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自学教程:Python趣味挑战之用pygame实现飞机塔防游戏

51自学网 2021-10-30 22:37:07
  python
这篇教程Python趣味挑战之用pygame实现飞机塔防游戏写得很实用,希望能帮到您。

一、先让飞机在屏幕上飞起来吧。

(一)实现飞机类

class Plane:    def __init__(self,filename,screen):        self.plane = pygame.image.load(filename).convert_alpha()        self.height = self.plane.get_height()        self.width = self.plane.get_width()        self.radius = randint(2, 10)        self.xpos = randint(self.radius, 800-self.radius)        self.ypos = randint(self.radius, 700-self.radius)       # self.xpos = randint(100, 600)        # self.ypos = randint(100, 600)        self.xvelocity = randint(2, 6)/5        self.yvelocity = randint(2, 6)/5        self.angle = math.atan2(self.yvelocity,self.xvelocity)        self.fangle = math.degrees(self.angle)+90        self.screen = screen        self.scrnwidth = 800        self.scrnheight = 700    def move_ball(self):        self.xpos += self.xvelocity        self.ypos += self.yvelocity        # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上        if self.ypos >= self.scrnheight-self.width:            self.yvelocity = -self.yvelocity            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下        if self.ypos <= 0:            self.yvelocity = abs(self.yvelocity)            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左        if self.xpos >= self.scrnwidth-self.height:            self.xvelocity = -self.xvelocity            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右        if self.xpos <= 0:            self.xvelocity = abs(self.xvelocity)            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        self.planed = pygame.transform.rotate(self.plane, -(self.fangle))        self.screen.blit(self.planed, (self.xpos,self.ypos))

(二)让飞机飞起来

if __name__ == '__main__':    pygame.init()    screen = pygame.display.set_mode((800, 700))    plane = Plane('plane.png',screen)    clock = pygame.time.Clock()    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        clock.tick(200)        screen.fill((0, 0, 0))        plane.move_ball()        pygame.display.update()

(三)运行效果

在这里插入图片描述

二、屏幕下发实现一个塔防设备

 (一)实现塔防设备类

class Pao:    def __init__(self,screen):        self.start = (100,700)        self.end = None        self.screen = screen        self.count = 0        self.bullet_list = []        pass    def getpos(self,pos2,r):        self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])        self.fangle = math.degrees(self.angle)        self.x = self.start[0]+r*math.cos(self.angle)        self.y = self.start[1]+r*math.sin(self.angle)        self.r = r        self.end = pos2    def move(self):        pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)        pygame.draw.circle(self.screen,(0,255,0),self.start,15)

(二)主函数实现调用

pao  = Pao(screen)    clock = pygame.time.Clock()    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        clock.tick(200)        screen.fill((0, 0, 0))        plane.move_ball()        pao.getpos((plane.xpos, plane.ypos), 35)        pao.move()

(三)实现效果

在这里插入图片描述

发现没有,塔防设备跟踪飞机的运动而运动,一切都在监控中。

三、让子弹也飞起来吧

(一)实现子弹类

class Bullet:    def __init__(self,x,y,fangle,screen,angle):        self.posx = x        self.posy = y        self.fangle = fangle        self.angle = angle        self.alive = True        self.screen = screen        self.bullet = pygame.image.load('bullet2.png').convert_alpha()        self.r = random.randint(5,10)    def move(self):        self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))        self.posx += self.r * math.cos(self.angle)        self.posy +=  self.r * math.sin(self.angle)        # self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina)        if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:            self.alive = False        if self.alive:            self.screen.blit(self.planed, (self.posx, self.posy))

(二)在塔防设备实现子弹生成

在move函数上写相关代码

 def move(self):        pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)        pygame.draw.circle(self.screen,(0,255,0),self.start,15)        if self.count % 100 == 19:            self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))        self.count += 1        for bullet in self.bullet_list:            if bullet.alive is not True:                del bullet            else:                bullet.move()

