1. 程式人生 > >【原創】pygame學習筆記(4)----一個打飛機遊戲

【原創】pygame學習筆記(4)----一個打飛機遊戲

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()