当年微信 5.0 发布时,首页被设置成了一款新推出的小游戏,它就是微信版飞机大战,游戏一经推出便是火爆异常,铅笔画风格的游戏界面也受到了很多人的喜欢。

最近重温了一下这款小游戏,尽管时隔多年,但无论是游戏的画质还是风格,时至今日依然都不过时。本文我们使用 Python
来实现一下这款小游戏,游戏的实现主要用到第三方模块 pygame,安装使用pip install pygame 即可。
注:文章末尾附源码and资料领取方式!

<>环境

操作系统:Windows
Python 版本:3.6
涉及模块:pygame、sys、random

<>实现

飞机大战的构成相对比较简单,主要包括:主界面、玩家、敌人、子弹、计分板等,下面来看一下具体实现。

首先我们来绘制一个主界面,主要实现代码如下所示:
# 设置屏幕的宽度 SCREEN_WIDTH = 450 # 设置屏幕的高度 SCREEN_HEIGHT = 600 # 初始化窗口 pygame.init(
) # 设置窗口标题 pygame.display.set_caption("飞机大战") # 设置屏幕大小 screen = pygame.display.
set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32) # 隐藏光标 pygame.mouse.set_visible(
False) # 设置背景 bg = pygame.image.load("resources/image/bg.png") # 绘制屏幕 screen.
fill(0) # 加入背景图片 screen.blit(bg, (0, 0)) # 设置游戏结束的图片 bg_game_over = pygame.image
.load("resources/image/bg_game_over.png") # 加载飞机资源图片 img_plane = pygame.image.
load("resources/image/shoot.png") img_start = pygame.image.load(
"resources/image/start.png") img_pause = pygame.image.load(
"resources/image/pause.png") img_icon = pygame.image.load(
"resources/image/plane.png").convert_alpha() # 顺便设置窗口 pygame.display.set_icon(
img_icon) # 初始化位置 player_pos = [200, 450]
看一下效果:

接着,我们再来定义玩家的属性和方法,主要实现代码如下所示:
class Player(pygame.sprite.Sprite): def __init__(self, img, rect, pos): pygame.
sprite.Sprite.__init__(self) self.image = [] # 将飞机图片部分分隔 for i in range(len(rect
)): self.image.append(img.subsurface(rect[i]).convert_alpha()) # 获取飞机的区域 self.
rect= rect[0] self.rect.topleft = pos self.speed = 8 # 生成精灵组实例 self.bullets =
pygame.sprite.Group() self.img_index = 0 # 判断飞机是否被打中 self.is_hit = False def
shoot(self, img): bullet = Bullet(img, self.rect.midtop) # 添加子弹实例到玩家的子弹组 self.
bullets.add(bullet) def moveUp(self): # 当遇到顶部时,设置上顶部为0 if self.rect.top <= 0:
self.rect.top = 0 else: self.rect.top -= self.speed def moveDown(self): #
当遇到底部时,设置一直为常值 if self.rect.top >= SCREEN_HEIGHT - self.rect.height: self.rect.
top= SCREEN_HEIGHT - self.rect.height else: self.rect.top += self.speed def
moveLeft(self): # 当遇到左边时,一直停靠在左边 if self.rect.left <= 0: self.rect.left = 0 else
: self.rect.left -= self.speed def moveRight(self): # 当遇到右边时, 停靠右边 if self.rect.
left>= SCREEN_WIDTH - self.rect.width: self.rect.left = SCREEN_WIDTH - self.rect
.width else: self.rect.left += self.speed
看一下玩家的飞机样式:

我们再接着定义子弹的属性和方法,主要实现代码如下所示:
class Bullet(pygame.sprite.Sprite): def __init__(self, img, pos): pygame.sprite
.Sprite.__init__(self) self.image = img # 设置图片的区域 self.rect = self.image.
get_rect() self.rect.midbottom = pos self.speed = 10 def move(self): self.rect.
top-= self.speed
看一下子弹的样式:

