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服务器之家 - 脚本之家 - Python - 如何利用pygame实现打飞机小游戏

如何利用pygame实现打飞机小游戏

2021-11-17 10:36HUTEROX Python

pygame是python的一个做游戏的库,非常适合做游戏开发,这篇文章主要给大家介绍了关于如何利用pygame实现打飞机小游戏的相关资料,需要的朋友可以参考下

效果预览

最近上实训课,写了这么一个简单的小玩意。运行效果如下:(这个是有音效的,不过这个展示不了因为这里只能上传gif)

如何利用pygame实现打飞机小游戏

项目结构

如何利用pygame实现打飞机小游戏

游戏对屏幕的适配

由于我使用的是笔记本所以对于屏幕来说是进行了缩放的,例如,我的笔记本缩放了125%

如何利用pygame实现打飞机小游戏

但是问题在于我们的pygame和其他的一些库例如selenium其实是按照100%显示的像素来算的。所以这个时候我们需要进行一个换算。

这个也好算: 当前显示像素比 = 100%显示像素比 x 缩放比

我们只需要换算一下就好了。这里我定义了一个类,来实现我们的需求,自动检测我们的电脑的屏幕缩放比,之后换算。

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from win32 import win32api, win32gui, win32print
from win32.lib import win32con
 
from win32.win32api import getsystemmetrics
 
class changerealsize(object):
    '''
 
    该类主要对屏幕进行像素适配,按照缩放比对像素进行换算为100%显示
    示例:
    realsize = changerealsize()
    x=realsize.getreal_xy(500)
    此时就可以换算为当前屏幕的像素
 
    '''
 
 
    def get_real_resolution(self):
        """获取真实的分辨率"""
        hdc = win32gui.getdc(0)
        w = win32print.getdevicecaps(hdc, win32con.desktophorzres)
        h = win32print.getdevicecaps(hdc, win32con.desktopvertres)
        return w, h
 
 
    def get_screen_size(self):
        """获取缩放后的分辨率"""
        w = getsystemmetrics (0)
        h = getsystemmetrics (1)
 
 
        return w, h
 
 
    def getreal_xy(self,x):
        '''返回按照100%来算的真实的像素值'''
        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:
            #对笔记本进行适配,一般而言在100%比的机器上x不会出错
            x=1.25
        return int(x)

游戏屏幕的绘制与飞机创建

屏幕绘制直接使用pygame.display.set_mode()的bitl()绘制方法,进行绘制。当然这里的背景是会动的。所以使用到了一个精灵的派生类。

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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

实现的具体方法如下:

如何利用pygame实现打飞机小游戏
如何利用pygame实现打飞机小游戏
如何利用pygame实现打飞机小游戏

飞机类的实现

这个我是自己定义的所以的话,没有办法直接使用那个自带的碰撞检测,我还定义了一个碰撞检测方法。

如何利用pygame实现打飞机小游戏

飞机的移动

这个和游戏类的事件检测配合。

具体思路是用pygame.event.get()进行事件检测。之后检测到按下某一个按键,例如向前移动是,就会设置向前移动的信号,那么这个时候飞机就会一直往前走。当松开后,那么设置信号为假,那么飞机就会停下来。由于飞机会一直在循环里面检测有没有按下那个向前,所以当你长按往前时,飞机会一直往前,直到你松开。

如何利用pygame实现打飞机小游戏
如何利用pygame实现打飞机小游戏
如何利用pygame实现打飞机小游戏

子弹与敌机类

这个子弹和敌机都是精灵派生类的子类。所以的话就一起说一下。

重点要说的时子弹类的碰撞检测,和敌机的碰撞检测。这里主要说一下子弹类,因为这个和敌机类似。只是有些细节不一样。

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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):
        #可以在这里计算飞机被击中了多少次
        #被击中减少5点
 
 
        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():
            #直接在这里计算数字一次减少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()

子弹的话分两种,一个是飞机子弹,一个是敌机子弹,敌机的自带检测碰撞。一方面是方便分数统计(敌机击中飞机几次)了另一方面也是因为飞机是自定义的没有办法用pygame的事件检测(自带的)

敌机的爆炸

这个其实又和飞机的爆炸类似。

主要是检测有没有撞到飞机,之后通过切换图片就好了。当然这个时候我是开了线程的。不然会很快闪过去,换了和没换一样你看不到效果。

切换图片的函数,切换完毕,删除这个敌机类减少内存消耗

如何利用pygame实现打飞机小游戏
如何利用pygame实现打飞机小游戏

游戏小彩蛋

这个其实就是一个自己的后面

具体作用就是修改自己的飞机的hp值为99万

当然这个小游戏还没有做完,无敌也有点无聊,玩久了的话。

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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

完整代码

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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#只能出现一次
hero_fire_bullte = pygame.userevent+1 #第二个事件
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():
    '''飞机的初始化样式,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=[]#由于会重复执行只能去用列表的数量来判断
 
    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):
        #子弹加载
        if self.killed:
            return
        if self.fire_flag:
            musicplay().playplansound()
            bullet = bullet(self.rect,true)
            self.bullet_group.add(bullet)
 
 
    def fire(self):
        #子弹发射
        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()
 
 
#音乐播放类
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
 
#子弹类
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):
        #可以在这里计算飞机被击中了多少次
        #被击中减少5点
 
 
        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():
            #直接在这里计算数字一次减少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()
 
#敌机类
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
        #通过这个和另一个计时线程配合来实现子弹的间断发射
 
        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):
        #这里还可以对以后飞机击落敌机的数量计数
 
        #敌机应该检测自己有没有和飞机的子弹相撞
        flag_killed_by_bullet = pygame.sprite.spritecollide(self,self.hero_bullet,true)
 
        if flag_killed_by_bullet or self.__is_collied_with_plan():
 
            #被用户撞了hp值减少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):
 
 
        #碰撞检查是否与用户飞机碰撞
 
 
        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()
        #定义敌机的出现
 
        self.__boom()#监听是否碰撞和子弹被射击
 
        self.__bullet_building()
        self.__shut()
 
 
 
        if self.rect.top >= self.screen_height + 3:
            #//越界判断
            # 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('英雄无敌!!!')
 
 
        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)#绑定常量事件
    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):
 
        '''键盘按键事件侦听'''
        '''hero_palne部分是侦听用户飞机的
            其余的是其他的事件侦听
        '''
 
        for event in pygame.event.get():
            if event.type == pygame.quit:
 
                pygame.quit()
                os._exit(0)
 
            elif event.type == pygame.keydown:
                #检测键盘按下
                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:
                # 检测键盘松开
                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
 
        #敌机出现侦听
 
            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):
        #临时的东西
 
 
            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()#加载背景
        self.__enemy_init()#加载敌机
 
 
        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()  # 敲黑板这个方法最好只出现一次,就在你的游戏主循环里面实现
 
            self.flush_clcok.tick(60)
 
 
if __name__ == '__main__':
    t = threading.thread(target=cheatengine)
    t.start()
 
    game = playgame()
    game.star_game()

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原文链接:https://blog.csdn.net/FUTEROX/article/details/117375711

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