Commit cfa8e184 by BellCodeEditor

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parent b9313dfa
1.jpeg

68.3 KB

import random
import pygame
# 屏幕大小的常量
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
# 刷新的帧率
FRAME_PER_SEC = 60
# 创建敌机的定时器常量
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 英雄发射子弹事件
HERO_FIRE_EVENT = pygame.USEREVENT+1
#子弹速度
BULLET_SPEED = -2.5
class GameSprite(pygame.sprite.Sprite):
""""飞机大战游戏精灵"""
def __init__(self, image_name, speed = 1):
# 调用父亲的初始化方法
super().__init__()
# 定义对象的属性
self.image = pygame.image.load(image_name)
self.rect = self.image.get_rect()
self.speed = speed
def update(self):
#在屏幕的垂直方向上移动
self.rect.y += self.speed
class Background(GameSprite):
""""游戏背景精灵"""
def __init__(self, is_alt = False):
# 1.调用父类构造方法
super().__init__("./images/background.png")
# 2.判断是否与前图像循环重合,若否,则需重新设置初始位置
if is_alt:
self.rect.y = -self.rect.height
def update(self):
# 1.调用父类的方法,,,注意super后面要加括号!!!
super().update()
# 2.判断是否移出屏幕
if self.rect.y >= SCREEN_RECT.height:
self.rect.y = -self.rect.height
class Enemy(GameSprite):
""""敌机精灵"""
def __init__(self):
# 1.调用父类方法,创建敌机精灵
super().__init__("./images/enemy1.png")
# 2. 指定敌机的初始随机速度 1-2-3
self.speed = random.randint(1,3)
# 3.指定敌机的初始随机位置
self.rect.bottom = 0
max_x = SCREEN_RECT.width - self.rect.width
self.rect.x = random.randint(0, max_x)
def update(self):
# 1.调用父类方法,保持垂直方向的飞行
super().update()
# 2.判断是否非出屏幕,如果是,需要从精灵组删除敌机
if self.rect.y >= SCREEN_RECT.height:
#print("飞出屏幕,需要从精灵组删除...")
# kill方法可以将精灵从精灵组中移除
self.kill()
def __del__(self):
#print("敌机挂了%s" %self.rect)
pass
class Hero(GameSprite):
"""英雄精灵"""
def __init__(self):
# 1.调用父类方法,设置image和speed
super().__init__("./images/me1.png", speed = 0)
self.speed1 = 0
# 2.设置英雄的初始位置
self.rect.centerx = SCREEN_RECT.centerx
self.rect.bottom = SCREEN_RECT.bottom - 100
# 3.创建子弹精灵组
self.bullets = pygame.sprite.Group()
def update(self):
#(错误的判断句,会导致一旦出界就很难再恢复回来)if 0 <= self.rect.x <= SCREEN_RECT.width - self.rect.width:
self.rect.x += self.speed
if self.rect.x < 0:
self.rect.x = 0
elif self.rect.right > SCREEN_RECT.width:
self.rect.right = SCREEN_RECT.width
self.rect.y += self.speed1
if self.rect.y < 0:
self.rect.y = 0
elif self.rect.bottom > SCREEN_RECT.height:
self.rect.bottom = SCREEN_RECT.height
def fire(self):
#print("发射子弹")
# 1.创建子弹精灵
bullet = Bullet()
# 2.设置精灵位置
bullet.rect.bottom = self.rect.y
bullet.rect.centerx = self.rect.centerx
# 3.将精灵添加到精灵组
self.bullets.add(bullet)
class Bullet(GameSprite):
""""子弹精灵"""
def __init__(self):
# 调用父类方法
super().__init__("./images/bullet1.png", BULLET_SPEED)
def update(self):
super().update()
if self.rect.bottom < 0:
self.kill()
def __del__(self):
#print("子弹被销毁")
pass
\ No newline at end of file
import pygame
from sys import exit
from pygame.locals import *
gao=480
kuang=800
pygame.init()
scree=pygame.display.set_mode((gao,kuang))
pygame.display.set_caption('飞机大战')
background=pygame.image.load('1.jpeg')
while True:
scree.fill(0)
scree.blit(background,(0,0))
pygame.display.update()
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
exit()
\ No newline at end of file
import pygame
from pygame import locals
import pygame, sys, time, random
width=102 #面板的宽度(外围有一层墙)
high=102 #面板的高度(外围有一层墙)
size=6 #设置绘制的单方格大小
pygame.init() # 初始化
score = 0
grid_size = 20 # 格子大小
grid_num_width = 15 # 横向格子数量
grid_num_height = 25 # 纵向格子数量
FPS = 30
def initialization(arr): #初始化
for i in range(high):
for j in range(width):
ran=random.random()
if ran>0.9:
arr[i][j]=1
else:
pass
return arr
# 创建窗口
screen = pygame.display.set_mode((460, 500))
pygame.display.set_caption("俄罗斯方块")
clock = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
# 载入素材
background = pygame.image.load('bg.png')
font = pygame.font.Font('STKAITI.TTF', 60) # 字体
def nextmultiply(arr): #下一代繁衍
newarr = [([0] * width) for n in range(high)]
for i in range(high):
for j in range(width):
num=0
