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    Python3+Pygame实现射击游戏完整代码

    之前看到过很多人写的飞机大战,当然了之前我也写过多个版本,总体来说功能是实现了,但总感觉不够“炫”

    今天浏览Python资料的时候,意外发现了这个很好的“射击”类游戏,看上去类似飞机大战,但更好玩

    一、游戏特点

    1. 运行非常流畅

    2. 默认有3条命,每条命的HP可以增加(吃补品)也可以减少(被击中)

    3. 有碰撞时的音效

    4. 有碰撞时的爆炸效果

    二、运行效果展示

    三、完整代码

    from __future__ import division
    import pygame
    import random
    from os import path
    
    ## assets folder
    img_dir = path.join(path.dirname(__file__), 'assets')
    sound_folder = path.join(path.dirname(__file__), 'sounds')
    
    ###############################
    ## to be placed in "constant.py" later
    WIDTH = 480
    HEIGHT = 600
    FPS = 60
    POWERUP_TIME = 5000
    BAR_LENGTH = 100
    BAR_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 window
    pygame.init()
    pygame.mixer.init() ## For sound
    screen = pygame.display.set_mode((WIDTH, HEIGHT))
    pygame.display.set_caption("Space Shooter")
    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()
        else:
          draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2)
          draw_text(screen, "or [Q] 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[self.size][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.size]):
            self.kill()
          else:
            center = self.rect.center
            self.image = explosion_anim[self.size][self.frame]
            self.rect = self.image.get_rect()
            self.rect.center = center
    
    
    class 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[pygame.K_LEFT]:
          self.speedx = -5
        elif keystate[pygame.K_RIGHT]:
          self.speedx = 5
    
        #Fire weapons by holding spacebar
        if keystate[pygame.K_SPACE]:
          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 enemies
    class 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 Powerups
    class Pow(pygame.sprite.Sprite):
      def __init__(self, center):
        pygame.sprite.Sprite.__init__(self)
        self.type = random.choice(['shield', 'gun'])
        self.image = powerup_images[self.type]
        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 bullets
    class 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 MISSILES
    class 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 images
    
    background = 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 explosion
    explosion_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 ups
    powerup_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 sounds
    shooting_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 little
    
    player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
    ###################################################
    
    ## 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
    
    ## 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 loop
    running = True
    menu_display = True
    while 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
    
      #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()

    四、运行方式

    如果想要运行本程序,流程如下

    1. 下载上述代码 例如存储为xxxx.py

    2. 下载素材(图片、声音等)https://www.itprojects.cn/197.html

    3. 切换到安装有pygame模块的python虚拟环境(如果没有pygame可以pip install pygame安装)

    4. 使用命令运行 python3 xxxx.py

    到此这篇关于Python3+Pygame实现射击游戏完整代码的文章就介绍到这了,更多相关Python3+Pygame实现射击游戏内容请搜索脚本之家以前的文章或继续浏览下面的相关文章希望大家以后多多支持脚本之家!

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