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pygame实现雷电游戏雏形开发

作者:stackoverlow  发布时间:2021-04-14 13:52:31 

标签:pygame,雷电游戏,游戏

本文实例为大家分享了pygame实现雷电游戏开发代码,供大家参考,具体内容如下

源代码:

stars.py


#-*- coding=utf-8 -*-
#!/usr/bin/python

import pygame
from pygame.locals import *
from random import randint
import math

class Star(object):
 def __init__(self, x, y, speed, color=(255,255,255)):

self.x = x
   self.y = y
   self.speed = speed
   self.color = color

class Stars(object):
 '''
   用于绘制星星背景
 '''
 def __init__(self, num = 0, SCREEN_SIZE=(800,600), color=(255,255,255)):
   self.stars = []
   self.MIN_SPEED = 10
   self.MAX_SPEED = 300
   self.SCREEN_SIZE = SCREEN_SIZE
   if num > 0:
     self.create_star(num, color)

def set_min_speed(self,speed):
   self.MIN_SPEED = speed
 def set_max_speed(self,speed):
   self.MAX_SPEED = speed

def create_star(self,num = 1, color = (255,255,255)):
   '''创建一个或多个星星,颜色可选'''
   for i in xrange(0,num):
     x = float(randint(0, self.SCREEN_SIZE[0]))
     y = float(randint(0, self.SCREEN_SIZE[1]))
     speed = float(randint(self.MIN_SPEED, self.MAX_SPEED))
     self.stars.append( Star(x, y, speed, color) )

def move(self,time_passed_seconds):
   '''移动星星并过滤'''
   for star in self.stars:
     star.y = star.y + time_passed_seconds * star.speed
   #过滤跑出画面的星星
   self.stars = filter(lambda one: one.y<=self.SCREEN_SIZE[1], self.stars)

def draw(self, surface):
   '''将星星画到指定图像对象'''
   for star in self.stars:
     #pygame.draw.aaline(surface, star.color,\
     #    (star.x, star.y), (star.x+1., star.y))
     surface.set_at((int(star.x),int(star.y)),star.color)

def test():

pygame.init()
 screen = pygame.display.set_mode((800, 600)) #, FULLSCREEN)

stars = Stars()
 #stars.set_max_speed(1000)
 #stars.set_min_speed(300)

# 在第一帧,画上一些星星
 stars.create_star(200)

clock = pygame.time.Clock()

white = (255, 255, 255)

while True:

for event in pygame.event.get():
     if event.type == QUIT:
       return
     if event.type == KEYDOWN:
       return

time_passed = clock.tick(30)
   time_passed_seconds = time_passed / 1000.

#update_background(stars, screen, time_passed_seconds)
   # 增加一颗新的星星
   stars.create_star(1)
   stars.move(time_passed_seconds)

screen.fill((0, 0, 0))

# 绘制所有的星
   stars.draw(screen)

pygame.display.update()

if __name__ == "__main__":
 test()

game.py


#-*- coding=utf-8 -*-
#!/usr/bin/python

import pygame
from pygame.locals import *
from random import randint
#from gameobjects import vector2
import math
import time

SCREEN_RECT = pygame.Rect(0,0,800,600)

class Player(pygame.sprite.Sprite):
 '''玩家类'''
 speed = 10
 images = []
 def __init__(self):
   pygame.sprite.Sprite.__init__(self, self.containers)
   self.image = Player.images[0]
   self.rect = self.image.get_rect(midbottom=SCREEN_RECT.midbottom)
   self.health= 4
   #self.time = 0
   #self.reloading = False

#def update(self, time_passed_seconds=0.0): if not self.reloading: super(Player,self).update(time_passed_seconds) else: self.time += time_passed_seconds if self.time > 1.5: print self.time self.time = 0.0 self.reloading = False self.groups()[0].remove(self)

def move(self, directions):
   '''移动,direction == 'up' or 'down' or 'left' or 'right' '''
   for direction in directions:
     if direction == 'up':
       self.rect.move_ip(0, -1 * Player.speed)
     elif direction == 'down':
       self.rect.move_ip(0, 1 * Player.speed)
     elif direction == 'left':
       self.rect.move_ip(-1 * Player.speed, 0)
     elif direction == 'right':
       self.rect.move_ip(1 * Player.speed, 0)
     else:
       print 'argument error'
       return None
   self.rect.clamp_ip(SCREEN_RECT)

