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pygame实现有趣的飞机塔防游戏,有兴趣了解一下吗?

2021-05-21 17:21 246 查看

一步步实现有趣的飞机塔防游戏,有兴趣了解一下吗?

好的,马上开始。

文章目录

  • 二、屏幕下发实现一个塔防设备
  • 三、让子弹也飞起来吧
  • 四、碰撞监测和爆炸效果实现
  • 五、完整代码
  • 六、运行效果
  • 一、先让飞机在屏幕上飞起来吧。

    (一)实现飞机类

    class Plane:
    def __init__(self,filename,screen):
    self.plane = pygame.image.load(filename).convert_alpha()
    self.height = self.plane.get_height()
    self.width = self.plane.get_width()
    
    self.radius = randint(2, 10)
    self.xpos = randint(self.radius, 800-self.radius)
    self.ypos = randint(self.radius, 700-self.radius)
    # self.xpos = randint(100, 600)
    # self.ypos = randint(100, 600)
    
    self.xvelocity = randint(2, 6)/5
    self.yvelocity = randint(2, 6)/5
    
    self.angle = math.atan2(self.yvelocity,self.xvelocity)
    self.fangle = math.degrees(self.angle)+90
    
    self.screen = screen
    self.scrnwidth = 800
    self.scrnheight = 700
    
    def move_ball(self):
    
    self.xpos += self.xvelocity
    self.ypos += self.yvelocity
    
    # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上
    if self.ypos >= self.scrnheight-self.width:
    self.yvelocity = -self.yvelocity
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下
    if self.ypos <= 0:
    self.yvelocity = abs(self.yvelocity)
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左
    if self.xpos >= self.scrnwidth-self.height:
    self.xvelocity = -self.xvelocity
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右
    if self.xpos <= 0:
    self.xvelocity = abs(self.xvelocity)
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
    self.screen.blit(self.planed, (self.xpos,self.ypos))

    (二)让飞机飞起来

    if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((800, 700))
    plane = Plane('plane.png',screen)
    
    clock = pygame.time.Clock()
    while True:
    for event in pygame.event.get():
    if event.type == pygame.QUIT:
    pygame.quit()
    sys.exit()
    clock.tick(200)
    screen.fill((0, 0, 0))
    plane.move_ball()
    pygame.display.update()

    (三)运行效果

    二、屏幕下发实现一个塔防设备

    (一)实现塔防设备类

    class Pao:
    def __init__(self,screen):
    self.start = (100,700)
    self.end = None
    self.screen = screen
    self.count = 0
    self.bullet_list = []
    pass
    
    def getpos(self,pos2,r):
    self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
    self.fangle = math.degrees(self.angle)
    self.x = self.start[0]+r*math.cos(self.angle)
    self.y = self.start[1]+r*math.sin(self.angle)
    self.r = r
    self.end = pos2
    
    def move(self):
    pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
    pygame.draw.circle(self.screen,(0,255,0),self.start,15)

    (二)主函数实现调用

    pao  = Pao(screen)
    clock = pygame.time.Clock()
    while True:
    for event in pygame.event.get():
    if event.type == pygame.QUIT:
    pygame.quit()
    sys.exit()
    clock.tick(200)
    screen.fill((0, 0, 0))
    plane.move_ball()
    pao.getpos((plane.xpos, plane.ypos), 35)
    pao.move()

    (三)实现效果

    发现没有,塔防设备跟踪飞机的运动而运动,一切都在监控中。

    三、让子弹也飞起来吧

    (一)实现子弹类

    class Bullet:
    def __init__(self,x,y,fangle,screen,angle):
    self.posx = x
    self.posy = y
    self.fangle = fangle
    self.angle = angle
    self.alive = True
    self.screen = screen
    self.bullet = pygame.image.load('bullet2.png').convert_alpha()
    self.r = random.randint(5,10)
    
    def move(self):
    self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
    self.posx += self.r * math.cos(self.angle)
    self.posy +=  self.r * math.sin(self.angle)
    # self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina)
    if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
    self.alive = False
    if self.alive:
    self.screen.blit(self.planed, (self.posx, self.posy))

    (二)在塔防设备实现子弹生成

    在move函数上写相关代码

    def move(self):
    pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
    pygame.draw.circle(self.screen,(0,255,0),self.start,15)
    if self.count % 100 == 19:
    self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
    self.count += 1
    for bullet in self.bullet_list:
    if bullet.alive is not True:
    del bullet
    else:
    bullet.move()

