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Python星际生存小游戏开发
简介Python星际生存小游戏开发
项目介绍:
项目名称:python星际生存游戏
编程语言:python
用到关键知识:pygame模块,面向对象思想,python基础等等
实现功能:
1:飞机的运动,发射子弹,飞机的生命值动态显示
2:太空中障碍物的无规则移动。障碍物的大小形态不一
3:背景音乐:发射子弹声音,飞机爆炸声音,中弹声音,背景音效等等
4:难度增加:随着得分的增高,障碍物的移动速度增快,游戏难度增大
5:累计游戏得分显示
6:该项目的可塑性(可修改行很强,可以在其基础上对其大幅度修改【如修改音乐,主角形态,背景图片,甚至可以添加一些游戏第三方补给以及敌方的生命条和多样性障碍等等】即可变成属于自己的项目)
项目分析:共计10个python类文件,代码共计800-1000行,拿来做pyagme的练习和课设是非常不错的
代码如下:
01_jugador.py
import pygame, random WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 all_sprites = pygame.sprite.Group() player = Player() all_sprites.add(player) # Game Loop running = True while running: # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False # Update all_sprites.update() #Draw / Render screen.fill(BLACK) all_sprites.draw(screen) # *after* drawing everything, flip the display. pygame.display.flip() pygame.quit()
02_enemigos.py
import pygame, random pygame.init() WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/meteorGrey_med1.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 : self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 8) # Cargar fondo. background = pygame.image.load("assets/background.png").convert() all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Game Loop running = True while running: # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False # Update all_sprites.update() #Draw / Render screen.blit(background, [0, 0]) all_sprites.draw(screen) # *after* drawing everything, flip the display. pygame.display.flip() pygame.quit()
03_colisiones_laser.py
import pygame, random WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/meteorGrey_med1.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 : self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 8) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("assets/laser1.png") self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.y = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() # Cargar fondo. background = pygame.image.load("assets/background.png").convert() all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() bullets = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Game Loop running = True while running: # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() # Update all_sprites.update() # Colisiones meteoro - laser hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True) for hit in hits: meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Colisiones jugador - meteoro hits = pygame.sprite.spritecollide(player, meteor_list, False) if hits: running = False #Draw / Render screen.blit(background, [0, 0]) all_sprites.draw(screen) # *after* drawing everything, flip the display. pygame.display.flip() pygame.quit()
04_marcador.py
import pygame, random WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() def draw_text(surface, text, size, x, y): font = pygame.font.SysFont("serif", size) text_surface = font.render(text, True, (255, 255, 255)) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surface.blit(text_surface, text_rect) class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/meteorGrey_med1.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 : self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 8) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("assets/laser1.png") self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.y = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() # Cargar fondo. background = pygame.image.load("assets/background.png").convert() all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() bullets = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) #Marcador / Score score = 0 # Game Loop running = True while running: # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() # Update all_sprites.update() # Colisiones meteoro - laser hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True) for hit in hits: score += 1 meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Colisiones jugador - meteoro hits = pygame.sprite.spritecollide(player, meteor_list, False) if hits: running = False #Draw / Render screen.blit(background, [0, 0]) all_sprites.draw(screen) # Marcador draw_text(screen, str(score), 25, WIDTH // 2, 10) pygame.display.flip() pygame.quit()
05_meteoros.py
import pygame, random WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() def draw_text(surface, text, size, x, y): font = pygame.font.SysFont("serif", size) text_surface = font.render(text, True, (255, 255, 255)) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surface.blit(text_surface, text_rect) class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = random.choice(meteor_images) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 : self.rect.x = random.randrange(WIDTH - self.rect.width) #Change this variable self.rect.y = random.randrange(-150, -100) self.speedy = random.randrange(1, 8) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("assets/laser1.png") self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.y = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() meteor_images = [] meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png", "assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png", "assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"] for img in meteor_list: meteor_images.append(pygame.image.load(img).convert()) # Cargar fondo. background = pygame.image.load("assets/background.png").convert() all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() bullets = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) #Marcador / Score score = 0 # Game Loop running = True while running: # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() # Update all_sprites.update() # Colisiones meteoro - laser hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True) for hit in hits: score += 1 meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Colisiones jugador - meteoro hits = pygame.sprite.spritecollide(player, meteor_list, False) if hits: running = False #Draw / Render screen.blit(background, [0, 0]) all_sprites.draw(screen) # Marcador draw_text(screen, str(score), 25, WIDTH // 2, 10) pygame.display.flip() pygame.quit()
06_sonidos_musica.py
import pygame, random WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() def draw_text(surface, text, size, x, y): font = pygame.font.SysFont("serif", size) text_surface = font.render(text, True, (255, 255, 255)) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surface.blit(text_surface, text_rect) class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) #Agregamos sonido laser_sound.play() class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = random.choice(meteor_images) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 : self.rect.x = random.randrange(WIDTH - self.rect.width) #Change this variable self.rect.y = random.randrange(-150, -100) self.speedy = random.randrange(1, 8) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("assets/laser1.png") self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.y = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() meteor_images = [] meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png", "assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png", "assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"] for img in meteor_list: meteor_images.append(pygame.image.load(img).convert()) # Cargar fondo. background = pygame.image.load("assets/background.png").convert() # Cargar sonidos laser_sound = pygame.mixer.Sound("assets/laser5.org") explosion_sound = pygame.mixer.Sound("assets/explosion.wav") pygame.mixer.music.load("assets/music.org") pygame.mixer.music.set_volume(0.1) all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() bullets = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) #Marcador / Score score = 0 pygame.mixer.music.play(loops=-1) # Game Loop running = True while running: # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() # Update all_sprites.update() # Colisiones meteoro - laser hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True) for hit in hits: score += 1 explosion_sound.play() meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Colisiones jugador - meteoro hits = pygame.sprite.spritecollide(player, meteor_list, False) if hits: running = False #Draw / Render screen.blit(background, [0, 0]) all_sprites.draw(screen) # Marcador draw_text(screen, str(score), 25, WIDTH // 2, 10) pygame.display.flip() pygame.quit()
07_escudos.py
import pygame, random WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() def draw_text(surface, text, size, x, y): font = pygame.font.SysFont("serif", size) text_surface = font.render(text, True, (255, 255, 255)) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surface.blit(text_surface, text_rect) def draw_shield_bar(surface, x, y, percentage): BAR_LENGHT = 100 BAR_HEIGHT = 10 fill = (percentage / 100) * BAR_LENGHT border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT) fill = pygame.Rect(x, y, fill, BAR_HEIGHT) pygame.draw.rect(surface, GREEN, fill) pygame.draw.rect(surface, WHITE, border, 2) class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 self.shield = 100 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) #Agregamos sonido #laser_sound.play() class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = random.choice(meteor_images) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 : self.rect.x = random.randrange(WIDTH - self.rect.width) #Change this variable self.rect.y = random.randrange(-150, -100) self.speedy = random.randrange(1, 8) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("assets/laser1.png") self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.y = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() meteor_images = [] meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png", "assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png", "assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"] for img in meteor_list: meteor_images.append(pygame.image.load(img).convert()) # Cargar fondo. background = pygame.image.load("assets/background.png").convert() # Cargar sonidos laser_sound = pygame.mixer.Sound("assets/laser5.org") explosion_sound = pygame.mixer.Sound("assets/explosion.wav") pygame.mixer.music.load("assets/music.org") pygame.mixer.music.set_volume(0.1) all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() bullets = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) #Marcador / Score score = 0 #pygame.mixer.music.play(loops=-1) # Game Loop running = True while running: # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() # Update all_sprites.update() # Colisiones meteoro - laser hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True) for hit in hits: score += 1 #explosion_sound.play() meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Colisiones jugador - meteoro ################## CHANGES HERE ################################ hits = pygame.sprite.spritecollide(player, meteor_list, True) # Change here for hit in hits: player.shield -= 25 meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) if player.shield <= 0: running = False #Draw / Render screen.blit(background, [0, 0]) all_sprites.draw(screen) # Marcador draw_text(screen, str(score), 25, WIDTH // 2, 10) # ESCUDO. draw_shield_bar(screen, 5, 5, player.shield) pygame.display.flip() pygame.quit()
08_explosions.py
import pygame, random WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() def draw_text(surface, text, size, x, y): font = pygame.font.SysFont("serif", size) text_surface = font.render(text, True, (255, 255, 255)) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surface.blit(text_surface, text_rect) def draw_shield_bar(surface, x, y, percentage): BAR_LENGHT = 100 BAR_HEIGHT = 10 fill = (percentage / 100) * BAR_LENGHT border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT) fill = pygame.Rect(x, y, fill, BAR_HEIGHT) pygame.draw.rect(surface, GREEN, fill) pygame.draw.rect(surface, WHITE, border, 2) class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 self.shield = 100 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) #Agregamos sonido #laser_sound.play() class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = random.choice(meteor_images) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 : self.rect.x = random.randrange(WIDTH - self.rect.width) #Change this variable self.rect.y = random.randrange(-150, -100) self.speedy = random.randrange(1, 8) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("assets/laser1.png") self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.y = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() class Explosion(pygame.sprite.Sprite): def __init__(self, center): super().__init__() self.image = explosion_anim[0] self.rect = self.image.get_rect() self.rect.center = center self.frame = 0 self.last_update = pygame.time.get_ticks() self.frame_rate = 50 # how long to wait for the next frame VELOCITY OF THE EXPLOSION def update(self): now = pygame.time.get_ticks() if now - self.last_update > self.frame_rate: self.last_update = now self.frame += 1 if self.frame == len(explosion_anim): self.kill() # if we get to the end of the animation we don't keep going. else: center = self.rect.center self.image = explosion_anim[self.frame] self.rect = self.image.get_rect() self.rect.center = center meteor_images = [] meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png", "assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png", "assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"] for img in meteor_list: meteor_images.append(pygame.image.load(img).convert()) ## --------------- CARGAR IMAGENES EXPLOSIÓN -------------------------- ## explosion_anim = [] for i in range(9): file = "assets/regularExplosion0{}.png".format(i) img = pygame.image.load(file).convert() img.set_colorkey(BLACK) img_scale = pygame.transform.scale(img, (70, 70)) explosion_anim.append(img_scale) # Cargar fondo. background = pygame.image.load("assets/background.png").convert() # Cargar sonidos laser_sound = pygame.mixer.Sound("assets/laser5.org") explosion_sound = pygame.mixer.Sound("assets/explosion.wav") pygame.mixer.music.load("assets/music.org") pygame.mixer.music.set_volume(0.1) all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() bullets = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) #Marcador / Score score = 0 #pygame.mixer.music.play(loops=-1) # Game Loop running = True while running: # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() # Update all_sprites.update() # Colisiones meteoro - laser hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True) for hit in hits: score += 1 #explosion_sound.play() explosion = Explosion(hit.rect.center) all_sprites.add(explosion) meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Colisiones jugador - meteoro ################## CHANGES HERE ################################ hits = pygame.sprite.spritecollide(player, meteor_list, True) # Change here for hit in hits: player.shield -= 25 meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) if player.shield <= 0: running = False #Draw / Render screen.blit(background, [0, 0]) all_sprites.draw(screen) # Marcador draw_text(screen, str(score), 25, WIDTH // 2, 10) # ESCUDO. draw_shield_bar(screen, 5, 5, player.shield) pygame.display.flip() pygame.quit()
