# -*- coding:utf-8 -*-
import pygame
import sys
from pygame.locals import *
from pygame.font import *
import time
import random

class Hero(object):
 #玩家 英雄类
 def __init__(self, screen_temp):
 self.x = 210
 self.y = 700
 self.life = 21
 # self.life = 100
 self.image = pygame.image.load("./feiji/hero1.png")
 self.screen = screen_temp
 self.bullet_list = []#用来存储子弹对象的引用
 #爆炸效果用的如下属性
 self.hit = False #表示是否要爆炸
 self.bomb_list = [] #用来存储爆炸时需要的图片
 self.__create_images() #调用这个方法向bomb_list中添加图片
 self.image_num = 0 #用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片
 self.image_index = 0#用来记录当前要显示的爆炸效果的图片的序号

 def __create_images(self):
 #添加爆炸图片
 self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n1.png"))
 self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n3.png"))
 self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n4.png"))

 def display(self):
 #显示玩家的飞机
 #如果被击中,就显示爆炸效果,否则显示普通的飞机效果
 if self.hit == True:
  self.screen.blit(self.bomb_list[self.image_index], (self.x, self.y))#(self.x, self.y)是指当前英雄的位置
  #blit方法 (一个对象,左上角位置)
  self.image_num += 1
  print(self.image_num)
  if self.image_num == 7:
  self.image_num = 0
  self.image_index += 1
  print(self.image_index) #这里子弹打住英雄时没有被清除掉,所以打一下,就死了
  if self.image_index > 3:
  time.sleep(1)
  exit()#调用exit让游戏退出
  #self.image_index = 0
 else:
  if self.x< 0: #控制英雄,不让它跑出界面
  self.x = 0
  elif self.x > 382:
  self.x = 382
  if self.y < 0:
  self.y = 0
  elif self.y > 750:
  self.y = 750
  self.screen.blit(self.image,(self.x, self.y))#z这里是只要没有被打中,就一直是刚开始的样子

 #不管玩家飞机是否被击中,都要显示发射出去的子弹
 for bullet in self.bullet_list:
  bullet.display()
  bullet.move()

 def move(self, move_x,move_y):
 self.x += move_x
 self.y += move_y

 def fire(self):
 #通过创建一个子弹对象,完成发射子弹
 bullet = Bullet(self.screen, self.x, self.y)#创建一个子弹对象
 self.bullet_list.append(bullet)

 def bomb(self):
 self.hit = True

 def judge(self):
 global life
 if life <= 0:
  self.bomb()

class Bullet(object):
 #玩家子弹类
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 40
 self.y = y_temp - 20
 self.image = pygame.image.load("./feiji/bullet.png")
 self.screen = screen_temp

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

 def move(self):
 self.y -= 10

class Bullet_Enemy(object):
 #敌机子弹类
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 25
 self.y = y_temp + 30
 self.image = pygame.image.load("./feiji/bullet1.png")
 self.screen = screen_temp

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

 def move(self, hero):
 self.y += 10
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
 #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
  life -= 10
  #self.bullet_list.remove()
  print("---judge_enemy---")
  return True
  if life<=0:
  hero.bomb()
 return False

class Bullet_Boss(object):
 #boss子弹类1
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 80
 self.y = y_temp + 230
 self.image = pygame.image.load("./feiji/bullet2.png")
 self.screen = screen_temp

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

 def move(self, hero):
 self.y += 6
 self.x += 2
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
 #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
  life -= 20
  #self.bullet_list.remove()
  print("---judge_boss---")
  return True
  if life<=0:
  hero.bomb()
 return False

class Bullet_Boss1(object):
 #boss子弹类2
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 80
 self.y = y_temp + 230
 self.image = pygame.image.load("./feiji/bullet2.png")
 self.screen = screen_temp

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

 def move(self, hero):
 self.y += 6
 self.x -= 2
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
 #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
  life -= 20
  #self.bullet_list.remove()
  print("---judge_boss---")
  return True
  if life<=0:
  hero.bomb()
 return False

class Bullet_Boss2(object):
 #boss子弹类3
 def __init__(self, screen_temp, x_temp, y_temp):
 self.x = x_temp + 80
 self.y = y_temp + 230
 self.image = pygame.image.load("./feiji/bullet2.png")
 self.screen = screen_temp

