python简易实现飞机大战

简单实现飞机大战
主要功能:
1.显示开始界面
(1)点击“开始游戏”,运行游戏
(2)点击“结束游戏”,关闭游戏
2.运行游戏
(1)显示己方飞机
(2)遍历事件,实现按键移动飞机
(3)按空格键显示己方子弹
(4)显示敌方飞机
(5)使敌方飞机左右移动,用随机数使敌方飞机随机发射子弹
3.游戏结束
如果敌方子弹打到我方飞机则显示爆炸图片,并终止程序
4.运行展示
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述
5.代码展示

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


class Plane(object):
    def __init__(self, screen):
        self.screen = screen
        self.image = pygame.image.load(r'D:\pics\红飞机.png')
        self.x = 250
        self.y = 597
        self.bullet_list = []

        self.hit = False
        self.bomb_p = pygame.image.load(r'D:\pics\爆炸.png')

    def display(self):  # enemy
        if self.hit:
            #time.sleep(1)
            self.screen.blit(self.bomb_p, (self.x, self.y))
            time.sleep(1)
            return True

        else:
            self.screen.blit(self.image, (self.x, self.y))
            if self.x < -51:
                self.x = -51
            elif self.x > 589:
                self.x = 589
            elif self.y < 0:
                self.y = 0
            elif self.y > 649:
                self.y = 649
            needDelList = []
            for i in self.bullet_list:
                if i.judge():
                    needDelList.append(i)
            for i in needDelList:
                self.bullet_list.remove(i)
            for bullet in self.bullet_list:
                bullet.display()
                bullet.move()  # enemy
            return False

    def hang_move(self, move_x):
        self.x += move_x

    def lie_move(self, move_y):
        self.y += move_y

    def bomb(self):
        self.hit = True

    def sheBullet(self):
        newBullet = Bullet(self.x, self.y, screen)
        self.bullet_list.append(newBullet)


class Bullet(object):
    def __init__(self, x, y, screen):
        self.screen = screen
        self.image = pygame.image.load(r'D:\pics\恒星子弹.png')
        self.x = x + 39
        self.y = y - 10

    def display(self):
        self.screen.blit(self.image, (self.x, self.y))

    def move(self):  # enemy
        self.y -= 4
        # if (enmey.y <= self.y and self.y <= enmey.y +150) and (enmey.x <= self.x and self.x <= enmey.x +114):

    def judge(self):
        if self.y < 0:
            return True
        else:
            return False


class Enemy(object):
    def __init__(self, screen):
        self.screen = screen
        self.x = random.randint(0, 550)
        self.y = 0
        self.image = pygame.image.load(r'D:\pics\敌机.png')
        self.enemy_bullet = []
        self.direction = "right"
        # self.hit = False

    def display(self, hero):
        # if self.hit:
        # pass
        # else:
        self.screen.blit(self.image, (self.x, self.y))
        needDelList = []
        for i in self.enemy_bullet:
            if i.judge():
                needDelList.append(i)
        for i in needDelList:
            self.enemy_bullet.remove(i)
        for bullet in self.enemy_bullet:
            bullet.display()
            bullet.move(hero)

    def move(self):
        d1 = random.randint(0, 3)
        p1 = random.randint(150, 200)
        p2 = random.randint(-60, -40)
        if self.direction == "right":
            self.x += d1
        elif self.direction == "left":
            self.x -= d1
        if self.x > 700 - p1:
            self.direction = "left"
        elif self.x < p2:
            self.direction = "right"

    # def bomb(self):
    #     self.hit = True

    def sheBullet(self):
        num = random.randint(0, 800)
        newBullet = Enemy_bullet(self.x, self.y, self.screen)
        if num < 10:
            self.enemy_bullet.append(newBullet)


class Enemy_bullet(object):
    def __init__(self, x, y, screen):
        self.x = x + 60
        self.y = y + 100
        self.screen = screen
        self.image = pygame.image.load(r'D:\pics\敌机子弹.png')

    def display(self):
        self.screen.blit(self.image, (self.x, self.y))

    def move(self, hero):
        self.y += 2
        if (hero.y <= self.y and self.y <= hero.y + 103) and (hero.x <= self.x and self.x <= hero.x + 103):
            hero.bomb()

    def judge(self):
        if self.y > 700:
            return True
        else:
            return False

if __name__ == '__main__':
    #clock = pygame.time.Clock()
    move_x, move_y = 0, 0
    screen = pygame.display.set_mode((640, 700), 0, 32)
    background = pygame.image.load(r'D:\pics\飞机大战背景.jpg')
    pygame.display.set_caption("飞机大战")
    interface_background = pygame.image.load(r'D:\pics\初始界面.png')
    start_image = pygame.image.load(r"D:\pics\开始游戏.png")
    end_image = pygame.image.load(r'D:\pics\结束游戏.png')
    restart_image = pygame.image.load(r'D:\pics\重新开始.png')
    hero = Plane(screen)
    enmey = Enemy(screen)
    pygame.init()
    n_start = True

    while True:

        while n_start:
            #clock.tick(30)
            screen.blit(interface_background, (0, 0))
            screen.blit(start_image, (170, 350-91))
            screen.blit(end_image, (170, 350+91))
            buttons = pygame.mouse.get_pressed()
            x, y = pygame.mouse.get_pos()
            if 170 <= x <= 470 and 350-91<= y <= 350:
                if buttons[0]:
                    n_start = False

            elif 170 <= x <= 470 and 350+91 <= y <= 350+91+91:
                if buttons[0]:
                    exit()
            pygame.display.update()
            for event in pygame.event.get():
                if event.type == QUIT:
                    exit()