09_gameover.py
import pygame, random WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Shooter") clock = pygame.time.Clock() def draw_text(surface, text, size, x, y): font = pygame.font.SysFont("serif", size) text_surface = font.render(text, True, (255, 255, 255)) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surface.blit(text_surface, text_rect) def draw_shield_bar(surface, x, y, percentage): BAR_LENGHT = 100 BAR_HEIGHT = 10 fill = (percentage / 100) * BAR_LENGHT border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT) fill = pygame.Rect(x, y, fill, BAR_HEIGHT) pygame.draw.rect(surface, GREEN, fill) pygame.draw.rect(surface, WHITE, border, 2) class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 self.shield = 100 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) #Agregamos sonido #laser_sound.play() class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = random.choice(meteor_images) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.x += self.speedx self.rect.y += self.speedy if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 : self.rect.x = random.randrange(WIDTH - self.rect.width) #Change this variable self.rect.y = random.randrange(-150, -100) self.speedy = random.randrange(1, 8) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("assets/laser1.png") self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.y = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() class Explosion(pygame.sprite.Sprite): def __init__(self, center): super().__init__() self.image = explosion_anim[0] self.rect = self.image.get_rect() self.rect.center = center self.frame = 0 self.last_update = pygame.time.get_ticks() self.frame_rate = 50 # how long to wait for the next frame VELOCITY OF THE EXPLOSION def update(self): now = pygame.time.get_ticks() if now - self.last_update > self.frame_rate: self.last_update = now self.frame += 1 if self.frame == len(explosion_anim): self.kill() # if we get to the end of the animation we don't keep going. else: center = self.rect.center self.image = explosion_anim[self.frame] self.rect = self.image.get_rect() self.rect.center = center def show_go_screen(): screen.blit(background, [0, 0]) draw_text(screen, "SHOOTER", 65, WIDTH // 2, HEIGHT / 4) draw_text(screen, "(Instructions)", 27, WIDTH // 2, HEIGHT // 2) draw_text(screen, "Press key to begin", 17, WIDTH // 2, HEIGHT * 3/4) pygame.display.flip() waiting = True while waiting: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.KEYUP: waiting = False meteor_images = [] meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png", "assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png", "assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"] for img in meteor_list: meteor_images.append(pygame.image.load(img).convert()) ## --------------- CARGAR IMAGENES EXPLOSIÓN -------------------------- ## explosion_anim = [] for i in range(9): file = "assets/regularExplosion0{}.png".format(i) img = pygame.image.load(file).convert() img.set_colorkey(BLACK) img_scale = pygame.transform.scale(img, (70, 70)) explosion_anim.append(img_scale) # Cargar fondo. background = pygame.image.load("assets/background.png").convert() # Cargar sonidos laser_sound = pygame.mixer.Sound("assets/laser5.org") explosion_sound = pygame.mixer.Sound("assets/explosion.wav") pygame.mixer.music.load("assets/music.org") pygame.mixer.music.set_volume(0.1) #pygame.mixer.music.play(loops=-1) # Game Loop game_over = True running = True while running: if game_over: show_go_screen() game_over = False all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() bullets = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) #Marcador / Score score = 0 # Keep loop running at the right speed clock.tick(60) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() # Update all_sprites.update() # Colisiones meteoro - laser hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True) for hit in hits: score += 1 #explosion_sound.play() explosion = Explosion(hit.rect.center) all_sprites.add(explosion) meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Colisiones jugador - meteoro ################## CHANGES HERE ################################ hits = pygame.sprite.spritecollide(player, meteor_list, True) # Change here for hit in hits: player.shield -= 25 meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) if player.shield <= 0: #running = False game_over = True #Draw / Render screen.blit(background, [0, 0]) all_sprites.draw(screen) # Marcador draw_text(screen, str(score), 25, WIDTH // 2, 10) # ESCUDO. draw_shield_bar(screen, 5, 5, player.shield) pygame.display.flip() pygame.quit()
shooter.py