def shoted_and_live(self, harm):
   '''被攻击处理,依然存活返回True,否则返回False'''
   self.health -= harm
   if self.health <= 0:
     return False
   else:
     return True

def attack_pos(self):
   return self.rect.x + self.rect.width / 2, self.rect.y

class Shot(pygame.sprite.Sprite):
 '''通用 * 类'''
 speed_tab = [ 13, 13, 26, 30 ]
 # * 攻击力表
 harm_tab = [ 1, 2 , 3, 12]
 images  = []
 # * 大小表
 shot_size = []
 def __init__(self, pos, angle, id=1 ):
   '''pos为射出位置
     angle参数为 * 射出的方向角度,以12点钟方向为0度,逆时针增大'''
   pygame.sprite.Sprite.__init__(self, self.containers)
   self.id  = id
   self.angle = angle
   self.speed = Shot.speed_tab[id-1]
   self.harm = Shot.harm_tab[id-1]
   self.image = pygame.transform.scale(Shot.images[id-1], Shot.shot_size[id-1])
   self.image = pygame.transform.rotate(self.image, angle)
   self.rect = self.image.get_rect(midbottom=pos)

def update(self,time_passed_seconds=0.0):
   radian = self.angle / 180.0 * math.pi
   self.rect.move_ip(math.sin(radian) * -self.speed,\
       -self.speed * math.cos(radian) )
   if self.rect.x+self.rect.width < 0 or\
       self.rect.x > SCREEN_RECT.width or\
       self.rect.y+self.rect.height < 0 or\
       self.rect.y > SCREEN_RECT.height:
     self.kill()

class AlienShot(Shot):
 '''
   敌方 * 类
   为了对象分组专为敌人的 * 使用一个新类,并定制 * 射速
 '''
 def __init__(self, pos, angle, id=1, speed=20 ):
   Shot.__init__(self, pos, angle, id)
   self.speed = speed

def SectorShot(pos, shot_id):
 '''扇形 * 的封装'''
 Shot(pos, 0, shot_id)
 Shot(pos, 15, shot_id)
 Shot(pos, 30, shot_id)
 Shot(pos, 45, shot_id)
 Shot(pos, 315,shot_id)
 Shot(pos, 330,shot_id)
 Shot(pos, 345,shot_id)

def CommonShot(pos, shot_id):
 '''常规 * '''
 Shot(pos, 0, shot_id)

class Alien(pygame.sprite.Sprite):
 '''通用敌人类'''
 #默认速度表,速度为像素/秒
 speed_tab = [ 400, 200, 200 ]
 images= []
 #用于射击间隔
 times = [0.15, 0.3, 0.4]

def __init__(self, id=1, health=5):
   pygame.sprite.Sprite.__init__(self, self.containers)
   self.id   = id
   self.speed = Alien.speed_tab[id-1]
   self.health = health
   self.image = Alien.images[id-1]
   self.rect  = self.image.get_rect()
   self.rect.topleft = (randint(0, SCREEN_RECT.width-self.rect.width),0)

self.move_tab = [ self.move_line, self.move_circle, self.move_curve ]
   #用于射击的时间计算
   self.time  = 0.0

def update(self, time_passed_seconds=0.0):
   self.move_tab[self.id-1](time_passed_seconds)
   if self.rect.x < 0 or self.rect.x > SCREEN_RECT.width or self.rect.y < 0 or self.rect.y > SCREEN_RECT.height:
     self.kill()
   self.time += time_passed_seconds
   if self.time > Alien.times[self.id-1]:
     self.time = 0.0
     if self.id == 1:
       AlienShot(self.attack_pos(), 180, 1, 30)
     elif self.id == 2:
       AlienShot(self.attack_pos(), 120, 1, 10)
       AlienShot(self.attack_pos(), 150, 1, 10)
       AlienShot(self.attack_pos(), 180, 1, 10)
       AlienShot(self.attack_pos(), 210, 1, 10)
       AlienShot(self.attack_pos(), 240, 1, 10)
     elif self.id == 3:
       AlienShot(self.attack_pos(), 180, 2, 10)

def shoted_and_live(self, harm):
   '''被攻击处理,依然存活返回True,否则返回False'''
   self.health -= harm
   if self.health <= 0:
     return False
   else:
     return True

