如何利用pygame實(shí)現(xiàn)打飛機(jī)小游戲
效果預(yù)覽
最近上實(shí)訓(xùn)課,寫了這么一個簡單的小玩意。運(yùn)行效果如下:(這個是有音效的,不過這個展示不了因?yàn)檫@里只能上傳GIF)

項(xiàng)目結(jié)構(gòu)

游戲?qū)ζ聊坏倪m配
由于我使用的是筆記本所以對于屏幕來說是進(jìn)行了縮放的,例如,我的筆記本縮放了125%

但是問題在于我們的pygame和其他的一些庫例如selenium其實(shí)是按照100%顯示的像素來算的。所以這個時候我們需要進(jìn)行一個換算。
這個也好算: 當(dāng)前顯示像素比 = 100%顯示像素比 X 縮放比
我們只需要換算一下就好了。這里我定義了一個類,來實(shí)現(xiàn)我們的需求,自動檢測我們的電腦的屏幕縮放比,之后換算。
from win32 import win32api, win32gui, win32print from win32.lib import win32con from win32.win32api import GetSystemMetrics class ChangeRealSize(object): ''' 該類主要對屏幕進(jìn)行像素適配,按照縮放比對像素進(jìn)行換算為100%顯示 示例: RealSize = ChangeRealSize() x=RealSize.getreal_xy(500) 此時就可以換算為當(dāng)前屏幕的像素 ''' def get_real_resolution(self): """獲取真實(shí)的分辨率""" hDC = win32gui.GetDC(0) w = win32print.GetDeviceCaps(hDC, win32con.DESKTOPHORZRES) h = win32print.GetDeviceCaps(hDC, win32con.DESKTOPVERTRES) return w, h def get_screen_size(self): """獲取縮放后的分辨率""" w = GetSystemMetrics (0) h = GetSystemMetrics (1) return w, h def getreal_xy(self,x): '''返回按照100%來算的真實(shí)的像素值''' real_resolution = self.get_real_resolution() screen_size = self.get_screen_size() screen_scale_rate = round(real_resolution[0] / screen_size[0], 2) try: x = x/screen_scale_rate except: #對筆記本進(jìn)行適配,一般而言在100%比的機(jī)器上x不會出錯 x=1.25 return int(x)
游戲屏幕的繪制與飛機(jī)創(chuàng)建
屏幕繪制直接使用pygame.display.set_mode()的bitl()繪制方法,進(jìn)行繪制。當(dāng)然這里的背景是會動的。所以使用到了一個精靈的派生類。
import pygame,random from ChangeRealSize import ChangeRealSize GetReal = ChangeRealSize() class GameSprite(pygame.sprite.Sprite): def __init__(self,image_path,speed=1): super().__init__() self.image = pygame.image.load(image_path) self.rect = self.image.get_rect() self.speed = speed def update(self): self.rect.y+=self.speed class Background(GameSprite): def __init__(self, image_path="./Plane_Img/background1.png",flag=False): super().__init__(image_path) if flag: self.rect.y = -self.rect.height def update(self): self.rect.y+=1 if self.rect.y >= self.rect.height: self.rect.y = -self.rect.height
實(shí)現(xiàn)的具體方法如下:



飛機(jī)類的實(shí)現(xiàn)
這個我是自己定義的所以的話,沒有辦法直接使用那個自帶的碰撞檢測,我還定義了一個碰撞檢測方法。

飛機(jī)的移動
這個和游戲類的事件檢測配合。
具體思路是用pygame.event.get()進(jìn)行事件檢測。之后檢測到按下某一個按鍵,例如向前移動是,就會設(shè)置向前移動的信號,那么這個時候飛機(jī)就會一直往前走。當(dāng)松開后,那么設(shè)置信號為假,那么飛機(jī)就會停下來。由于飛機(jī)會一直在循環(huán)里面檢測有沒有按下那個向前,所以當(dāng)你長按往前時,飛機(jī)會一直往前,直到你松開。



子彈與敵機(jī)類
這個子彈和敵機(jī)都是精靈派生類的子類。所以的話就一起說一下。
重點(diǎn)要說的時子彈類的碰撞檢測,和敵機(jī)的碰撞檢測。這里主要說一下子彈類,因?yàn)檫@個和敵機(jī)類似。只是有些細(xì)節(jié)不一樣。
class Bullet(GameSprite): def __init__(self,P_rect,is_hero=False,bullet_image = "./Plane_Img/bullet-3.gif",hero_rect=None): self.hero_rect = hero_rect self.bullet_image = bullet_image self.speed = 4 self.is_hero = is_hero self.P_rect = P_rect self.screen_height = GetReal.getreal_xy(800) self.screen_width = GetReal.getreal_xy(500) self.actarct_plan = False self.actract_hero=[] super().