定义完玩家,我们再来定义敌机的属性和方法,主要实现代码如下所示:
class Enemy(pygame.sprite.Sprite): def __init__(self, img, explosion_img, pos):
pygame.sprite.Sprite.__init__(self) self.image = img self.rect = self.image.
get_rect() self.rect.topleft = pos self.explosion_img = explosion_img self.speed
= 2 # 设置击毁序列 self.explosion_index = 0 def move(self): # 敌人的子弹只能一直向下 self.rect.
top+= self.speed
最后,我们来定义一下游戏运行的相应逻辑,比如:击中敌机、玩家与敌机碰撞、生成分数等,主要实现代码如下所示:
while running: # 设置游戏帧率为 60 clock.tick(60) if not is_pause and not is_game_over
: if not player.is_hit: # 设置连续射击,因为每秒 60 帧,15/60=0.25 秒发一次子弹 if shoot_frequency
% 15 == 0: player.shoot(bullet_img) shoot_frequency += 1 # 当设置的射击频率大于 15,置零 if
shoot_frequency>= 15: shoot_frequency = 0 # 控制生成敌机的频率 if enemy_frequency % 50 ==
0: # 设置敌机的出现的位置 enemy_pos = [random.randint(0, SCREEN_WIDTH - enemy_rect.width),
0] enemy = Enemy(enemy_img, enemy_explosion_imgs, enemy_pos) enemies.add(enemy)
enemy_frequency+= 1 if enemy_frequency >= 100: enemy_frequency = 0 # 控制子弹的显示运行
for bullet in player.bullets: bullet.move() if bullet.rect.bottom < 0: player.
bullets.remove(bullet) # 控制敌机的运行 for enemy in enemies: enemy.move() #
判断敌机是否与玩家飞机碰撞 if pygame.sprite.collide_circle(enemy, player): enemies_explosion.
add(enemy) enemies.remove(enemy) player.is_hit = True # 设置玩家的飞机被毁 is_game_over =
True # 判断敌机是否在界面 if enemy.rect.top < 0: enemies.remove(enemy) #
设置敌机与玩家的飞机子弹相碰时,返回被击的敌机实例 enemy_explosion = pygame.sprite.groupcollide(enemies,
player.bullets, 1, 1) for enemy in enemy_explosion: enemies_explosion.add(enemy)
# 绘制屏幕 screen.fill(0) # 加入背景图片 screen.blit(bg, (0, 0)) # 添加玩家飞机图片到屏幕 if not
player.is_hit: screen.blit(player.image[int(player.img_index)], player.rect)
player.img_index = shoot_frequency / 8 else: if player_explosion_index > 47:
is_game_over= True else: player.img_index = player_explosion_index / 8 screen.
blit(player.image[int(player.img_index)], player.rect) player_explosion_index +=
1 # 敌机被子弹击中的效果显示 for enemy in enemies_explosion: if enemy.explosion_index == 0:
pass if enemy.explosion_index > 7: enemies_explosion.remove(enemy) score += 100
continue # 敌机被击时显示图片 screen.blit(enemy.explosion_img[int(enemy.explosion_index /
2)], enemy.rect) enemy.explosion_index += 1 # 显示子弹 player.bullets.draw(screen)
# 显示敌机 enemies.draw(screen) # 分数的显示效果 score_font = pygame.font.Font(None, 36)
score_text= score_font.render(str(score), True, (128, 128, 128)) # 设置文字框
text_rect= score_text.get_rect() # 放置文字的位置 text_rect.topleft = [20, 10] # 显示出分数
screen.blit(score_text, text_rect) left, middle, right = pygame.mouse.
get_pressed() # 暂停游戏 if right == True and not is_game_over: is_pause = True if
left== True: # 重置游戏 if is_game_over: is_game_over = False player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126)) player_rect.append(pygame.Rect(
165, 360, 102, 126)) player_rect.append(pygame.Rect(165, 234, 102, 126))
player_rect.append(pygame.Rect(330, 624, 102, 126)) player_rect.append(pygame.
Rect(330, 498, 102, 126)) player_rect.append(pygame.Rect(432, 624, 102, 126))
player= Player(img_plane, player_rect, player_pos) bullet_rect = pygame.Rect(
1004, 987, 9, 21) bullet_img = img_plane.subsurface(bullet_rect) enemy_rect =
pygame.Rect(534, 612, 57, 43) enemy_img = img_plane.subsurface(enemy_rect)
enemy_explosion_imgs= [] enemy_explosion_imgs.append(img_plane.subsurface(pygame
.Rect(267, 347, 57, 43))) enemy_explosion_imgs.append(img_plane.subsurface(
pygame.Rect(873, 697, 57, 43))) enemy_explosion_imgs.append(img_plane.subsurface
(pygame.Rect(267, 296, 57, 43))) enemy_explosion_imgs.append(img_plane.
subsurface(pygame.Rect(930, 697, 57, 43))) enemies = pygame.sprite.Group()
enemies_explosion= pygame.sprite.Group() score = 0 shoot_frequency = 0
enemy_frequency= 0 player_explosion_index = 16 # 继续游戏 if is_pause: is_pause =
False # 游戏结束 if is_game_over: font = pygame.font.SysFont("微软雅黑", 48) text = font
.render("Score: " + str(score), True, (255, 0, 0)) text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx text_rect.centery = screen.
get_rect().centery + 70 # 显示游戏结束画面 screen.blit(bg_game_over, (0, 0)) # 显示分数
screen.blit(text, text_rect) font = pygame.font.SysFont("微软雅黑", 40) text = font.
render("Press Left Mouse to Restart", True, (255, 0, 0)) text_rect = text.
get_rect() text_rect.centerx = screen.get_rect().centerx text_rect.centery =
screen.get_rect().centery + 150 screen.blit(text, text_rect) # 刷新屏幕 pygame.
display.update() # 处理游戏退出 for event in pygame.event.get(): if event.type ==
pygame.QUIT: pygame.quit() exit() if not is_pause and not is_game_over: key =
pygame.key.get_pressed() if key[K_w] or key[K_UP]: player.moveUp() if key[K_s]
or key[K_DOWN]: player.moveDown() if key[K_a] or key[K_LEFT]: player.moveLeft()
if key[K_d] or key[K_RIGHT]: player.moveRight()
我们来看一下最终实现效果:

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