(三)完整代码

import pygame,sysfrom math import *from Ball import Ballimport randomfrom random import randintimport mathclass Plane:    def __init__(self,filename,screen):        self.plane = pygame.image.load(filename).convert_alpha()        self.height = self.plane.get_height()        self.width = self.plane.get_width()        self.radius = randint(2, 10)        self.xpos = randint(self.radius, 800-self.radius)        self.ypos = randint(self.radius, 700-self.radius)        self.xvelocity = randint(2, 6)/5        self.yvelocity = randint(2, 6)/5        self.angle = math.atan2(self.yvelocity,self.xvelocity)        self.fangle = math.degrees(self.angle)+90        self.screen = screen        self.scrnwidth = 800        self.scrnheight = 700    def move_ball(self):        self.xpos += self.xvelocity        self.ypos += self.yvelocity        # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上        if self.ypos >= self.scrnheight-self.width:            self.yvelocity = -self.yvelocity            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下        if self.ypos <= 0:            self.yvelocity = abs(self.yvelocity)            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左        if self.xpos >= self.scrnwidth-self.height:            self.xvelocity = -self.xvelocity            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右        if self.xpos <= 0:            self.xvelocity = abs(self.xvelocity)            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        self.planed = pygame.transform.rotate(self.plane, -(self.fangle))        self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos))        self.screen.blit(self.planed,self.newRect)class Pao:    def __init__(self,screen):        self.start = (100,700)        self.end = None        self.screen = screen        self.count = 0        self.bullet_list = []        pass    def getpos(self,pos2,r):        self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])        self.fangle = math.degrees(self.angle)        self.x = self.start[0]+r*math.cos(self.angle)        self.y = self.start[1]+r*math.sin(self.angle)        self.r = r        self.end = pos2    def move(self):        pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)        pygame.draw.circle(self.screen,(0,255,0),self.start,15)        if self.count % 100 == 19:            self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))        self.count += 1        for bullet in self.bullet_list:            if bullet.alive is not True:                del bullet            else:                bullet.move()class Bullet:    def __init__(self,x,y,fangle,screen,angle):        self.posx = x        self.posy = y        self.fangle = fangle        self.angle = angle        self.alive = True        self.screen = screen        self.bullet = pygame.image.load('bullet2.png').convert_alpha()        self.r = random.randint(5,10)    def move(self):        self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))        self.posx += self.r * math.cos(self.angle)        self.posy +=  self.r * math.sin(self.angle)        # self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina)        if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:            self.alive = False        if self.alive:            self.screen.blit(self.planed, (self.posx, self.posy))if __name__ == '__main__':    pygame.init()    screen = pygame.display.set_mode((800, 700))    plane = Plane('plane.png',screen)    pao  = Pao(screen)    clock = pygame.time.Clock()    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        clock.tick(200)        screen.fill((0, 0, 0))        plane.move_ball()        pao.getpos((plane.xpos, plane.ypos), 35)        pao.move()        pygame.display.update()

(四)运行效果

在这里插入图片描述

四、碰撞监测和爆炸效果实现

(一)碰撞监测

plane_rect = plane.newRect # planed.get_rect()        # print(plane_rect)        # print(len(pao.bullet_list))        for bullet in pao.bullet_list:            # print(bullet.alive)            # print(bullet.planed.get_rect())            if plane_rect.colliderect(bullet.newRect):                bullet.alive = False                plane.reset()                print('1')

(二)爆炸效果

检测是否碰撞

 if plane.alive:                plane.move_ball()            else:                plane.destroy(fCount, screen)

碰撞后的效果

def destroy(self, fCount, winSurface):        self.screen.blit(self.dList[self.dIndex],self.newRect)        if fCount % 3 == 0:            self.dIndex += 1        if self.dIndex == 4:            self.reset()

(三)记录得分

初始化变量

 self.score = 0

展示变量

text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0))self.screen.blit(text1, (45, 15))