__init__(self.bullet_image,self.speed) self.rect.x = self.P_rect.x+((self.P_rect.width-self.rect.width)/2) self.rect.y = self.P_rect.y def enemy_bullet(self): #可以在這里計(jì)算飛機(jī)被擊中了多少次 #被擊中減少5點(diǎn) if not self.is_hero: bullet_x = self.rect.x + int(self.rect.width / 2) bullet_y = self.rect.y + int(self.rect.height / 2) hero_plane_x = self.hero_rect.x + int(self.hero_rect.width / 2) hero_plane_y = self.hero_rect.y + int(self.hero_rect.height / 2) subtract_y = abs(int(bullet_y - hero_plane_y)) subtract_x = abs(int(bullet_x - hero_plane_x)) if subtract_y <= int((self.rect.height + self.hero_rect.height) / 2) and \ subtract_x <= int((self.rect.width + self.hero_rect.height) / 2): self.actract_hero.append(1) return True def update(self): if self.enemy_bullet(): #直接在這里計(jì)算數(shù)字一次減少5 global HERO_PLANE_HP HERO_PLANE_HP-=5 # print(HERO_PLANE_HP) self.kill() if self.is_hero: self.rect.y-=self.speed else: super().update() if self.rect.bottom >=self.screen_height-3 : self.kill()
子彈的話分兩種,一個是飛機(jī)子彈,一個是敵機(jī)子彈,敵機(jī)的自帶檢測碰撞。一方面是方便分?jǐn)?shù)統(tǒng)計(jì)(敵機(jī)擊中飛機(jī)幾次)了另一方面也是因?yàn)轱w機(jī)是自定義的沒有辦法用pygame的事件檢測(自帶的)
敵機(jī)的爆炸
這個其實(shí)又和飛機(jī)的爆炸類似。
主要是檢測有沒有撞到飛機(jī),之后通過切換圖片就好了。當(dāng)然這個時候我是開了線程的。不然會很快閃過去,換了和沒換一樣你看不到效果。
切換圖片的函數(shù),切換完畢,刪除這個敵機(jī)類減少內(nèi)存消耗


游戲小彩蛋
這個其實(shí)就是一個自己的后面
具體作用就是修改自己的飛機(jī)的HP值為99萬
當(dāng)然這個小游戲還沒有做完,無敵也有點(diǎn)無聊,玩久了的話。
def CheatEngine():
global HERO_PLANE_HP
print("HP is %d" % HERO_PLANE_HP)
while 1:
key = input("maybe you can input something:")
if key=='break':
print("enjoy your game please Bye~")
return
elif key=="Huterox is best":
HERO_PLANE_HP=999999
print("Now your HP is %d!!!"%HERO_PLANE_HP)
return
完整代碼
import pygame,random from ChangeRealSize import ChangeRealSize GetReal = ChangeRealSize() class GameSprite(pygame.sprite.Sprite): def __init__(self,image_path,speed=1): super().__init__() self.image = pygame.image.load(image_path) self.rect = self.image.get_rect() self.speed = speed def update(self): self.rect.y+=self.speed class Background(GameSprite): def __init__(self, image_path="./Plane_Img/background1.png",flag=False): super().__init__(image_path) if flag: self.rect.y = -self.rect.height def update(self): self.rect.y+=1 if self.rect.y >= self.rect.height: self.rect.y = -self.rect.height
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import pygame,random,time,threading,os
from ChangeRealSize import ChangeRealSize
from GameSprite import GameSprite,Background
GetReal = ChangeRealSize()
GREATE_ENMEY_EVENT = pygame.USEREVENT#只能出現(xiàn)一次
HERO_FIRE_BULLTE = pygame.USEREVENT+1 #第二個事件
HERO_PLANE_HP = 300
def CheatEngine():
global HERO_PLANE_HP
print("HP is %d" % HERO_PLANE_HP)
while 1:
key = input("maybe you can input something:")
if key=='break':
print("enjoy your game please Bye~")
return
elif key=="Huterox is best":
HERO_PLANE_HP=999999
print("Now your HP is %d!!!"%HERO_PLANE_HP)
return
class Base():
'''飛機(jī)的初始化樣式,位置'''
def __init__(self,x,y,width,height,path):
self.x = GetReal.getreal_xy(x)
self.y = GetReal.getreal_xy(y)
self.width = GetReal.getreal_xy(width)
self.height = GetReal.getreal_xy(height)
self.image = pygame.image.load(path)
self.rect = pygame.Rect(self.x,self.y,self.height,self.width)
class Planer(Base):
def __init__(self,x,y,width,height,path,screen):
Base.__init__(self,x,y,width,height,path)
self.Killed = False
self.screen = screen
self.GoStrange=False
self.TurnLeft = False
self.TurnRight =False
