【原創】pygame學習筆記(4)----一個打飛機遊戲
阿新 • • 發佈:2018-11-21
根據資料學習,程式碼是在資料的基礎上,重新打的,有部分修改。
轉載資料來源:-will
https://www.cnblogs.com/wuzhanpeng/p/4261015.html
http://eyehere.net/2011/python-pygame-novice-professional-1/
https://www.cnblogs.com/msxh/p/5013555.html
他寫了一個打飛機遊戲,我決心把這個整個自己寫一遍,並且自己做些影象和程式碼,甚至玩法的修改
第1部分,寫了地圖和飛機
# -*- coding:utf-8 -*- import pygame from pygame.locals import * import sys import math screen_width=600 screen_hight=800 pygame.init() screen=pygame.display.set_mode((screen_width,screen_hight)) caption=pygame.display.set_caption("plane battle") background=pygame.image.load("temp\\map001.jpg") plane=pygame.image.load("temp\\plane001.jpg") while True: screen.blit(background,(0,0)) screen.blit(plane,(300,400)) for event in pygame.event.get(): if event.type==QUIT: sys.exit() pygame.display.update()
第2部分,設計可看起來動的飛機
注意問題
(1)subsurface 是取圖片中的一塊區域
subsurface([左下角pos],[width,heigth])
座標系注意是常規的數學座標系x 右,Y 上, 左下角00
(2)pyfame的座標軸是 x 右,Y 下
(3)比如使用notepad++時,注意使用 檢視--顯示符號--顯示換行符號和空格等
可以查錯,比如
(備註:)暫時問題是,time的匯入好像有問題,先注了
# -*- coding:utf-8 -*- import pygame from pygame.locals import * import sys import math #import time screen_width=600 screen_hight=800 ticks=0 offset={pygame.K_LEFT:0,pygame.K_RIGHT:0,pygame.K_UP:0,pygame.K_DOWN:0} pygame.init() screen=pygame.display.set_mode((screen_width,screen_hight)) caption=pygame.display.set_caption("plane battle") background=pygame.image.load("temp\\map002.jpg") plane_img=pygame.image.load("temp\\plane002.png") hero1_rect = pygame.Rect(0,0,156,138) hero2_rect = pygame.Rect(156,0,156,138) hero1 = plane_img.subsurface(hero1_rect) hero2 = plane_img.subsurface(hero2_rect) hero_pos = [222, 650] #clock=pygame.time.clock() while True: #clock.tick(60) screen.blit(background,(0,0)) if ticks%50<25: screen.blit(hero1,hero_pos) else: screen.blit(hero2,hero_pos) ticks+=1 for event in pygame.event.get(): if event.type==QUIT: sys.exit() if event.type == pygame.KEYDOWN: if event.key in offset: offset[event.key] = 3 elif event.type == pygame.KEYUP: if event.key in offset: offset[event.key] = 0 # part 1 #offset_x = offset[pygame.K_RIGHT] - offset[pygame.K_LEFT] #offset_y = offset[pygame.K_DOWN] - offset[pygame.K_UP] #hero_pos = [hero_pos[0] + offset_x, hero_pos[1] + offset_y] # part 2 offset_x = offset[pygame.K_RIGHT] - offset[pygame.K_LEFT] offset_y = offset[pygame.K_DOWN] - offset[pygame.K_UP] hero_pos = [hero_pos[0] + offset_x, hero_pos[1] + offset_y] hero_x = hero_pos[0] + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT] hero_y = hero_pos[1] + offset[pygame.K_DOWN] - offset[pygame.K_UP] if hero_x < 0: hero_pos[0] = 0 elif hero_x > screen_width - hero1_rect.width: hero_pos[0] = screen_width - hero1_rect.width else: hero_pos[0] = hero_x if hero_y < 0: hero_pos[1] = 0 elif hero_y > screen_hight - hero1_rect.height: hero_pos[1] = screen_hight - hero1_rect.height else: hero_pos[1] = hero_y pygame.display.update()
第3步:飛機可以飛行+打子彈
#-*-coding=utf-8-*-
#coding:utf-8
import pygame #匯入pygame庫
