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Python趣味挑战之用pygame实现飞机塔防游戏

发布日期:2022-04-02 10:44 | 文章来源:站长之家

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 = Falseplane.alive = Falsepao.score += 1plane = 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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