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

 def move(self, hero):
 self.y += 6
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
 #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
  life -= 20
  #self.bullet_list.remove()
  print("---judge_boss---")
  return True
  if life<=0:
  hero.bomb()
 return False

class Base(object):
 #基类 类似于抽象类
 def __init__(self, screen_temp, x, y, image_name):
 self.x = x
 self.y = y
 self.screen = screen_temp
 self.image = pygame.image.load(image_name)
 self.alive = True

 def display(self):
 if self.alive == True:
  self.screen.blit(self.image, (self.x, self.y))

 def move(self):
 self.y += 5

class bomb_bullet(Base):
 #炸弹类
 def __init__(self, screen_temp):
 Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb.png")

 def judge(self, hero):
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
  self.alive = False
  hero.bomb()

 if self.y >= 850:
  #self.alive = False
  self.y = 0
  self.x = random.randint(45, 400)
  #print("bomb.y = %d"%self.y)

class supply(Base):
 #补给类
 def __init__(self, screen_temp):
 Base.__init__(self, screen_temp, random.randint(45, 400), -300, "./feiji/bomb-1.gif")

 def judge(self, hero):
 global life
 if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
  self.alive = False
  life += 10

 if self.y >= 1500:
  self.y = 0
  self.x = random.randint(45, 400)
  self.alive = True

class clear_bullet(Base):
 def __init__(self, screen_temp):
 Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb-2.gif")
 self.alive = False

 def judge(self, hero, enemies):
 global q
 q += 1
 #self.move()
 if q == 20:
  #self.move()
  self.alive = True
  q = 0
  if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
  self.alive = False
  for enemy in enemies:
   enemy.hit == True

class EnemyPlane(object):
 #敌机类
 def __init__(self, screen_temp):
 self.x = random.randint(15, 480)
 self.y = 0
 self.image = pygame.image.load("./feiji/enemy0.png")
 self.screen = screen_temp
 self.bullet_list = []#用来存储子弹对象的引用
 #self.direction = "right"#用来设置这个飞机默认的移动方向
 self.hit = False
 self.bomb_list = []
 self.__create_images()
 self.image_num = 0
 self.image_index = 0
 #利用产生的随机数,随机确定飞机初始移动方向
 self.k = random.randint(1, 20)
 if self.k <= 10:
  self.direction = "right"
 elif self.k > 10:
  self.direction = "left"

 def display(self, hero):
 #显示敌人的飞机
 if not self.hit:
  self.screen.blit(self.image, (self.x,self.y))
 else:
  self.screen.blit(self.bomb_list[self.image_index], (self.x,self.y))
  self.image_num += 1
  if self.image_num == 3 and self.image_index < 3:
  self.image_num = 0
  self.image_index += 1
  #print(self.image_index)
  # if self.image_index > 2:
  # time.sleep(0.1)

 for bullet in self.bullet_list:
  bullet.display()
  if(bullet.move(hero)):
  self.bullet_list.remove(bullet)

 def move(self):
 #利用随机数来控制飞机移动距离,以及移动范围
 d1 = random.uniform(1,3)
 d2 = random.uniform(0.2,3)
 p1 = random.uniform(50,100)
 p2 = random.uniform(-200,0)
 if self.direction == "right":
  self.x += d1
 elif self.direction == "left":
  self.x -= d1

 if self.x > 480 - p1:
  #480 - 50
  self.direction="left"
 elif self.x < p2:
  self.direction = "right"
 self.y += d2

 def bomb(self):
 self.hit = True

 def __create_images(self):
 self.bomb_list.append(pygame.image.load("./feiji/enemy0_down1.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy0_down2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy0_down3.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy0_down4.png"))

 def fire(self):
 #利用随机数来控制敌机的开火,1/80的概率
 s = random.randint(0,800)
 bullet1 = Bullet_Enemy(self.screen, self.x, self.y)
 if s < 10:
  self.bullet_list.append(bullet1)

class EnemyPlanes(EnemyPlane):
 #敌机群类 继承自EnemyPlane类
 def __init__(self, screen_temp):
 EnemyPlane.__init__(self, screen_temp)
 self.num = 0
 self.enemy_list = [] #用列表存储产生的多架敌机
 self.screen = screen_temp