from pygame.locals import * #匯入pygame庫中的一些常量
from sys import exit #匯入sys庫中的exit函式
# 玩家類
class Hero(pygame.sprite.Sprite):
def __init__(self, hero_surface, hero_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = hero_surface
self.rect = self.image.get_rect()
self.rect.topleft = hero_init_pos
self.speed = 6
def move(self, offset):
x = self.rect.left + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
y = self.rect.top + offset[pygame.K_DOWN] - offset[pygame.K_UP]
if x < 0:
self.rect.left = 0
elif x > SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left = x
if y < 0:
self.rect.top = 0
elif y > SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top = y
# 定義視窗的解析度
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 800
# 定義畫面幀率
FRAME_RATE = 60
# 定義動畫週期(幀數)
ANIMATE_CYCLE = 30
ticks = 0
clock = pygame.time.Clock()
offset = {pygame.K_LEFT:0, pygame.K_RIGHT:0, pygame.K_UP:0, pygame.K_DOWN:0}
# 初始化遊戲
pygame.init() # 初始化pygame
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT]) # 初始化視窗
pygame.display.set_caption('This is my first pygame-program') # 設定視窗標題
# 載入背景圖
background = pygame.image.load('temp\\map002.jpg')
# 載入飛機圖片
shoot_img = pygame.image.load('temp\\plane002.png')
# 用subsurface剪下讀入的圖片
hero_surface = []
hero_surface.append(shoot_img.subsurface(pygame.Rect(0,0,156,138)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(156,0,156,138)))
hero_pos = [222, 650]
# 建立玩家
hero = Hero(hero_surface[0], hero_pos)
# 事件迴圈(main loop)
while True:
# 控制遊戲最大幀率
clock.tick(FRAME_RATE)
# 繪製背景
screen.blit(background, (0, 0))
# 改變飛機圖片製造動畫
if ticks >= ANIMATE_CYCLE:
ticks = 0
hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]
# 繪製飛機
screen.blit(hero.image, hero.rect)
ticks += 1 # python已略去自增運算子
# 更新螢幕
pygame.display.update()
# 處理遊戲退出
# 從訊息佇列中迴圈取
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# ※ Python中沒有switch-case 多用字典型別替代
# 控制方向
if event.type == pygame.KEYDOWN:
if event.key in offset:
offset[event.key] = hero.speed
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
# 移動飛機
hero.move(offset)
# 子彈類
class Bullet(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
self.speed = 8
# 控制子彈移動
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
# 玩家類
class Hero(pygame.sprite.Sprite):
def __init__(self, hero_surface, hero_init_pos):
# 子彈1的Group
self.bullets1 = pygame.sprite.Group()
# 控制射擊行為
def single_shoot(self, bullet1_surface):
bullet1 = Bullet(bullet1_surface, self.rect.midtop)
self.bullets1.add(bullet1)
#print("bullet's amount: %d" %len(self.bullets1.sprites()))
###########################################################################
# bullet1圖片
bullet1_surface = shoot_img.subsurface(pygame.Rect(0,0,56,56))
# 事件迴圈(main loop)
while True:
# 射擊
if ticks % 10 == 0:
hero.single_shoot(bullet1_surface)
# 控制子彈
hero.bullets1.update()
# 繪製子彈
hero.bullets1.draw(screen)
第4步:嘗試修改為發射2個子彈
遇到很多問題
(1) 本來想用1個子彈類,好像沒搞定
(2)2個類看起來很費
(3)遇到很多問題
用rect搞2個子彈,4個引數,加各種topleft完全不懂
這裡卡了很久
各種 rect方法 surface方法,都不太懂,座標系等
(4) 圖片好像PNG的更好?
