Python3+Pygame实现射击游戏完整代码

这篇文章主要介绍了Python3+Pygame实现射击游戏完整代码,本文给大家介绍的非常详细,对大家的学习或工作具有一定的参考借鉴价值,需要的朋友可以参考下

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

一、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

二、运行效果展示

三、完整代码

 from __future__ import division import pygame import random from os import path ## assets folder img_dir = path.join(path.dirname(__file__), 'assets') sound_folder = path.join(path.dirname(__file__), 'sounds') ############################### ## to be placed in "constant.py" later WIDTH = 480 HEIGHT = 600 FPS = 60 POWERUP_TIME = 5000 BAR_LENGTH = 100 BAR_HEIGHT = 10 # Define Colors WHITE = (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 window pygame.init() pygame.mixer.init() ## For sound screen = 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) title = pygame.image.load(path.join(img_dir, "main.png-600")).convert() title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen) 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 max(pct, 0) ## moving them to top bar_length=100 bar_height=10 fill=(pct> 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 = center class 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 spawn now if - 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 enemies class 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 Powerups class 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 bullets class 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 "spacebar". adding an event for in game loop fire ze missiles class 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 self.rect.centerx=x self.speedy=-10 update(self): """should spawn right front of the player""" self.rect.y +=self.speedy if < 0: ################################################### load all images background 'starfield.png-600')).convert() background_rect=background.get_rect() ^^ draw this rect first player_img=pygame.image.load(path.join(img_dir, 'playership1_orange.png-600')).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-600')).convert() missile_img=pygame.image.load(path.join(img_dir, 'missile.png-600')).convert_alpha() # meteor_img=pygame.image.load(path.join(img_dir, 'meteorbrown_med1.png-600')).convert() meteor_images=[] meteor_list=[ 'meteorbrown_big1.png-600', 'meteorbrown_big2.png-600', 'meteorbrown_med1.png-600', 'meteorbrown_med3.png-600', 'meteorbrown_small1.png-600', 'meteorbrown_small2.png-600', 'meteorbrown_tiny1.png-600' ] image meteor_list: meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert()) meteor explosion explosion_anim={} explosion_anim['lg']=[] explosion_anim['sm']=[] explosion_anim['player']=[] i range(9): filename='regularExplosion0{}.png-600' .format(i) img=pygame.image.load(path.join(img_dir, filename)).convert() img.set_colorkey(black) resize 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 'sonicexplosion0{}.png-600'.format(i) pygame.image.load(path.join(img_dir, explosion_anim['player'].append(img) power ups powerup_images={} powerup_images['shield']=pygame.image.load(path.join(img_dir, 'shield_gold.png-600')).convert() powerup_images['gun']=pygame.image.load(path.join(img_dir, 'bolt_gold.png-600')).convert() ### sounds shooting_sound=pygame.mixer.Sound(path.join(sound_folder, 'pew.wav')) missile_sound=pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg')) expl_sounds=[] sound ['expl3.wav', 'expl6.wav']: expl_sounds.append(pygame.mixer.sound(path.join(sound_folder, sound))) main music #pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-frozenjam-seamlessloop.ogg')) pygame.mixer.music.set_volume(0.2) simmered down little player_die_sound=pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg')) group sprites together ease update all_sprites=pygame.sprite.Group() player() all_sprites.add(player) mob mobs range(8): 8 mob_element=Mob() all_sprites.add(mob_element) mobs.add(mob_element) newmob() bullets pygame.sprite.group() powerups=pygame.sprite.Group() #### score board variable 0 todo: make over again and again. play(loops=-1) is not working error : typeerror: play() takes no keyword arguments #pygame.mixer.music.play() ############################# running=True menu_display=True while running: menu_display: main_menu() pygame.time.wait(3000) #stop menu pygame.mixer.music.stop() #play gameplay pygame.mixer.music.load(path.join(sound_folder, pygame.mixer.music.play(-1) makes endless false #1 process input events clock.tick(fps) will run at same speed time pygame.event.get(): gets which have occured till keeps tab them. listening x button top event.type== pygame.quit: press esc exit pygame.keydown: event.key== pygame.k_escape: shooting elif pygame.k_space: player.shoot() define shoot() function #2 all_sprites.update() check bullet hit hits=pygame.sprite.groupcollide(mobs, bullets, true, true) as delete element when one with bullet, respawn them there be mob_elements left out hits: 50 - hit.radius give different scores hitting big 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) 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-600 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()

四、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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