.QUIT:                pygame.quit()                quit()         else:            draw_text(screen, "Press  To Begin", 30, WIDTH/2, HEIGHT/2)            draw_text(screen, "or  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<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.kill()            else:                center = self.rect.center                self.image = explosion_anim                self.rect = self.image.get_rect()                self.rect.center = centerclass 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:            self.speedx = -5        elif keystate:            self.speedx = 5        #Fire weapons by holding spacebar        if keystate:            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 enemiesclass 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 Powerupsclass Pow(pygame.sprite.Sprite):    def __init__(self, center):        pygame.sprite.Sprite.__init__(self)        self.type = random.choice(<'shield', 'gun'>)        self.image = powerup_images        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 bulletsclass 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 MISSILESclass 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 imagesbackground = 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 explosionexplosion_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 upspowerup_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 soundsshooting_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 littleplayer_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))##################################################### 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 looprunning = Truemenu_display = Truewhile 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                ## 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            #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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