(5)注意縮排 要麼全空格 要麼全TAB
#-*-coding=utf-8-*-
import pygame
from pygame.locals import *
from sys import exit
class Hero(pygame.sprite.Sprite):
def __init__(self, hero_surface, hero_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = hero_surface
self.rect = self.image.get_rect()
self.rect.topleft = hero_init_pos
self.speed = 6
self.bullets1 = pygame.sprite.Group()
self.bullets2 = pygame.sprite.Group()
def move(self, offset):
x = self.rect.left + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
y = self.rect.top + offset[pygame.K_DOWN] - offset[pygame.K_UP]
if x < 0:
self.rect.left = 0
elif x > SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left = x
if y < 0:
self.rect.top = 0
elif y > SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top = y
def single_shoot(self, bullet1_surface):
bullet1 = BulletA(bullet1_surface, self.rect.midtop)
self.bullets1.add(bullet1)
bullet2 = BulletB(bullet1_surface, self.rect.topleft)
self.bullets2.add(bullet2)
class BulletA(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
class BulletB(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
#self.rect.topright[0] = bullet_init_pos[0]-40
#self.rect.topright[1] = bullet_init_pos[1]
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 800
FRAME_RATE = 60
ANIMATE_CYCLE = 30
ticks = 0
clock = pygame.time.Clock()
offset = {pygame.K_LEFT:0, pygame.K_RIGHT:0, pygame.K_UP:0, pygame.K_DOWN:0}
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
pygame.display.set_caption('This is my first pygame-program')
background = pygame.image.load('temp\\map002.jpg')
shoot_img = pygame.image.load('temp\\plane002.png')
hero_surface = []
hero_surface.append(shoot_img.subsurface(pygame.Rect(0,0,156,138)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(156,0,156,138)))
hero_pos = [222, 650]
hero = Hero(hero_surface[0], hero_pos)
bullet1_surface = shoot_img.subsurface(pygame.Rect(5,0,56,56))
bullet2_surface = shoot_img.subsurface(pygame.Rect(320,0,-56,56))
while True:
clock.tick(FRAME_RATE)
screen.blit(background, (0, 0))
if ticks >= ANIMATE_CYCLE:
ticks = 0
hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]
screen.blit(hero.image, hero.rect)
ticks += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
if event.key in offset:
offset[event.key] = hero.speed
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
hero.move(offset)
if ticks % 10 == 0:
hero.single_shoot(bullet1_surface)
hero.single_shoot(bullet2_surface)
hero.bullets1.update()
hero.bullets2.update()
hero.bullets1.draw(screen)
hero.bullets2.draw(screen)
pygame.display.update()
第5步:完整的第1版
完整的先小改了下,能運行了,還要仔細消化修改
#-*-coding=utf-8-*-
import pygame
from pygame.locals import *
from sys import exit
import random
class Hero(pygame.sprite.Sprite):
def __init__(self, hero_surface, hero_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = hero_surface
self.rect = self.image.get_rect()
self.rect.topleft = hero_init_pos
self.speed = 6
self.is_hit=False
self.bullets1 = pygame.sprite.Group()
self.bullets2 = pygame.sprite.Group()
def move(self, offset):
x = self.rect.left + offset[pygame.K_RIGHT] - offset[pygame.K_LEFT]
y = self.rect.top + offset[pygame.K_DOWN] - offset[pygame.K_UP]
if x < 0:
self.rect.left = 0
elif x > SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left = x
if y < 0:
self.rect.top = 0
elif y > SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top = y
def single_shoot(self, bullet1_surface):
bullet1 = BulletA(bullet1_surface, self.rect.midtop)
self.bullets1.add(bullet1)
bullet2 = BulletB(bullet1_surface, self.rect.topleft)
self.bullets2.add(bullet2)
class BulletA(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
class BulletB(pygame.sprite.Sprite):
def __init__(self, bullet_surface, bullet_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_surface