def move_line(self, time_passed_seconds):
   self.rect.move_ip(0, self.speed * time_passed_seconds)

def move_circle(self, time_passed_seconds):
   if not hasattr(self, 'angle'):
     self.angle = 180
   else:
     self.angle = self.angle+time_passed_seconds*360
   if not hasattr(self, 'radius'):
     self.radius = 60
   if not hasattr(self, 'center'):
     x = self.rect.x+self.radius if self.rect.x < self.radius else self.rect.x-self.radius
     self.center = [ x, 0+self.radius]
   self.center[1] += 2
   new_pos = self.__circle_next( self.center, self.radius, self.angle)
   #self.rect.move_ip(new_pos[0], new_pos[1])
   self.rect.x, self.rect.y = new_pos[0], new_pos[1]

def __circle_next(self, center, radius, angle):
   x = math.sin(angle/180.0*math.pi) * radius + center[0]
   y = math.cos(angle/180.0*math.pi) * radius + center[1]
   return x, y

def move_curve(self, time_passed_seconds):
   if not hasattr(self, 'ray'):
     self.ray = self.rect.x
   if not hasattr(self, 'angle'):
     self.angle = 0
   else:
     self.angle = self.angle + time_passed_seconds * 360
   if not hasattr(self, 'curve_width'):
     self.curve_width = 50
   x = math.sin(self.angle/180*math.pi) * self.curve_width + self.ray
   y = self.rect.y + self.speed * time_passed_seconds
   self.rect.x, self.rect.y = x, y

def attack_pos(self):
   return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height

class Explosion(pygame.sprite.Sprite):
 ''' * 类'''
 #用于存储 * 图像每帧的坐标
 areas = [\
(0,0,104,135), (104,0,104,135), (208,0,104,135),(312,0,104,135),(416,0,94,135),\
(0,135,102,112),(102,135,102,112),(204,135,102,112),(306,135,102,112),(408,135,102,112),\
(0,247,108,144),(108,247,100,144),(208,247,102,144),(310,247,100,144),(412,247,98,144),\
(0,400,95,100) ]
 images = []

def __init__(self, pos, id=1, areas=None):
   pygame.sprite.Sprite.__init__(self, self.containers)
   self.pos = pos
   self.fps = 0
   self.image_data = Explosion.images[id-1]
   if areas is not None:
     self.areas = areas

self.update()

def update(self, time_passed_seconds=0.0):
   self.rect = pygame.Rect(self.areas[self.fps])
   self.image = self.image_data.subsurface(Rect(self.areas[self.fps]))
   self.rect.topleft = self.pos
   self.fps += 1
   if self.fps >= len(self.areas):
     self.kill()

class Score(pygame.sprite.Sprite):

score = 0
 health= 0
 life = 0
 def __init__(self, font_type = "文泉驿点阵正黑"):
   pygame.sprite.Sprite.__init__(self)
   self.font = pygame.font.SysFont(font_type, 20)
   self.color= (255,255,255)
   self.msg = u"得分:%d\n生命:%d"
   self.update()
   self.rect = self.image.get_rect()
   self.rect.topleft = (10,10)

def update(self, time_passed_seconds=0.0):
   self.msg = u"生命:%d  得分:%d"% (Score.life, Score.score)
   self.image = self.font.render(self.msg, True, self.color)

main.py


#-*- coding=utf-8 -*-
#!/usr/bin/python

import os
import time
import pygame
from pygame.locals import *
from random import randint

import stars
from game import *

#默认星空的速度
default_stars_speed = (50, 300)
# * 种数和当前 * ID,以及对应的 * 大小、发射频率(个/秒)
SHOT_NUM = 4
shot_id = 1
shot_size= [(2,9), (16, 16), (19,14), (99,120)]
shot_rate= [ 0.15, 0.3, 0.10, 0.7 ]

dest_area = [\
(0,0,104,135), (104,0,104,135), (208,0,104,135),(312,0,104,135),(416,0,104,135),\
(0,135,102,112),(102,135,102,112),(204,135,102,112),(306,135,102,112),(408,135,102,112),\
(0,247,108,144),(108,247,100,144),(208,247,102,144),(310,247,100,144),(412,247,98,144),\
(0,400,95,100) ]

