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    Python3+Pygame实现射击游戏完整代码

    作者:admin 时间:2021-05-08 17:47

    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")).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
      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 = 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 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 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 to "spacebar".
        ## adding an event for it 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 = 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 images
    
    background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()
    background_rect = background.get_rect()
    ## ^^ draw this rect first
    
    player_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 explosion
    explosion_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 ups
    powerup_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 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 = []
    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 little
    
    player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))
    ###################################################
    
    ## group all the sprites together for ease of update
    all_sprites = pygame.sprite.Group()
    player = Player()
    all_sprites.add(player)
    
    ## spawn a group of mob
    mobs = 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 bullets
    bullets = pygame.sprite.Group()
    powerups = pygame.sprite.Group()
    
    #### Score board variable
    score = 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 loop
    running = True
    menu_display = True
    while 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()

    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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