    (三)完整代码

    import pygame,sys
    from math import *
    from Ball import Ball
    import random
    from random import randint
    import math
    
    class Plane:
    def __init__(self,filename,screen):
    self.plane = pygame.image.load(filename).convert_alpha()
    self.height = self.plane.get_height()
    self.width = self.plane.get_width()
    
    self.radius = randint(2, 10)
    self.xpos = randint(self.radius, 800-self.radius)
    self.ypos = randint(self.radius, 700-self.radius)
    
    self.xvelocity = randint(2, 6)/5
    self.yvelocity = randint(2, 6)/5
    
    self.angle = math.atan2(self.yvelocity,self.xvelocity)
    self.fangle = math.degrees(self.angle)+90
    
    self.screen = screen
    self.scrnwidth = 800
    self.scrnheight = 700
    
    def move_ball(self):
    
    self.xpos += self.xvelocity
    self.ypos += self.yvelocity
    
    # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上
    if self.ypos >= self.scrnheight-self.width:
    self.yvelocity = -self.yvelocity
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下
    if self.ypos <= 0:
    self.yvelocity = abs(self.yvelocity)
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左
    if self.xpos >= self.scrnwidth-self.height:
    self.xvelocity = -self.xvelocity
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右
    if self.xpos <= 0:
    self.xvelocity = abs(self.xvelocity)
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
    self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos))
    self.screen.blit(self.planed,self.newRect)
    
    class Pao:
    def __init__(self,screen):
    self.start = (100,700)
    self.end = None
    self.screen = screen
    self.count = 0
    self.bullet_list = []
    pass
    
    def getpos(self,pos2,r):
    self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
    self.fangle = math.degrees(self.angle)
    self.x = self.start[0]+r*math.cos(self.angle)
    self.y = self.start[1]+r*math.sin(self.angle)
    self.r = r
    self.end = pos2
    
    def move(self):
    pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
    pygame.draw.circle(self.screen,(0,255,0),self.start,15)if self.count % 100 == 19:
    self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
    self.count += 1
    for bullet in self.bullet_list:
    if bullet.alive is not True:
    del bullet
    else:
    bullet.move()
    
    class Bullet:
    def __init__(self,x,y,fangle,screen,angle):
    self.posx = x
    self.posy = y
    self.fangle = fangle
    self.angle = angle
    self.alive = True
    self.screen = screen
    self.bullet = pygame.image.load('bullet2.png').convert_alpha()
    self.r = random.randint(5,10)
    
    def move(self):
    self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
    self.posx += self.r * math.cos(self.angle)
    self.posy +=  self.r * math.sin(self.angle)
    # self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina)
    if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
    self.alive = False
    if self.alive:
    self.screen.blit(self.planed, (self.posx, self.posy))
    if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((800, 700))
    plane = Plane('plane.png',screen)
    pao  = Pao(screen)
    
    clock = pygame.time.Clock()
    while True:
    for event in pygame.event.get():
    if event.type == pygame.QUIT:
    pygame.quit()
    sys.exit()
    clock.tick(200)
    screen.fill((0, 0, 0))
    plane.move_ball()
    pao.getpos((plane.xpos, plane.ypos), 35)
    pao.move()
    pygame.display.update()
    
    

    (四)运行效果

    四、碰撞监测和爆炸效果实现

    (一)碰撞监测

    plane_rect = plane.newRect # planed.get_rect()
    # print(plane_rect)
    # print(len(pao.bullet_list))
    for bullet in pao.bullet_list:
    # print(bullet.alive)
    # print(bullet.planed.get_rect())
    if plane_rect.colliderect(bullet.newRect):
    bullet.alive = False
    plane.reset()
    print('1')

    (二)爆炸效果

    检测是否碰撞

    if plane.alive:
    plane.move_ball()
    else:
    plane.destroy(fCount, screen)

    碰撞后的效果

    def destroy(self, fCount, winSurface):
    self.screen.blit(self.dList[self.dIndex],self.newRect)
    if fCount % 3 == 0:
    self.dIndex += 1
    if self.dIndex == 4:
    self.reset()

    (三)记录得分

    初始化变量

    self.score = 0

    展示变量

    text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0))
    self.screen.blit(text1, (45, 15))

    五、完整代码

    import pygame,sys
    from math import *
    from Ball import Ball
    import random
    from random import randint
    import math
    
    class Plane:
    def __init__(self,filename,screen):
    self.plane = pygame.image.load(filename).convert_alpha()
    self.height = self.plane.get_height()
    self.width = self.plane.get_width()
    self.alive = True
    self.dIndex = 0
    self.newRect = None
    # 爆炸
    self.dSurface1 = pygame.image.load("./images/enemy1_down1.png").convert_alpha()
    self.dSurface2 = pygame.image.load("./images/enemy1_down2.png").convert_alpha()
    self.dSurface3 = pygame.image.load("./images/enemy1_down3.png").convert_alpha()
    self.dSurface4 = pygame.image.load("./images/enemy1_down4.png").convert_alpha()
    self.dList = [self.dSurface1, self.dSurface2, self.dSurface3, self.dSurface4]
    
