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Python3+Pygame實(shí)現(xiàn)射擊游戲完整代碼

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之前看到過很多人寫的飛機(jī)大戰(zhàn),當(dāng)然了之前我也寫過多個(gè)版本,總體來說功能是實(shí)現(xiàn)了,但總感覺不夠“炫”

今天瀏覽Python資料的時(shí)候,意外發(fā)現(xiàn)了這個(gè)很好的“射擊”類游戲,看上去類似飛機(jī)大戰(zhàn),但更好玩

一、游戲特點(diǎn)

1. 運(yùn)行非常流暢

2. 默認(rèn)有3條命,每條命的HP可以增加(吃補(bǔ)品)也可以減少(被擊中)

3. 有碰撞時(shí)的音效

4. 有碰撞時(shí)的爆炸效果

二、運(yùn)行效果展示

三、完整代碼

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、運(yùn)行方式

如果想要運(yùn)行本程序,流程如下

1. 下載上述代碼 例如存儲(chǔ)為xxxx.py

2. 下載素材(圖片、聲音等)https://www.itprojects.cn/197.html

3. 切換到安裝有pygame模塊的python虛擬環(huán)境(如果沒有pygame可以pip install pygame安裝)

4. 使用命令運(yùn)行 python3 xxxx.py

到此這篇關(guān)于Python3+Pygame實(shí)現(xiàn)射擊游戲完整代碼的文章就介紹到這了,更多相關(guān)Python3+Pygame實(shí)現(xiàn)射擊游戲內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

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標(biāo)簽:拉薩 綿陽 渭南 興安盟 黔東 廊坊 內(nèi)江 亳州

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