 def add_enemy(self, num):
 #产生多架敌机的函数
 self.num = num
 for i in range(num):
  enemy = EnemyPlane(self.screen)
  self.enemy_list.append(enemy)

 def display(self, hero):
 for i in range(self.num):
  self.enemy_list[i].display(hero)

 def move(self):
 for i in range(self.num):
  self.enemy_list[i].move()

 def fire(self):
 #s = random.randint(0,1000)
 for i in range(self.num):
  self.enemy_list[i].fire()

class Boss(EnemyPlane):
 #boss敌机类 继承自EnemyPlane类
 def __init__(self,screen_temp):
 EnemyPlane.__init__(self,screen_temp)
 self.x = 150
 self.y = 0
 self.bomb_list = []
 self.__create_images()
 self.image = pygame.image.load("./feiji/enemy2.png")
 self.screen = screen_temp
 self.bullet_list = []

 def __create_images(self):
 #self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down1.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down2.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down3.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down4.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down5.png"))
 self.bomb_list.append(pygame.image.load("./feiji/enemy2_down6.png"))

 def display(self, hero):
 #显示敌人的飞机
 global g
 #print(g)
 self.screen.blit(self.bomb_list[g], (self.x,self.y))
 for bullet in self.bullet_list:
  bullet.display()
  if(bullet.move(hero)):
  self.bullet_list.remove(bullet)

 def move(self):
 d1 = 0
 self.y += 0

 def fire(self):
 global s
 s += 1
 bullet1 = Bullet_Boss(self.screen, self.x, self.y)
 bullet2 = Bullet_Boss1(self.screen, self.x, self.y)
 bullet3 = Bullet_Boss2(self.screen, self.x, self.y)
 if s == 20:
  s = 0
  self.bullet_list.append(bullet1)
  self.bullet_list.append(bullet2)
  self.bullet_list.append(bullet3)

def judge1(hero,enemy):
 #判断敌机的炸毁
 for bullet1 in hero.bullet_list:
 if bullet1.y in range(int(enemy.y),int(enemy.y + 30)) and bullet1.x in range(int(enemy.x-10),int(enemy.x + 50)):
  hero.bullet_list.remove(bullet1)
  enemy.bomb()
 if bullet1.y < 0 or bullet1.x < 0 or bullet1.x > 480: #删除越界的玩家子弹
  hero.bullet_list.remove(bullet1) 

def judge3(hero,boss):
 #判断boss的炸毁
 global goal, g, goal0
 for bullet3 in hero.bullet_list:
 if bullet3.y in range(int(boss.y), int(boss.y + 60)) and bullet3.x in range(int(boss.x), int(boss.x + 100)):
  hero.bullet_list.remove(bullet3)
  g += 1
  boss.image = boss.bomb_list[g]
  print("g = %d"%g)
  if g >= 6:
  boss.y, g, goal = 0, 0, 0
  boss.bomb()
  goal0 += 10

def clear_enemy(enemies):
 #清除敌机群类中被炸毁的敌机
 global goal, goal0
 for enemy in enemies.enemy_list:
 if enemy.hit == True and enemy.image_index == 3:
  enemies.enemy_list.remove(enemy)
  enemies.num -= 1
  goal += 1
  goal0 += 5
  print("goal = %d"%goal)
 if enemy.y >= 850:
  enemies.enemy_list.remove(enemy)
  enemies.num -= 1

def judge_num(enemies):
 #判断频幕上敌人的数量,如果为零,继续添加敌人
 n = random.randint(1,5)
 if len(enemies.enemy_list) == 0:
 enemies.add_enemy(n)

def show_text(screen_temp):
 #在屏幕上显示文字
 text = "GOAL:" + str(goal0) + "Life:" + str(life)
 font_size = 50
 pos = (0,0)
 color = (0,255,0)
 cur_font = pygame.font.SysFont("宋体",font_size)
 text_fmt = cur_font.render(text, 1, color)
 screen_temp.blit(text_fmt, pos)

def creat_bomb(screen_temp):
 bomb = bomb_bullet(screen_temp)
 bomb_list = []
 bomb_list.apend(bomb)

