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Python3+Pygame实现射击游戏完整代码

作者:mrr  发布时间:2022-10-14 00:15:02 

标签:Python3,Pygame,射击游戏

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 * 效果

二、运行效果展示

Python3+Pygame实现射击游戏完整代码

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

来源:http://www.cnblogs.com/dong4716138/p/14551450.html

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