import pygame, random pygame.init() WIDTH = 800 HEIGHT = 600 BLACK = (0, 0, 0) WHITE = ( 255, 255, 255) GREEN = (0, 255, 0) pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("星际生存") clock = pygame.time.Clock() def draw_text(surface, text, size, x, y): font = pygame.font.SysFont("serif", size) text_surface = font.render(text, True, WHITE) text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surface.blit(text_surface, text_rect) def draw_shield_bar(surface, x, y, percentage): BAR_LENGHT = 100 BAR_HEIGHT = 10 fill = (percentage / 100) * BAR_LENGHT border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT) fill = pygame.Rect(x, y, fill, BAR_HEIGHT) pygame.draw.rect(surface, GREEN, fill) pygame.draw.rect(surface, WHITE, border, 2) class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.image.load("assets/player.png").convert() self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.centerx = WIDTH // 2 self.rect.bottom = HEIGHT - 10 self.speed_x = 0 self.shield = 100 def update(self): self.speed_x = 0 keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speed_x = -5 if keystate[pygame.K_RIGHT]: self.speed_x = 5 self.rect.x += self.speed_x if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) #laser_sound.play() class Meteor(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = random.choice(meteor_images) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-140, -100) self.speedy = random.randrange(1, 10) self.speedx = random.randrange(-5, 5) def update(self): self.rect.y += self.speedy self.rect.x += self.speedx if self.rect.top > HEIGHT + 10 or self.rect.left < -40 or self.rect.right > WIDTH + 40: self.rect.x = random.randrange(WIDTH - self.rect.width) self.rect.y = random.randrange(-140, - 100) self.speedy = random.randrange(1, 10) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.image = pygame.image.load("assets/laser1.png") self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.y = y self.rect.centerx = x self.speedy = -10 def update(self): self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() class Explosion(pygame.sprite.Sprite): def __init__(self, center): super().__init__() self.image = explosion_anim[0] self.rect = self.image.get_rect() self.rect.center = center self.frame = 0 self.last_update = pygame.time.get_ticks() self.frame_rate = 50 # VELOCIDAD DE LA EXPLOSION def update(self): now = pygame.time.get_ticks() if now - self.last_update > self.frame_rate: self.last_update = now self.frame += 1 if self.frame == len(explosion_anim): self.kill() else: center = self.rect.center self.image = explosion_anim[self.frame] self.rect = self.image.get_rect() self.rect.center = center def show_go_screen(): screen.blit(background, [0,0]) draw_text(screen, "SHOOTER", 65, WIDTH // 2, HEIGHT // 4) draw_text(screen, "Instruciones van aquí", 27, WIDTH // 2, HEIGHT // 2) draw_text(screen, "Press Key", 20, WIDTH // 2, HEIGHT * 3/4) pygame.display.flip() waiting = True while waiting: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.KEYUP: waiting = False meteor_images = [] meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png", "assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png", "assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"] for img in meteor_list: meteor_images.append(pygame.image.load(img).convert()) ####----------------EXPLOSTION IMAGENES -------------- explosion_anim = [] for i in range(9): file = "assets/regularExplosion0{}.png".format(i) img = pygame.image.load(file).convert() img.set_colorkey(BLACK) img_scale = pygame.transform.scale(img, (70,70)) explosion_anim.append(img_scale) # Cargar imagen de fondo background = pygame.image.load("assets/background.png").convert() # Cargar sonidos laser_sound = pygame.mixer.Sound("assets/laser5.org") explosion_sound = pygame.mixer.Sound("assets/explosion.wav") pygame.mixer.music.load("assets/music.org") pygame.mixer.music.set_volume(0.2) #pygame.mixer.music.play(loops=-1) #### ----------GAME OVER game_over = True running = True while running: if game_over: show_go_screen() game_over = False all_sprites = pygame.sprite.Group() meteor_list = pygame.sprite.Group() bullets = pygame.sprite.Group() player = Player() all_sprites.add(player) for i in range(8): meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) score = 0 clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: player.shoot() all_sprites.update() #colisiones - meteoro - laser hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True) for hit in hits: score += 10 #explosion_sound.play() explosion = Explosion(hit.rect.center) all_sprites.add(explosion) meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) # Checar colisiones - jugador - meteoro hits = pygame.sprite.spritecollide(player, meteor_list, True) for hit in hits: player.shield -= 25 meteor = Meteor() all_sprites.add(meteor) meteor_list.add(meteor) if player.shield <= 0: game_over = True screen.blit(background, [0, 0]) all_sprites.draw(screen) #Marcador draw_text(screen, str(score), 25, WIDTH // 2, 10) # Escudo. draw_shield_bar(screen, 5, 5, player.shield) pygame.display.flip() pygame.quit()
项目运行截图:
需要源代码项目的同学可以私信我,项目写的比较早了,可能有些函数方法写的并不是很完美简洁还请多多包涵。
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