python_飞机大战源代码

本代码学习于黑马程序员,开发环境基于IDEA,pygame模块。图片资源私博主~

先上效果图

plane_main.py

import pygame
from plane_sprites import *
class PlaneGame(object):
    def __init__(self):
        print("游戏初始化")
        # 创建游戏窗口
        self.scree = pygame.display.set_mode(SCREE_RECT.size)
        # 创建游戏时钟
        self.clock = pygame.time.Clock()
        self.__reate_sprites()
        # 定时出现敌机
        pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000)
        pygame.time.set_timer(HERO_FIRE_EVENT, 400)

    def __reate_sprites(self):
        # 创建背景
        bg1 = Background()
        bg2 = Background(True)
        self.back_group = pygame.sprite.Group(bg1, bg2)
        self.enemy_group = pygame.sprite.Group()
        self.hero = Hero()
        self.hero_group = pygame.sprite.Group(self.hero)

    #     创建敌机精灵组

    def start_game(self):
        while True:
            self.clock.tick(FRAME_PER_SEC)
            self.__event_handler()
            self.__check_collide()
            self.__update_sprites()
            pygame.display.update()

    #         设置创新帧率
    def __event_handler(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                PlaneGame.__game_over()
            elif event.type == CREATE_ENEMY_EVENT:
                enemy = Enemy()
                self.enemy_group.add(enemy)
            elif event.type ==HERO_FIRE_EVENT:
                self.hero.fire()
                pass
            # elif event.type==pygame.KEYDOWN and event.key==pygame.K_RIGHT:
            #     print("向右移动")
        key_pressed = pygame.key.get_pressed()
        if key_pressed[pygame.K_RIGHT]:
            self.hero.speed = 2
        elif key_pressed[pygame.K_LEFT]:
            self.hero.speed = -2
        else:
            self.hero.speed = 0

    def __check_collide(self):
        # 子弹打敌机
        pygame.sprite.groupcollide(self.hero.Bullets,self.enemy_group,True,True)
    #     飞机相撞
        enemies=pygame.sprite.spritecollide(self.hero,self.enemy_group,True)
        if len(enemies)>0:
            self.hero.kill()
            PlaneGame.__game_over()
    def __update_sprites(self):
        self.back_group.update()
        self.back_group.draw(self.scree)
        self.enemy_group.update()
        self.enemy_group.draw(self.scree)
        self.hero_group.update()
        self.hero_group.draw(self.scree)
        self.hero.Bullets.update()
        self.hero.Bullets.draw(self.scree)
    @staticmethod
    def __game_over():
        pygame.quit()
        print("游戏结束")
        exit()
if __name__ == '__main__':
    game = PlaneGame()
    game.start_game()

2.plane_sprites.py

import random
import pygame

# 屏幕大小常量
SCREE_RECT = pygame.Rect(0, 0, 480, 700)
# 刷新的帧率
FRAME_PER_SEC = 60
# 敌机定时器常量
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 英雄发射子弹事件
HERO_FIRE_EVENT = pygame.USEREVENT + 1


class Gamesprite(pygame.sprite.Sprite):
    """飞机大战精灵"""

    def __init__(self, image_name, speed=1):
        super().__init__()
        self.image = pygame.image.load(image_name)
        self.rect = self.image.get_rect()
        self.speed = speed

    def update(self):
        self.rect.y += self.speed


class Background(Gamesprite):
    def __init__(self, is_alt=False):
        super().__init__('./images/background.png')
        if is_alt == True:
            self.rect.y = -self.rect.height

    def update(self):
        super().update()
        # 判断是否移出屏幕
        if self.rect.y >= SCREE_RECT.height:
            self.rect.y = -self.rect.height
        pass


class Enemy(Gamesprite):
    def __init__(self):
        # 创建敌机精灵
        super().__init__('./images/enemy1.png')
        #     初试位置,速度
        self.speed = random.randint(1, 4)
        self.rect.bottom = 0
        self.rect.x = random.randint(0, SCREE_RECT.width - self.rect.width)

    def update(self):
        # 保持垂直飞行,飞出屏幕则删除
        super().update()
        if self.rect.y >= SCREE_RECT.height:
            self.kill()
            pass
class Hero(Gamesprite):
    def __init__(self):
        #
        super().__init__('./images/me1.png', 0)
        self.rect.centerx = SCREE_RECT.centerx
        self.rect.bottom = SCREE_RECT.bottom - 120
        self.Bullets =pygame.sprite.Group()

    def update(self):
        self.rect.x += self.speed
        if self.rect.x < 0:
            self.rect.x = 0
        elif self.rect.right > SCREE_RECT.right:
            self.rect.right = SCREE_RECT.right

    def fire(self):
        for i in (0,1,2):
            bullet1 =Bullet()
            bullet1.rect.bottom=self.rect.y-i*20
            bullet1.rect.centerx=self.rect.centerx
            self.Bullets.add(bullet1)


class  Bullet(Gamesprite):
    def __init__(self):
        super().__init__('./images/bullet1.png', -3)

    def update(self):
        super().update()
        if self.rect.bottom < 0:
            self.kill()