star_bmg = []
def update_background(stars, screen, time_passed_seconds):
 '''在指定图像上生成一些星星并移动,绘制'''
 stars.create_star(2,(randint(0,255),randint(0,255),randint(0,255)))
 #stars.create_star(1,(255,255,255))
 stars.move(time_passed_seconds)
 screen.fill((0, 0, 0))
 stars.draw(screen)
 #screen.blit(star_bmg[0],(100,100))
 #screen.blit(star_bmg[1],(100,100))

def load_image(file, alpha=False):
 '''加载一张图片,可指定是否为alpha转换'''
 file = 'data/image/' + file
 try:
   surface = pygame.image.load(file)
 except pygame.error:
   raise SystemExit('加载图像 "%s" 失败 %s' % (file, pygame.get_error()) )
 if alpha:
   return surface.convert_alpha()
 return surface.convert()

def load_sound(file):
 file = 'data/music/' + file
 try:
   sound = pygame.mixer.Sound(file)
   return sound
 except pygame.error:
   print ('加载音乐 "%s" 失败' % file)
 return None

def main():
 global shot_id
 global star_bmg

pygame.mixer.pre_init(44100, -16, 2, 4096)
 pygame.init()
 screen = pygame.display.set_mode((800, 600)) #, FULLSCREEN)

#加载各种资源数据
 image_list    = os.listdir('data/image')
 image_list.sort()
 Player.images   = [ load_image(file,True) for file in image_list if 'player' in file ]
 Alien.images   = [ pygame.transform.rotate(load_image(file,True),180)\
             for file in image_list if 'alien' in file ]
 Shot.images    = [ load_image(file,True) for file in image_list if 'shot'  in file ]
 star_bmg     = [ load_image(file,True) for file in image_list if 'star' in file ]

Shot.shot_size  = shot_size
 shot_sound    = load_sound('shot2.wav')
 Explosion.images = [ load_image(file,True) for file in image_list if 'explosion' in file ]
 explosion_sound1 = load_sound('explosion1.wav')
 explosion_sound2 = load_sound('explosion2.wav')
 change_shot_sound = load_sound('change_shot.wav')
 alarm_sound    = load_sound('alarm.wav')
 #加载并播放BGM
 pygame.mixer.music.load('data/music/bgm01.ogg')
 pygame.mixer.music.play(-1)

# 初始化并生成一些星星
 world = stars.Stars(200)
 world.set_min_speed(default_stars_speed[0])
 world.set_max_speed(default_stars_speed[1])

#为各种游戏对象分组,all组存储了所有游戏对象
 shots = pygame.sprite.Group() #玩家的 * 和敌人的 * 分成2组
 alien_shots = pygame.sprite.Group()
 aliens= pygame.sprite.Group()
 explosions = pygame.sprite.Group()
 all  = pygame.sprite.Group()

Player.containers = all
 Alien.containers = aliens, all
 Shot.containers  = shots, all
 AlienShot.containers = alien_shots, all
 Explosion.containers = explosions, all

player = Player()

#玩家生命数,重载标志和重载时间
 life  = 3
 reloading = False
 reloading_time = 1.5

Score.score = 0
 Score.life = life
 score = Score()
 all.add(score)
 #无敌标志,重生后需要进入一段无敌时间
 iamyourdaddy = False

clock = pygame.time.Clock()
 prev_time = 0.0

while life or len(explosions.sprites())>0:
   allkill=None
   for event in pygame.event.get():
     if event.type == QUIT:
       return
     if event.type == KEYDOWN and event.key == K_ESCAPE:
       return
     if event.type == KEYDOWN:
       #处理 * 切换
       if event.key == K_TAB:
         shot_id = shot_id % SHOT_NUM + 1
         change_shot_sound.play()
       elif event.key == K_x:
         for alien in aliens:
           alien.kill()
           explosion_sound2.play()
           Explosion(alien.rect.topleft)
         for shot in alien_shots:
           shot.kill()
           explosion_sound2.play()
           Explosion(shot.rect.topleft)

keystate = pygame.key.get_pressed()
   time_passed = clock.tick(30)
   time_passed_seconds = time_passed / 1000.

update_background(world, screen, time_passed_seconds)
   #all.clear(screen, screen)
   all.update(time_passed_seconds)