#定义的全局变量
goal = 0 #玩家得分
goal0 = 0
g = 0 #击中boss的次数
life = 100#生命值
s = 0 #判断大boss是否发射子弹
q = 0

def main():
 #主函数执行
 #获取事件,比如按键等
 bb = False
 move_x = 0
 move_y = 0
 pygame.init()
 screen = pygame.display.set_mode((480,852),0,32)
 #     210,400
 background = pygame.image.load("./feiji/background.png")
 pygame.display.set_caption("飞机大战")
 atlas = pygame.image.load("./feiji/New Atlas.png")
 #创建玩家飞机
 hero = Hero(screen)
 #创建敌机群
 enemis = EnemyPlanes(screen)
 enemis.add_enemy(5)
 #创建boss对象
 boss = Boss(screen)
 #创建炸弹对象
 bomb = bomb_bullet(screen)
 #创建补给对象
 supply0 = supply(screen)
 clear = clear_bullet(screen)
 left_key, right_key, up_key, down_key, done = 0, 0, 0, 0, 0
 # mark = 0#用来判断boss发射子弹
 while True:
 if done:
  if done % 8 == 0:
  done = 1
  hero.fire()
  else:
  done += 1
 for event in pygame.event.get():
  #判断是否是点击了退出按钮
  if event.type == QUIT:
  print("exit")
  exit()
  #判断是否是按下了键
  if event.type == KEYDOWN :
  #down
  #检测按键是否是a或者left

  if event.key == K_a or event.key == K_LEFT:
   #print('left')
   move_x = -5
   left_key += 1

  #检测按键是否是d或者right
  elif event.key == K_d or event.key == K_RIGHT:
   #print('right')
   move_x = 5
   right_key += 1

  elif event.key == K_w or event.key == K_UP:
   move_y = -5
   up_key += 1

  elif event.key == K_s or event.key == K_DOWN:
   move_y = 5
   down_key += 1

  #检测按键是否是空格键
  elif event.key == K_SPACE:
   #print('space')
   hero.fire()
   done = 1
   #enemis.fire()

  elif event.key == K_b:
   print('b')
   hero.bomb()

  if event.type == KEYUP:
  if event.key == K_a or event.key == K_LEFT:
   left_key -= 1
   if right_key == 0:
   move_x = 0
   else:
   move_x = 5

  if event.key == K_d or event.key == K_RIGHT:
   right_key -= 1
   if left_key == 0:
   move_x = 0
   else:
   move_x = -5

  if event.key == K_w or event.key == K_UP:
   up_key -= 1
   if down_key == 0:
   move_y = 0
   else:
   move_y = 5

  if event.key == K_s or event.key == K_DOWN:
   down_key -= 1
   if up_key == 0:
   move_y = 0
   else:
   move_y = -5

  if event.key == K_SPACE:
   done = 0

 screen.blit(background, (0, 0))
 hero.move(move_x, move_y)
 hero.display()
 hero.judge()
 enemis.display(hero)
 enemis.move()
 enemis.fire()
 bomb.display()
 bomb.judge(hero)
 bomb.move()
 supply0.display()
 supply0.judge(hero)
 supply0.move()
 #clear.display()
 #clear.judge(hero, enemis)
 #clear.move()
 for i in range(enemis.num):
  judge1(hero, enemis.enemy_list[i])
  #enemis.enemy_list[i].judge(hero)
 clear_enemy(enemis)
 judge_num(enemis)
 show_text(screen)
 if goal >= 15:
  boss.display(hero)
  boss.move()
  # mark+=1
  # if mark==8:
  boss.fire()
  # mark = 0
  #boss.judge
  judge3(hero, boss)
 pygame.display.update()

if __name__ == "__main__":
 main()

python版飞机大战代码简易版的更多相关文章

  1. java版飞机大战代码

    @ 目录 前言 Plane PlaneStatus类 Power类 Gift Diji play类 over类 MainFrame主类 MyZiDan DijiZiDan Before 前言 很久之前 ...

  2. 微信5.0 Android版飞机大战破解无敌模式手记

    微信5.0 Android版飞机大战破解无敌模式手记 转载: http://www.blogjava.net/zh-weir/archive/2013/08/14/402821.html 微信5.0 ...