self.GoBack = False
self.Fire_flag = False
self.Boom_path="./Plane_Img/hero_blowup_n{}.png"
self.bullet_group=pygame.sprite.Group()
pygame.time.set_timer(HERO_FIRE_BULLTE,250)
self.Plane_need_Killed=[]#由于會重復(fù)執(zhí)行只能去用列表的數(shù)量來判斷
def Move(self):
if self.Killed:
self.rect=pygame.Rect(0,0,0,0)
return
if self.GoStrange:
if self.rect.bottom <= 300:
self.show()
return
else:
self.rect.y -= 3
self.show()
if self.TurnLeft:
if self.rect.x<=3:
self.show()
return
else:
self.rect.x-=2
self.show()
if self.TurnRight:
if self.rect.x>=Game.screen_x-self.rect.width-3:
self.show()
return
else:
self.rect.x+=2
self.show()
if self.GoBack:
if self.rect.bottom>=Game.screen_y-30:
self.show()
return
else:
self.rect.y +=2
self.show()
self.show()
def Get_bullet(self):
#子彈加載
if self.Killed:
return
if self.Fire_flag:
MusicPlay().PlayPlanSound()
bullet = Bullet(self.rect,True)
self.bullet_group.add(bullet)
def Fire(self):
#子彈發(fā)射
if self.Killed:
return
self.bullet_group.update()
self.bullet_group.draw(self.screen)
def Goal(self):
pass
def show(self):
if self.Killed:
return
Game.screen.blit(self.image,self.rect)
# pygame.display.update()
def __plane_Boom(self):
if self.Killed:
return
for i in range(1, 5):
self.image_path = self.Boom_path.format(i)
self.image = pygame.image.load(self.image_path)
time.sleep(0.3)
time.sleep(1)
self.Killed =True
def Plane_Live(self):
if self.Killed:
return
global HERO_PLANE_HP
if HERO_PLANE_HP<=0:
HERO_PLANE_HP =0
self.Plane_need_Killed.append(1)
if len(self.Plane_need_Killed)==1:
t = threading.Thread(target=self.__plane_Boom)
t.start()
#音樂播放類
class MusicPlay():
def __init__(self):
self.bgmusic = pygame.mixer.music
def PlayBg(self):
self.bgmusic.load("./music/PlaneWarsBackgroundMusic.mp3")
self.bgmusic.set_volume(0.3)
self.bgmusic.play(-1)
def StarBg(self):
self.bgmusic.stop()
def PlayPlanSound(self):
self.PlayPlaneMusic = pygame.mixer.Sound("./music/hero_fire.wav")
self.PlayPlaneMusic.set_volume(0.2)
self.PlayPlaneMusic.play()
def StopPlayPlanSound(self):
pass
#子彈類
class Bullet(GameSprite):
def __init__(self,P_rect,is_hero=False,bullet_image = "./Plane_Img/bullet-3.gif",hero_rect=None):
self.hero_rect = hero_rect
self.bullet_image = bullet_image
self.speed = 4
self.is_hero = is_hero
self.P_rect = P_rect
self.screen_height = GetReal.getreal_xy(800)
self.screen_width = GetReal.getreal_xy(500)
self.actarct_plan = False
self.actract_hero=[]
super().__init__(self.bullet_image,self.speed)
self.rect.x = self.P_rect.x+((self.P_rect.width-self.rect.width)/2)
self.rect.y = self.P_rect.y
def enemy_bullet(self):
#可以在這里計(jì)算飛機(jī)被擊中了多少次
#被擊中減少5點(diǎn)
if not self.is_hero:
bullet_x = self.rect.x + int(self.rect.width / 2)
bullet_y = self.rect.y + int(self.rect.height / 2)
hero_plane_x = self.hero_rect.x + int(self.hero_rect.width / 2)
hero_plane_y = self.hero_rect.y + int(self.hero_rect.height / 2)
subtract_y = abs(int(bullet_y - hero_plane_y))
subtract_x = abs(int(bullet_x - hero_plane_x))
if subtract_y <= int((self.rect.height + self.hero_rect.height) / 2) and \
subtract_x <= int((self.rect.width + self.hero_rect.height) / 2):
self.actract_hero.append(1)
return True