self.rect = self.image.get_rect()
self.rect.topleft = bullet_init_pos
#self.rect.topright[0] = bullet_init_pos[0]-40
#self.rect.topright[1] = bullet_init_pos[1]
self.speed = 8
def update(self):
self.rect.top -= self.speed
if self.rect.top < -self.rect.height:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, enemy_surface, enemy_init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = enemy_surface
self.rect = self.image.get_rect()
self.rect.topleft = enemy_init_pos
self.speed = 2
self.down_index = 0
def update(self):
self.rect.top += self.speed
if self.rect.top > SCREEN_HEIGHT:
self.kill()
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 800
FRAME_RATE = 60
ANIMATE_CYCLE = 60
ticks = 0
clock = pygame.time.Clock()
offset = {pygame.K_LEFT:0, pygame.K_RIGHT:0, pygame.K_UP:0, pygame.K_DOWN:0}
hero_down_index = 0
pygame.init()
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
pygame.display.set_caption('This is my first pygame-program')
background = pygame.image.load('temp\\map002.jpg')
shoot_img = pygame.image.load('temp\\plane002.png')
enemy_img = pygame.image.load('temp\\enemy002.png')
boom_img = pygame.image.load('temp\\boom002.png')
gameover = pygame.image.load('temp\\end002.png')
hero_surface = []
hero_surface.append(shoot_img.subsurface(pygame.Rect(0,0,156,138)))
hero_surface.append(shoot_img.subsurface(pygame.Rect(156,0,156,138)))
hero_pos = [222, 650]
hero = Hero(hero_surface[0], hero_pos)
bullet1_surface = shoot_img.subsurface(pygame.Rect(5,0,56,56))
bullet2_surface = shoot_img.subsurface(pygame.Rect(320,0,-56,56))
enemy1_surface = enemy_img.subsurface(pygame.Rect(0,0,97,76))
enemy1_group = pygame.sprite.Group()
enemy1_down_group = pygame.sprite.Group()
enemy1_down_surface = []
enemy1_down_surface.append(boom_img.subsurface(pygame.Rect(0,0,80,80)))
enemy1_down_surface.append(boom_img.subsurface(pygame.Rect(80,0,70,80)))
enemy1_down_surface.append(boom_img.subsurface(pygame.Rect(150,0,80,80)))
while True:
clock.tick(FRAME_RATE)
screen.blit(background, (0, 0))
if ticks >= ANIMATE_CYCLE:
ticks = 0
#hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]
if hero.is_hit:
if ticks%(ANIMATE_CYCLE//2) == 0:
if hero_down_index<2:
hero.image = enemy1_down_surface[hero_down_index]
hero_down_index += 1
else:
break
#hero.image = hero_surface[hero_down_index]
#if hero_down_index == 3:
#break
else:
hero.image = hero_surface[ticks//(ANIMATE_CYCLE//2)]
screen.blit(hero.image, hero.rect)
ticks += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
if event.key in offset:
offset[event.key] = hero.speed
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
hero.move(offset)
if ticks % 15 == 0:
hero.single_shoot(bullet1_surface)
hero.single_shoot(bullet2_surface)
hero.bullets1.update()
hero.bullets2.update()
hero.bullets1.draw(screen)
hero.bullets2.draw(screen)
if ticks % 20 == 0:
enemy = Enemy(enemy1_surface, [random.randint(0, SCREEN_WIDTH - enemy1_surface.get_width()), -enemy1_surface.get_height()])
enemy1_group.add(enemy)
enemy1_group.update()
enemy1_group.draw(screen)
enemy1_down_group.add(pygame.sprite.groupcollide(enemy1_group,hero.bullets1,True,True))
enemy1_down_group.add(pygame.sprite.groupcollide(enemy1_group,hero.bullets2,True,True))
for enemy1_down in enemy1_down_group:
screen.blit(enemy1_down_surface[enemy1_down.down_index], enemy1_down.rect)
if ticks % (ANIMATE_CYCLE//6) == 0:
if enemy1_down.down_index < 2:
enemy1_down.down_index += 1
else:
enemy1_down_group.remove(enemy1_down)
enemy1_down_list = pygame.sprite.spritecollide(hero, enemy1_group, True)
if len(enemy1_down_list) > 0: # 不空
enemy1_down_group.add(enemy1_down_list)
hero.is_hit = True
pygame.display.update()
# 跳出主迴圈
screen.blit(gameover, (50, 300))
# 玩家墜毀後退出遊戲
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()