五、完整代码

import pygame,sysfrom math import *from Ball import Ballimport randomfrom random import randintimport mathclass Plane:    def __init__(self,filename,screen):        self.plane = pygame.image.load(filename).convert_alpha()        self.height = self.plane.get_height()        self.width = self.plane.get_width()        self.alive = True        self.dIndex = 0        self.newRect = None        # 爆炸        self.dSurface1 = pygame.image.load("./images/enemy1_down1.png").convert_alpha()        self.dSurface2 = pygame.image.load("./images/enemy1_down2.png").convert_alpha()        self.dSurface3 = pygame.image.load("./images/enemy1_down3.png").convert_alpha()        self.dSurface4 = pygame.image.load("./images/enemy1_down4.png").convert_alpha()        self.dList = [self.dSurface1, self.dSurface2, self.dSurface3, self.dSurface4]        self.radius = randint(2, 10)        self.xpos = randint(self.radius, 800-self.radius)        self.ypos = randint(self.radius, 700-self.radius)        self.xvelocity = randint(2, 6)/5        self.yvelocity = randint(2, 6)/5        self.angle = math.atan2(self.yvelocity,self.xvelocity)        self.fangle = math.degrees(self.angle)+90        self.screen = screen        self.scrnwidth = 800        self.scrnheight = 700    def destroy(self, fCount, winSurface):        self.screen.blit(self.dList[self.dIndex],self.newRect)        if fCount % 3 == 0:            self.dIndex += 1        if self.dIndex == 4:            self.reset()    def reset(self):        self.radius = randint(2, 10)        self.xpos = randint(self.radius, 800-self.radius)        self.ypos = randint(self.radius, 700-self.radius)        self.xvelocity = randint(2, 6)/5        self.yvelocity = randint(2, 6)/5        self.angle = math.atan2(self.yvelocity,self.xvelocity)        self.fangle = math.degrees(self.angle)+90        self.alive = True        self.dIndex = 0    def move_ball(self):        self.xpos += self.xvelocity        self.ypos += self.yvelocity        # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上        if self.ypos >= self.scrnheight-self.width:            self.yvelocity = -self.yvelocity            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下        if self.ypos <= 0:            self.yvelocity = abs(self.yvelocity)            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左        if self.xpos >= self.scrnwidth-self.height:            self.xvelocity = -self.xvelocity            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右        if self.xpos <= 0:            self.xvelocity = abs(self.xvelocity)            self.angle = math.atan2(self.yvelocity, self.xvelocity)            self.fangle = math.degrees(self.angle) + 90        self.planed = pygame.transform.rotate(self.plane, -(self.fangle))        self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos))        self.screen.blit(self.planed,self.newRect)class Pao:    def __init__(self,screen):        self.start = (100,700)        self.end = None        self.screen = screen        self.count = 0        self.bullet_list = []        self.score = 0        self.font = pygame.font.Font(r'C:/Windows/Fonts/simsun.ttc', 16)    def getpos(self,pos2,r):        self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0])        self.fangle = math.degrees(self.angle)        self.x = self.start[0]+r*math.cos(self.angle)        self.y = self.start[1]+r*math.sin(self.angle)        self.r = r        self.end = pos2    def move(self):        pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5)        pygame.draw.circle(self.screen,(0,255,0),self.start,15)        text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0))        self.screen.blit(text1, (45, 15))        if self.count % 30 == 19:            self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle))        self.count += 1        for bullet in self.bullet_list:            if bullet.alive is False:                self.bullet_list.remove(bullet)            else:                bullet.move()class Bullet:    def __init__(self,x,y,fangle,screen,angle):        self.posx = x        self.posy = y        self.fangle = fangle        self.angle = angle        self.alive = True        self.screen = screen        self.bullet = pygame.image.load('bullet2.png').convert_alpha()        self.r = random.randint(5,10)        self.newRect = None    def move(self):        self.planed = pygame.transform.rotate(self.bullet, -(self.fangle))        self.posx += self.r * math.cos(self.angle)        self.posy +=  self.r * math.sin(self.angle)        if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800:            self.alive = False        self.newRect = self.bullet.get_rect(center=(self.posx, self.posy))        if self.alive:            self.screen.blit(self.planed, self.newRect)if __name__ == '__main__':    pygame.init()    screen = pygame.display.set_mode((800, 700))    pao = Pao(screen)    plane_list = []    for i in range(2):        plane_list.append((Plane('enemy.png',screen)))    fCount = 0    clock = pygame.time.Clock()    plane = random.choice(plane_list)    while True:        for event in pygame.event.get():            if event.type == pygame.QUIT:                pygame.quit()                sys.exit()        clock.tick(200)        screen.fill((0, 0, 0))        pao.getpos((plane.xpos, plane.ypos), 35)        pao.move()        for plane in plane_list:            plane_rect = plane.newRect            for bullet in pao.bullet_list:                try:                    if plane_rect.colliderect(bullet.newRect):                        bullet.alive = False                        plane.alive = False                        pao.score += 1                        plane = random.choice(plane_list)                        print('1')                except:                    pass            if plane.alive:                plane.move_ball()            else:                plane.destroy(fCount, screen)        fCount += 1        pygame.display.update()

六、运行效果

在这里插入图片描述

写完,比心!

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