代码说明:
敌人类 Enemy:敌人会从屏幕右侧向左移动,移出屏幕后会被移除。
子弹类 Bullet:玩家按下空格键可以发射子弹,子弹会向右移动,移出屏幕后会被移除。
关卡设置:目前关卡只是简单的设定,随着关卡推进,可调整敌人的生成速度等。这里敌人的生成间隔是 1500 毫秒。
碰撞检测:使用 pygame.sprite.groupcollide 检测子弹和敌人的碰撞,当子弹击中敌人时,两者都会被移除。
import pygame
import sys
import random
# 初始化 Pygame
pygame.init()
# 设置游戏窗口
width, height = 800, 600
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("简易魂斗罗")
# 定义颜色
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
# 玩家类
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((50, 50))
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.rect.x = 50
self.rect.y = height - 50
self.speed_x = 0
self.speed_y = 0
self.gravity = 0.5
self.jump_power = -10
self.on_ground = True
self.shoot_delay = 200
self.last_shot = pygame.time.get_ticks()
def update(self):
# 应用重力
self.speed_y += self.gravity
self.rect.y += self.speed_y
# 检查是否触地
if self.rect.y >= height - 50:
self.rect.y = height - 50
self.speed_y = 0
self.on_ground = True
# 移动玩家
self.rect.x += self.speed_x
# 边界检查
if self.rect.x < 0:
self.rect.x = 0
elif self.rect.x > width - 50:
self.rect.x = width - 50
def jump(self):
if self.on_ground:
self.speed_y = self.jump_power
self.on_ground = False
def shoot(self, bullets):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.centery)
bullets.add(bullet)
# 敌人类
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((30, 30))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = width
self.rect.y = height - 30
self.speed_x = -2
def update(self):
self.rect.x += self.speed_x
if self.rect.x < 0:
self.kill()
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((10, 5))
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.speed_x = 8
def update(self):
self.rect.x += self.speed_x
if self.rect.x > width:
self.kill()
# 创建玩家对象
player = Player()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
# 敌人和子弹组
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# 关卡设置
level = 1
enemy_spawn_delay = 1500
last_enemy_spawn = pygame.time.get_ticks()
# 游戏主循环
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.speed_x = -5
elif event.key == pygame.K_RIGHT:
player.speed_x = 5
elif event.key == pygame.K_UP:
player.jump()
elif event.key == pygame.K_SPACE:
player.shoot(bullets)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
player.speed_x = 0
# 生成敌人
now = pygame.time.get_ticks()
if now - last_enemy_spawn > enemy_spawn_delay:
last_enemy_spawn = now
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# 检查子弹与敌人的碰撞
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
# 更新精灵
all_sprites.update()
bullets.update()
# 绘制屏幕
screen.fill(WHITE)
all_sprites.draw(screen)
bullets.draw(screen)
# 更新显示
pygame.display.flip()
# 控制帧率
clock.tick(60)