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Python3+Pygame实现射击游戏完整代码

转载 作者:qq735679552 更新时间:2022-09-29 22:32:09 34 4
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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 。

1、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 。

2、运行效果展示

Python3+Pygame实现射击游戏完整代码

3、完整代码

from __future__ import divisionimport pygameimport randomfrom os import path## assets folderimg_dir = path.join(path.dirname(__file__), 'assets')sound_folder = path.join(path.dirname(__file__), 'sounds')################################# to be placed in "constant.py" laterWIDTH = 480HEIGHT = 600FPS = 60POWERUP_TIME = 5000BAR_LENGTH = 100BAR_HEIGHT = 10# Define ColorsWHITE = (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 windowpygame.init()pygame.mixer.init() ## For soundscreen = 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)   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 = centerclass 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 enemiesclass 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 Powerupsclass 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 bulletsclass 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 MISSILESclass 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 imagesbackground = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()background_rect = background.get_rect()## ^^ draw this rect firstplayer_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 explosionexplosion_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 upspowerup_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 soundsshooting_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 littleplayer_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))##################################################### group all the sprites together for ease of updateall_sprites = pygame.sprite.Group()player = Player()all_sprites.add(player)## spawn a group of mobmobs = 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 bulletsbullets = pygame.sprite.Group()powerups = pygame.sprite.Group()#### Score board variablescore = 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 looprunning = Truemenu_display = Truewhile 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()

4、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 。

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原文链接:http://www.cnblogs.com/dong4716138/p/14551450.html 。

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