    self.radius = randint(2, 10)
    self.xpos = randint(self.radius, 800-self.radius)
    self.ypos = randint(self.radius, 700-self.radius)
    
    self.xvelocity = randint(2, 6)/5
    self.yvelocity = randint(2, 6)/5
    
    self.angle = math.atan2(self.yvelocity,self.xvelocity)
    self.fangle = math.degrees(self.angle)+90
    
    self.screen = screen
    self.scrnwidth = 800
    self.scrnheight = 700
    
    def destroy(self, fCount, winSurface):
    self.screen.blit(self.dList[self.dIndex],self.newRect)
    if fCount % 3 == 0:
    self.dIndex += 1
    if self.dIndex == 4:
    self.reset()
    
    def reset(self):
    self.radius = randint(2, 10)
    self.xpos = randint(self.radius, 800-self.radius)
    self.ypos = randint(self.radius, 700-self.radius)
    
    self.xvelocity = randint(2, 6)/5
    self.yvelocity = randint(2, 6)/5
    
    self.angle = math.atan2(self.yvelocity,self.xvelocity)
    self.fangle = math.degrees(self.angle)+90
    
    self.alive = True
    self.dIndex = 0
    
    def move_ball(self):
    
    self.xpos += self.xvelocity
    self.ypos += self.yvelocity
    
    # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上
    if self.ypos >= self.scrnheight-self.width:
    self.yvelocity = -self.yvelocity
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下
    if self.ypos <= 0:
    self.yvelocity = abs(self.yvelocity)
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左
    if self.xpos >= self.scrnwidth-self.height:
    self.xvelocity = -self.xvelocity
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右
    if self.xpos <= 0:
    self.xvelocity = abs(self.xvelocity)
    self.angle = math.atan2(self.yvelocity, self.xvelocity)
    self.fangle = math.degrees(self.angle) + 90
    
    self.planed = pygame.transform.rotate(self.plane, -(self.fangle))
    self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos))
    self.screen.blit(self.planed,self.newRect)
    
    class Pao:
    def __init__(self,screen):
    self.start = (100,700)
    self.end = None
    self.screen = screen
    self.count = 0
    self.bullet_list = []
    self.score = 0
    self.font = pygame.font.Font(r'C:\Windows\Fonts\simsun.ttc', 16)
    
    def getpos(self,pos2,r):
    self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])
    self.fangle = math.degrees(self.angle)
    self.x = self.start[0]+r*math.cos(self.angle)
    self.y = self.start[1]+r*math.sin(self.angle)
    self.r = r
    self.end = pos2
    
    def move(self):
    pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)
    pygame.draw.circle(self.screen,(0,255,0),self.start,15)
    text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0))
    self.screen.blit(text1, (45, 15))
    if self.count % 30 == 19:
    self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))
    self.count += 1
    for bullet in self.bullet_list:
    if bullet.alive is False:
    self.bullet_list.remove(bullet)
    else:
    bullet.move()
    
    class Bullet:
    def __init__(self,x,y,fangle,screen,angle):
    self.posx = x
    self.posy = y
    self.fangle = fangle
    self.angle = angle
    self.alive = True
    self.screen = screen
    self.bullet = pygame.image.load('bullet2.png').convert_alpha()
    self.r = random.randint(5,10)
    self.newRect = None
    
    def move(self):
    self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))
    self.posx += self.r * math.cos(self.angle)
    self.posy +=  self.r * math.sin(self.angle)
    if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:
    self.alive = False
    self.newRect = self.bullet.get_rect(center=(self.posx, self.posy))
    if self.alive:
    self.screen.blit(self.planed, self.newRect)
    
    if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((800, 700))
    pao = Pao(screen)
    plane_list = []
    for i in range(2):
    plane_list.append((Plane('enemy.png',screen)))
    fCount = 0
    
    clock = pygame.time.Clock()
    plane = random.choice(plane_list)
    while True:
    for event in pygame.event.get():
    if event.type == pygame.QUIT:
    pygame.quit()
    sys.exit()
    clock.tick(200)
    screen.fill((0, 0, 0))
    pao.getpos((plane.xpos, plane.ypos), 35)
    pao.move()
    for plane in plane_list:
    plane_rect = plane.newRect
    for bullet in pao.bullet_list:
    try:
    if plane_rect.colliderect(bullet.newRect):
    bullet.alive = False
    plane.alive = False
    pao.score += 1
    plane = random.choice(plane_list)
    print('1')
    except:
    pass
    if plane.alive:
    plane.move_ball()
    else:
    plane.destroy(fCount, screen)
    
    fCount += 1
    
    pygame.display.update()
    

    六、运行效果

    写完,比心!

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