        screen.blit(background, (0, 0))
        n = hero.display()  # enemy
        enmey.move()
        enmey.sheBullet()
        enmey.display(hero)

        for event in pygame.event.get():
            if event.type == QUIT:
                exit()
            if event.type == KEYDOWN:
                if event.key == K_a or event.key == K_LEFT:
                    move_x = -20
                    hero.hang_move(move_x)
                elif event.key == K_d or event.key == K_RIGHT:
                    move_x = 20
                    hero.hang_move(move_x)
                elif event.key == K_w or event.key == K_UP:
                    move_y = -20
                    hero.lie_move(move_y)
                elif event.key == K_s or event.key == K_DOWN:
                    move_y = 20
                    hero.lie_move(move_y)
                elif event.key == K_SPACE:
                    hero.sheBullet()

        time.sleep(0.01)
        pygame.display.update()
       
        if n:
            #time.sleep(1)
            exit()


6.图片
爆炸图片
敌方飞机初始界面我方子弹我方飞机在这里插入图片描述在这里插入图片描述敌方子弹飞机大战背景

### Python 实现简易飞机大战游戏代码教程 #### 一、项目准备 为了构建一个简易版本的飞机大战游戏,需要安装 `pygame` 库来处理图形界面和声音效果。可以通过命令行工具 pip 安装此库[^1]。 ```bash pip install pygame ``` #### 二、初始化设置 导入必要的模块并完成基本的游戏窗口配置: ```python import pygame from random import randint # 初始化 Pygame 和混音器用于播放音乐/声效 pygame.init() pygame.mixer.init() # 设置屏幕尺寸以及加载背景图 screen_width, screen_height = 480, 700 background_image = pygame.image.load('./images/background.png') screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('Plane War') # 加载玩家飞机图像资源 hero_plane_img = pygame.image.load("./images/me1.png").convert_alpha() hero_rect = hero_plane_img.get_rect() # 获取矩形区域对象以便后续操作 ``` #### 三、定义英雄类 Hero 创建代表玩家控制角色——战斗机的对象模型,负责管理其位置更新逻辑及其绘制方法: ```python class Hero(pygame.sprite.Sprite): def __init__(self, image_path, speed=5): super().__init__() self.image = pygame.image.load(image_path).convert_alpha() self.rect = self.image.get_rect() self.speed = speed self.screen_rect = screen.get_rect() # 将英雄放置于底部中央处 self.reset_position() def reset_position(self): """重置英雄的位置""" self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.height - 20 def update(self, keys_pressed): if keys_pressed[pygame.K_LEFT]: self.rect.x -= self.speed elif keys_pressed[pygame.K_RIGHT]: self.rect.x += self.speed # 边界检测防止飞出窗外 if self.rect.left < 0: self.rect.left = 0 elif self.rect.right > self.screen_rect.width: self.rect.right = self.screen_rect.width def draw(self, surface): surface.blit(self.image, (self.rect.x, self.rect.y)) ``` #### 四、敌机生成机制 Enemy Class & Group Management 设计敌人AI行为模式,并利用精灵组(Group)批量管理和渲染多个实例化后的敌方单位. ```python class Enemy(pygame.sprite.Sprite): def __init__(self, img_file='images/enemy1.png', speed=randint(1, 3)): super().__init__() self.image = pygame.image.load(img_file).convert_alpha() self.rect = self.image.get_rect() self.speed = speed self.reset_position() def reset_position(self): """随机设定初始坐标""" width = self.rect.width height = -self.rect.height max_x = screen_width - width self.rect.topleft = ( randint(0, max_x), randint(-height * 5, -height) ) def update(self): global score self.rect.move_ip(0, self.speed) if self.rect.top >= screen_height or \ any([sprite.collidepoint(*self.rect.midbottom) for sprite in all_sprites]): enemies.remove(self) del self return False return True enemies = pygame.sprite.Group() all_sprites = pygame.sprite.LayeredUpdates(hero := Hero(hero_plane_img)) def create_enemies(count=6): while count > 0: enemy = Enemy() enemies.add(enemy) all_sprites.add(enemy) count -= 1 create_enemies() ``` #### 五、碰撞检测与分数统计 Collision Detection and Score Counting 当子弹击毁一架敌机时增加得分;同时也要考虑如何优雅地结束游戏(比如生命值耗尽)。 ```python score = 0 font = pygame.font.Font(None, 36) def check_collisions(): hits = pygame.sprite.groupcollide(enemies, bullets, dokilla=True, dokillb=False) global score for hit in hits.values(): score += len(hit)*10 ``` #### 六、主循环 Main Loop 最后一步就是编写主事件循环体,在这里监听键盘输入改变主角状态的同时不断刷新画面帧数以保持流畅度。 ```python clock = pygame.time.Clock() running = True bullets = [] while running: clock.tick(60) events = pygame.event.get() pressed_keys = pygame.key.get_pressed() for event in events: if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: bullet = Bullet(hero.rect.midtop) bullets.append(bullet) all_sprites.add(bullet) hero.update(pressed_keys) [bullet.update() for bullet in bullets] screen.fill((255, 255, 255)) # 白底填充 screen.blit(background_image, background_image.get_rect()) all_sprites.draw(screen) text_surface = font.render(f'Score: {score}', True, 'black') screen.blit(text_surface, dest=(10, 10)) pygame.display.flip() remove_bullets = [] for b in bullets[:]: if not b.alive: remove_bullets.append(b) list(map(all_sprites.remove, remove_bullets)) bullets[:] = filter(lambda x: x.alive, bullets) check_collisions() if not pygame.sprite.spritecollideany(hero, enemies): continue else: print("Game Over!") break ```
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