  3. 微信小游戏 demo 飞机大战 代码分析 (三)(spirit.js, animation.js)

    微信小游戏 demo 飞机大战 代码分析(三)(spirit.js, animation.js) 微信小游戏 demo 飞机大战 代码分析(一)(main.js) 微信小游戏 demo 飞机大战 代码 ...

  4. 微信小游戏 demo 飞机大战 代码分析 (二)(databus.js)

    微信小游戏 demo 飞机大战 代码分析(二)(databus.js) 微信小游戏 demo 飞机大战 代码分析(一)(main.js) 微信小游戏 demo 飞机大战 代码分析(三)(spirit. ...

  5. 微信小游戏 demo 飞机大战 代码分析(四)(enemy.js, bullet.js, index.js)

    微信小游戏 demo 飞机大战 代码分析(四)(enemy.js, bullet.js, index.js) 微信小游戏 demo 飞机大战 代码分析(一)(main.js) 微信小游戏 demo 飞 ...

  6. 微信小游戏 demo 飞机大战 代码分析 (一)(game.js, main.js)

    微信小游戏 demo 飞机大战 代码分析(一)(main.js) 微信小游戏 demo 飞机大战 代码分析(二)(databus.js) 微信小游戏 demo 飞机大战 代码分析(三)(spirit. ...

  7. Python版飞机大战

    前面学了java用java写了飞机大战这次学完python基础后写了个python版的飞机大战,有兴趣的可以看下. 父类是飞行物类是所有对象的父类,setting里面是需要加载的图片,你可以换称自己的 ...

  8. java版飞机大战 实战项目详细步骤.md

    [toc] 分析 飞机大战 首先对这个游戏分析,在屏幕上的物体都是飞行物,我们可以把建一个类,让其他飞行物继承这个类.游戏中应有英雄机(也就是自己控制的飞机).敌人.而敌人应该分为打死给分的飞机(就是 ...

  9. 一、利用Python编写飞机大战游戏-面向对象设计思想

    相信大家看到过网上很多关于飞机大战的项目,但是对其中的模块方法,以及使用和游戏工作原理都不了解,看的也是一脸懵逼,根本看不下去.下面我做个详细讲解,在做此游戏需要用到pygame模块,所以这一章先进行 ...

随机推荐

  1. CCPC final Cockroaches

    算法假了,我想的是通过枚举x,删除y的影响,这样答案第一个是没有任何问题的,但是第二个会算重复. 因为我枚举每一个x的时候,得到的y,而算另外一个x的时候,可能已经通过其他的点选到了这个点y这就有点麻 ...

  2. H3C 分页显示

  3. Websocket 简单对话:静态网页与pycharm对话

    WebSocket websocket 是一种在单个Tcp连接上进行双全工通信的协议.websocket通信协议于2011年被IETF定为标准RFC6455,并 由RFc7936补充规范.WebSoc ...

  4. [学习笔记]整体DP

    问题: 有一些问题,通常见于二维的DP,另一维记录当前x的信息,但是这一维过大无法开下,O(nm)也无法通过. 但是如果发现,对于x,在第二维的一些区间内,取值都是相同的,并且这样的区间是有限个,就可 ...

  5. 建立一个Web项目及一些错误解决办法

    培训之前,先自学一波,写一个从Hello World,然后记录一下每天学习Java Web的过程:东西很多,有用的会写大量解释,希望能最终学完 然后搞定这门语言吧. 1.配置tomacat:点击win ...

  6. asp.net MVC 模板定制

    模板存放位置:C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\ItemTemplates\CSharp\Web\MVC ...

  7. H3C DCC概念

  8. h5的canvas绘制方格(边框随即色)

    文章地址 https://www.cnblogs.com/sandraryan/ 两个循环绘制 <body> <canvas id="cv" width=&quo ...

  9. python的if判断

    if 判断条件的时候,如果是多个条件一起进行判断,那么就需要逻辑运算符   并且-----------and 或者-----------or 非(取反)----not   if 条件1 and 条件2 ...

  10. java接口和抽象类的比较

    相同点: 都位于继承的顶端,用于被其他实现或继承; 都不能实例化; 都包含抽象方法,其子类都必须覆写这些抽象方法;   区别: 抽象类为部分方法提供实现,避免子类重复实现这些方法,提供代码重用性;接口 ...