#处理方向控制
   direct = []
   if keystate[K_UP]:
     direct.append('up')
     #模拟加速星空
     world.set_min_speed(default_stars_speed[0] * 10)
     world.set_max_speed(default_stars_speed[1] * 2)
   if keystate[K_DOWN]:
     direct.append('down')
     #模拟减速星空
     world.set_min_speed(10)
     world.set_max_speed(default_stars_speed[1] / 2)
   if keystate[K_LEFT]:
     direct.append('left')
   if keystate[K_RIGHT]:
     direct.append('right')
   player.move(direct)
   #若不是上下则恢复默认速度
   if not (keystate[K_UP] or keystate[K_DOWN]):
     world.set_min_speed(default_stars_speed[0])
     world.set_max_speed(default_stars_speed[1])

#处理攻击行为,用攻击间隔控制频率
   if not reloading and keystate[K_SPACE]:
     if time.time()-prev_time > shot_rate[shot_id-1]:
       #第二个参数为射出角度,以12点钟方向为0度逆时针变大
       #Shot(player.attack_pos(), 45, shot_id)
       if shot_id==1:
         SectorShot(player.attack_pos(), shot_id)
       else:
         CommonShot(player.attack_pos(), shot_id)
       shot_sound.play()
       #Explosion(player.attack_pos())
       prev_time = time.time()

#随机生成敌人,不同敌人血量不同
   n = randint(0,100)
   if n==1:
     Alien(1,3)
   elif n==2:
     Alien(2,5)
   elif n==3:
     Alien(3,5)

#处理玩家 * 与敌方的碰撞,碰撞字典键为第一个组的对象,值为第二个组的对象列表
   collide_dict = pygame.sprite.groupcollide(aliens,shots,False,False)
   for alien in collide_dict:
     for shot in collide_dict[alien]:
       if shot_id!=4:
         shot.kill()
       explosion_sound1.play()
       harm = shot.harm
       if not alien.shoted_and_live(harm):
         Score.score += 1
         alien.kill()
         explosion_sound2.play()
         Explosion(alien.rect.topleft)

#检测无敌时间是否结束
   if iamyourdaddy:
     wait += time_passed_seconds
     if wait > 1.5:
       iamyourdaddy = False
       wait = 0.0

#如果玩家处于重生中则不检测玩家碰撞
   if not reloading:
     #处理玩家与敌人的碰撞
     for alien in pygame.sprite.spritecollide(player, aliens,True):
       explosion_sound2.play()
       Explosion(alien.rect.topleft)
       if iamyourdaddy:
         pass
       else:
         alarm_sound.play(2)

Explosion(player.rect.topleft)
         Score.score += 1
         Score.life -= 1
         player.kill()
         reloading = True
         wait = 0.0
         life -= 1

if not reloading:
     #处理玩家与敌方 * 的碰撞
     for shot in pygame.sprite.spritecollide(player, alien_shots, True):
       explosion_sound1.play()
       harm = shot.harm
       if iamyourdaddy:
         pass
       elif not player.shoted_and_live(harm):
         alarm_sound.play(2)

explosion_sound2.play()
         Explosion(player.rect.topleft)
         Score.life -= 1
         player.kill()
         reloading = True
         wait = 0.0
         life -= 1

#处理 * 与 * 的碰撞
   if shot_id==4:
     collide_dict = pygame.sprite.groupcollide(alien_shots,shots,True,False)
     for alien_shot in collide_dict:
       explosion_sound2.play()
       Explosion(alien_shot.rect.topleft)

#死亡后重置玩家,生命数-1
   if reloading:
     wait += time_passed_seconds
     if wait > reloading_time:
       reloading = False
       player = Player()
       wait = 0.0
       #进入无敌模式
       iamyourdaddy = True

# 增加一颗新的星星
   #stars.create_star(1)
   #stars.move(time_passed_seconds)
   #screen.fill((0, 0, 0))
   # 绘制所有的星
   #stars.draw(screen)
   #screen.blit(image,(300,300))
   all.draw(screen)
   pygame.display.update()

#绘制结束画面
 #设置字体
 font = pygame.font.SysFont("文泉驿点阵正黑", 80)
 end = font.render(u"YOU LOST!!!", True, (255,0,0))
 screen.blit(end, (180, 270))
 pygame.display.update()
 time.sleep(2.5)

if __name__ == "__main__":
 main()

测试画面:

pygame实现雷电游戏雏形开发

来源:https://blog.csdn.net/xiaokint3/article/details/14497733

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