if (i==0 or i==high-1) or (j==0 or j==width-1):
newarr[i][j]=0
else:
num=arr[i-1][j-1]+arr[i-1][j]+arr[i-1][j+1]+arr[i][j-1]+arr[i][j+1]+arr[i+1][j-1]+arr[i+1][j]+arr[i+1][j+1]
if arr[i][j]==0: #若原细胞为死亡状态
if num==3:
newarr[i][j]=1
else: #若原细胞为存活状态
if num==2 or num==3:
newarr[i][j]=1
else:
newarr[i][j]=0
return newarr
while True:
for event in pygame.event.get():
if event.type == locals.QUIT:
exit()
# 将背景图画上去
screen.blit(background, (0, 0))
pygame.draw.rect(screen,(255,0,0),(120,20,20,20),0)
pygame.draw.rect(screen,(255,255,255),(120,20,20,20),1)
# 得分
score_text = font.render(str(score), True, (0, 0, 0))
screen.blit(score_text , (350,70))
# 刷新画面
pygame.display.update()
clock.tick(FPS)
if __name__ == '__main__':
color_white = pygame.Color(255, 255, 255)
color_LightSkyBlue = pygame.Color(135,206,250)
color_black = pygame.Color(0, 0, 0)
pygame.init()
screen = pygame.display.set_mode((width*size, high*size))
screen.fill(color_white)
pygame.display.set_caption("生命游戏Game of Life")
arr = [([0] * width) for i in range(high)] # 创建一个二维数组
arr=initialization(arr)
while(True):
screen.fill(color_white)
time.sleep(0.5)
for i in range(high):
for j in range(width):
if arr[i][j]==1:
pygame.draw.rect(screen, color_black, (i * size, j * size, size, size))
elif (i==0 or i==high-1) or (j==0 or j==width-1):
pygame.draw.rect(screen, color_LightSkyBlue, (i * size, j * size, size, size))
else:
pass
for event in pygame.event.get(): # 监听器
if event.type == pygame.QUIT:
sys.exit()
arr = nextmultiply(arr)
pygame.display.update()
from plane_sprites import *
# 游戏主程序
class PlaneGame(object):
""""飞机大战主游戏"""
def __init__(self):
print("游戏初始化")
# 1.创建游戏的窗口
self.screen = pygame.display.set_mode(SCREEN_RECT.size)
# 2.创建游戏的时钟
self.clock = pygame.time.Clock()
# 3.调用私有方法,精灵和精灵组的创建
self.__create_sprites()
# 4.设置定时器事件——创建敌机 1s
pygame.time.set_timer(CREATE_ENEMY_EVENT,1000)
pygame.time.set_timer(HERO_FIRE_EVENT, 300)
def __create_sprites(self):
# 创建背景精灵和精灵组
bg1 = Background()
bg2 = Background(True)
self.back_group = pygame.sprite.Group(bg1, bg2)
# 创建敌机精灵
self.enemy_group = pygame.sprite.Group()
# 创建英雄精灵
self.hero = Hero()
self.hero_group = pygame.sprite.Group(self.hero)
def start_game(self):
print("游戏开始...")
while True:
# 1.设置刷新帧率
self.clock.tick(FRAME_PER_SEC)
# 2.事件监听
self.__event_handler()
# 3.碰撞检测
self.__check_collide()
# 4.更新/绘制精灵组
self.__update_sprites()
# 5.更新显示
pygame.display.update()
def __event_handler(self):
for event in pygame.event.get():
#判断是否退出游戏
if event.type == pygame.QUIT:
PlaneGame.__game_over()
elif event.type == CREATE_ENEMY_EVENT:
#print("敌机出现。。。")
# 创建敌机精灵
enemy = Enemy()
# 将敌机精灵添加到敌机精灵组中
self.enemy_group.add(enemy)
elif event.type == HERO_FIRE_EVENT:
self.hero.fire()
# elif event.type == pygame.KEYDOWN and event.key == pygame. K_RIGHT:
# print("向右移动")
# 使用键盘提供的方法获得按键元组
keys_pressed = pygame.key.get_pressed()
#判断元组中对应的按键索引值
if keys_pressed[pygame.K_RIGHT]:
self.hero.speed = 2
elif keys_pressed[pygame.K_LEFT]:
self.hero.speed = -2
elif keys_pressed[pygame.K_DOWN]:
self.hero.speed1 = 2
elif keys_pressed[pygame.K_UP]:
self.hero.speed1 = -2
else:
self.hero.speed = 0
self.hero.speed1 = 0
def __check_collide(self):
# 1.子弹摧毁敌机
pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)
# 2.敌机撞毁英雄
enenmy = pygame.sprite.spritecollide(self.hero, self.enemy_group, True)
if len(enenmy) > 0:
self.hero.kill()
print("飞机被撞毁,任务失败!")
PlaneGame.__game_over()
def __update_sprites(self):
# 更新显示背景
self.back_group.update()
self.back_group.draw(self.screen)
# 更新显示敌机
self.enemy_group.update()
self.enemy_group.draw(self.screen)
# 更新显示英雄
self.hero_group.update()
self.hero_group.draw(self.screen)
# 更新显示子弹
self.hero.bullets.update()
self.hero.bullets.draw(self.screen)
@staticmethod
def __game_over():
print("游戏结束")
pygame.quit()
exit()
if __name__ == '__main__':
#创建游戏对象
game = PlaneGame()
#启动游戏
game.start_game()
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