def update(self):
if self.enemy_bullet():
#直接在這里計(jì)算數(shù)字一次減少5
global HERO_PLANE_HP
HERO_PLANE_HP-=5
# print(HERO_PLANE_HP)
self.kill()
if self.is_hero:
self.rect.y-=self.speed
else:
super().update()
if self.rect.bottom >=self.screen_height-3 :
self.kill()
#敵機(jī)類
class Enemy(GameSprite):
def __init__(self,hero_plane,screen,image_path="./Plane_Img/enemy0.png"):
self.speed = random.randint(1,3)
self.image_path =image_path
self.screen = screen
self.hero_plane = hero_plane
self.hero_bullet = self.hero_plane.bullet_group
self.fire_interval = False
#通過這個和另一個計(jì)時線程配合來實(shí)現(xiàn)子彈的間斷發(fā)射
self.collied_with_plan = []
super().__init__(self.image_path,self.speed)
self.screen_height = GetReal.getreal_xy(800)
self.screen_width = GetReal.getreal_xy(500)
self.Turn_L_Flag = True
self.Boom_path = "./Plane_Img/enemy0_down{}.png"
self.rect.y = GetReal.getreal_xy(self.rect.top-self.rect.bottom)
self.rect.x = random.randint(0, self.screen_width - self.rect.width)
self.bullet_group = pygame.sprite.Group()
def __Boom(self):
#這里還可以對以后飛機(jī)擊落敵機(jī)的數(shù)量計(jì)數(shù)
#敵機(jī)應(yīng)該檢測自己有沒有和飛機(jī)的子彈相撞
flag_killed_by_bullet = pygame.sprite.spritecollide(self,self.hero_bullet,True)
if flag_killed_by_bullet or self.__IS_collied_with_plan():
#被用戶撞了HP值減少20
global HERO_PLANE_HP
if len(self.collied_with_plan)==1:
HERO_PLANE_HP -=20
t = threading.Thread(target=self.Boom_ing)
t.start()
pass
def Boom_ing(self):
for i in range(1, 5):
self.image_path = self.Boom_path.format(i)
self.image = pygame.image.load(self.image_path)
time.sleep(0.2)
self.kill()
def __IS_collied_with_plan(self):
#碰撞檢查是否與用戶飛機(jī)碰撞
center_enemy_x = self.rect.x +int(self.rect.width/2)
center_enemy_y = self.rect.y +int(self.rect.height/2)
center_plane_x = self.hero_plane.rect.x+int(self.hero_plane.rect.width/2)
center_plane_y = self.hero_plane.rect.y+int(self.hero_plane.rect.height/2)
subtract_y = abs(int(center_enemy_y-center_plane_y))
subtract_x = abs(int(center_enemy_x-center_plane_x))
if subtract_y <= int((self.rect.height+self.hero_plane.rect.height)/2) and\
subtract_x <= int((self.rect.width+self.hero_plane.rect.height)/2):
self.collied_with_plan.append(1)
return True def __Bullet_building(self):
if self.rect.y% 50 ==0:
buttle = Bullet(self.rect,bullet_image="./Plane_Img/bullet-1.gif",hero_rect=self.hero_plane.rect)
self.bullet_group.add(buttle) def __Shut(self):
self.bullet_group.update()
self.bullet_group.draw(self.screen)
def update(self):
super().update()
#定義敵機(jī)的出現(xiàn)
self.__Boom()#監(jiān)聽是否碰撞和子彈被射擊
self.__Bullet_building()
self.__Shut()
if self.rect.top >= self.screen_height + 3:
#//越界判斷
# self.rect.y = -20
self.kill()
if self.Turn_L_Flag:
self.rect.x += random.randint(1,2)
if self.rect.right >= self.screen_width - 3:
self.Turn_L_Flag = False
else:
self.rect.x -= random.randint(2, 3)
if self.rect.left <= 3:
self.Turn_L_Flag = True
class PlayGame(object):
def __init__(self):
pygame.init()
self.screen_x, self.screen_y = GetReal.getreal_xy(500), GetReal.getreal_xy(800)
self.screen = pygame.display.set_mode((self.screen_x, self.screen_y))
self.Flush_Clcok = pygame.time.Clock()
pygame.display.set_caption('英雄無敵!!!')
self.enemy_group = pygame.sprite.Group()
self.hero_palne = Planer(200, 500, 100, 125, "./Plane_Img/hero1.png", self.screen)
pygame.time.set_timer(GREATE_ENMEY_EVENT,1000)#綁定常量事件
def __game_over(self):
global HERO_PLANE_HP
if self.hero_palne.Killed:
while True:
bye = pygame.image.load("./Plane_Img/gameover_.png")
self.screen.blit(bye,(0,0))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:pygame.quit()os._exit(0)
def __Listening_keyboard(self,hero_palne):
'''鍵盤按鍵事件偵聽'''
'''hero_palne部分是偵聽用戶飛機(jī)的
其余的是其他的事件偵聽
'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
os._exit(0)
elif event.type == pygame.KEYDOWN:
#檢測鍵盤按下
if event.key == pygame.K_w or event.key == pygame.K_UP:
hero_palne.GoStrange = True
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
hero_palne.TurnLeft = True
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
hero_palne.TurnRight = True
if event.key == pygame.K_s or event.key == pygame.K_DOWN:
hero_palne.GoBack = True
if event.key == pygame.K_SPACE:
hero_palne.Fire_flag= True
if event.type == HERO_FIRE_BULLTE:
hero_palne.Get_bullet()
elif event.type == pygame.KEYUP:
# 檢測鍵盤松開
if event.key == pygame.K_w or event.key == pygame.K_UP:
hero_palne.GoStrange = False
elif event.key == pygame.K_a or event.key == pygame.K_LEFT:
hero_palne.TurnLeft = False
elif event.key == pygame.K_d or event.key == pygame.K_RIGHT:
hero_palne.TurnRight = False
elif event.key == pygame.K_s or event.key == pygame.K_DOWN:
hero_palne.GoBack = False
if event.key == pygame.K_SPACE:
hero_palne.Fire_flag = False
#敵機(jī)出現(xiàn)偵聽
elif event.type == GREATE_ENMEY_EVENT:
self.__Enemy_init()
def __doc__(self):
pass
def __BackGround_init(self):
bg1 = Background()
bg2 = Background(flag=True)
self.back_ground = pygame.sprite.Group(bg1,bg2)
def __ShowBackGround(self):
self.back_ground.update()
self.back_ground.draw(self.screen)
def __Enemy_init(self):
#臨時的東西
enemy = Enemy(self.hero_palne,self.screen)
self.enemy_group.add(enemy)
def __Show_enemy(self):
if self.enemy_group:
self.enemy_group.update()
self.enemy_group.draw(self.screen)
def __Check_planecollied_enemy(self):
pass
def star_game(self):
PlayerMusic = MusicPlay()
PlayerMusic.PlayBg()
hero_palne = Planer(200, 500, 100, 125, "./Plane_Img/hero1.png", self.screen)
self.__BackGround_init()#加載背景
self.__Enemy_init()#加載敵機(jī)
while 1:
self.__ShowBackGround()
self.__Show_enemy()
self.__Listening_keyboard(self.hero_palne )
self.hero_palne.Move()
self.hero_palne.Fire()
self.hero_palne.Plane_Live()
self.__game_over()
pygame.display.update() # 敲黑板這個方法最好只出現(xiàn)一次,就在你的游戲主循環(huán)里面實(shí)現(xiàn)
self.Flush_Clcok.tick(60)
if __name__ == '__main__':
t = threading.Thread(target=CheatEngine)
t.start()
Game = PlayGame()
Game.star_game()
項(xiàng)目獲取
(不會玩git的痛苦?。。。?/p>
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