基于Python怎样写一个飞机塔防游戏
Admin 2022-07-30 群英技术资讯 462 次浏览
(一)实现飞机类
class Plane: def __init__(self,filename,screen): self.plane = pygame.image.load(filename).convert_alpha() self.height = self.plane.get_height() self.width = self.plane.get_width() self.radius = randint(2, 10) self.xpos = randint(self.radius, 800-self.radius) self.ypos = randint(self.radius, 700-self.radius) # self.xpos = randint(100, 600) # self.ypos = randint(100, 600) self.xvelocity = randint(2, 6)/5 self.yvelocity = randint(2, 6)/5 self.angle = math.atan2(self.yvelocity,self.xvelocity) self.fangle = math.degrees(self.angle)+90 self.screen = screen self.scrnwidth = 800 self.scrnheight = 700 def move_ball(self): self.xpos += self.xvelocity self.ypos += self.yvelocity # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上 if self.ypos >= self.scrnheight-self.width: self.yvelocity = -self.yvelocity self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下 if self.ypos <= 0: self.yvelocity = abs(self.yvelocity) self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左 if self.xpos >= self.scrnwidth-self.height: self.xvelocity = -self.xvelocity self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右 if self.xpos <= 0: self.xvelocity = abs(self.xvelocity) self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 self.planed = pygame.transform.rotate(self.plane, -(self.fangle)) self.screen.blit(self.planed, (self.xpos,self.ypos))
(二)让飞机飞起来
if __name__ == '__main__': pygame.init() screen = pygame.display.set_mode((800, 700)) plane = Plane('plane.png',screen) clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() clock.tick(200) screen.fill((0, 0, 0)) plane.move_ball() pygame.display.update()
(三)运行效果
(一)实现塔防设备类
class Pao: def __init__(self,screen): self.start = (100,700) self.end = None self.screen = screen self.count = 0 self.bullet_list = [] pass def getpos(self,pos2,r): self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0]) self.fangle = math.degrees(self.angle) self.x = self.start[0]+r*math.cos(self.angle) self.y = self.start[1]+r*math.sin(self.angle) self.r = r self.end = pos2 def move(self): pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5) pygame.draw.circle(self.screen,(0,255,0),self.start,15)
(二)主函数实现调用
pao = Pao(screen) clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() clock.tick(200) screen.fill((0, 0, 0)) plane.move_ball() pao.getpos((plane.xpos, plane.ypos), 35) pao.move()
(三)实现效果
发现没有,塔防设备跟踪飞机的运动而运动,一切都在监控中。
(一)实现子弹类
class Bullet: def __init__(self,x,y,fangle,screen,angle): self.posx = x self.posy = y self.fangle = fangle self.angle = angle self.alive = True self.screen = screen self.bullet = pygame.image.load('bullet2.png').convert_alpha() self.r = random.randint(5,10) def move(self): self.planed = pygame.transform.rotate(self.bullet, -(self.fangle)) self.posx += self.r * math.cos(self.angle) self.posy += self.r * math.sin(self.angle) # self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina) if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800: self.alive = False if self.alive: self.screen.blit(self.planed, (self.posx, self.posy))
(二)在塔防设备实现子弹生成
在move函数上写相关代码
def move(self): pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5) pygame.draw.circle(self.screen,(0,255,0),self.start,15) if self.count % 100 == 19: self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle)) self.count += 1 for bullet in self.bullet_list: if bullet.alive is not True: del bullet else: bullet.move()
(三)完整代码
import pygame,sys from math import * from Ball import Ball import random from random import randint import math class Plane: def __init__(self,filename,screen): self.plane = pygame.image.load(filename).convert_alpha() self.height = self.plane.get_height() self.width = self.plane.get_width() self.radius = randint(2, 10) self.xpos = randint(self.radius, 800-self.radius) self.ypos = randint(self.radius, 700-self.radius) self.xvelocity = randint(2, 6)/5 self.yvelocity = randint(2, 6)/5 self.angle = math.atan2(self.yvelocity,self.xvelocity) self.fangle = math.degrees(self.angle)+90 self.screen = screen self.scrnwidth = 800 self.scrnheight = 700 def move_ball(self): self.xpos += self.xvelocity self.ypos += self.yvelocity # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上 if self.ypos >= self.scrnheight-self.width: self.yvelocity = -self.yvelocity self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下 if self.ypos <= 0: self.yvelocity = abs(self.yvelocity) self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左 if self.xpos >= self.scrnwidth-self.height: self.xvelocity = -self.xvelocity self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右 if self.xpos <= 0: self.xvelocity = abs(self.xvelocity) self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 self.planed = pygame.transform.rotate(self.plane, -(self.fangle)) self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos)) self.screen.blit(self.planed,self.newRect) class Pao: def __init__(self,screen): self.start = (100,700) self.end = None self.screen = screen self.count = 0 self.bullet_list = [] pass def getpos(self,pos2,r): self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0]) self.fangle = math.degrees(self.angle) self.x = self.start[0]+r*math.cos(self.angle) self.y = self.start[1]+r*math.sin(self.angle) self.r = r self.end = pos2 def move(self): pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5) pygame.draw.circle(self.screen,(0,255,0),self.start,15) if self.count % 100 == 19: self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle)) self.count += 1 for bullet in self.bullet_list: if bullet.alive is not True: del bullet else: bullet.move() class Bullet: def __init__(self,x,y,fangle,screen,angle): self.posx = x self.posy = y self.fangle = fangle self.angle = angle self.alive = True self.screen = screen self.bullet = pygame.image.load('bullet2.png').convert_alpha() self.r = random.randint(5,10) def move(self): self.planed = pygame.transform.rotate(self.bullet, -(self.fangle)) self.posx += self.r * math.cos(self.angle) self.posy += self.r * math.sin(self.angle) # self.xpos, self.ypos = (self.xpos + section * cosa, self.ypos - section * sina) if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800: self.alive = False if self.alive: self.screen.blit(self.planed, (self.posx, self.posy)) if __name__ == '__main__': pygame.init() screen = pygame.display.set_mode((800, 700)) plane = Plane('plane.png',screen) pao = Pao(screen) clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() clock.tick(200) screen.fill((0, 0, 0)) plane.move_ball() pao.getpos((plane.xpos, plane.ypos), 35) pao.move() pygame.display.update()
(四)运行效果
(一)碰撞监测
plane_rect = plane.newRect # planed.get_rect() # print(plane_rect) # print(len(pao.bullet_list)) for bullet in pao.bullet_list: # print(bullet.alive) # print(bullet.planed.get_rect()) if plane_rect.colliderect(bullet.newRect): bullet.alive = False plane.reset() print('1')
(二)爆炸效果
检测是否碰撞
if plane.alive: plane.move_ball() else: plane.destroy(fCount, screen)
碰撞后的效果
def destroy(self, fCount, winSurface): self.screen.blit(self.dList[self.dIndex],self.newRect) if fCount % 3 == 0: self.dIndex += 1 if self.dIndex == 4: self.reset()
(三)记录得分
初始化变量
self.score = 0
展示变量
text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0)) self.screen.blit(text1, (45, 15))
import pygame,sys from math import * from Ball import Ball import random from random import randint import math class Plane: def __init__(self,filename,screen): self.plane = pygame.image.load(filename).convert_alpha() self.height = self.plane.get_height() self.width = self.plane.get_width() self.alive = True self.dIndex = 0 self.newRect = None # 爆炸 self.dSurface1 = pygame.image.load("./images/enemy1_down1.png").convert_alpha() self.dSurface2 = pygame.image.load("./images/enemy1_down2.png").convert_alpha() self.dSurface3 = pygame.image.load("./images/enemy1_down3.png").convert_alpha() self.dSurface4 = pygame.image.load("./images/enemy1_down4.png").convert_alpha() self.dList = [self.dSurface1, self.dSurface2, self.dSurface3, self.dSurface4] self.radius = randint(2, 10) self.xpos = randint(self.radius, 800-self.radius) self.ypos = randint(self.radius, 700-self.radius) self.xvelocity = randint(2, 6)/5 self.yvelocity = randint(2, 6)/5 self.angle = math.atan2(self.yvelocity,self.xvelocity) self.fangle = math.degrees(self.angle)+90 self.screen = screen self.scrnwidth = 800 self.scrnheight = 700 def destroy(self, fCount, winSurface): self.screen.blit(self.dList[self.dIndex],self.newRect) if fCount % 3 == 0: self.dIndex += 1 if self.dIndex == 4: self.reset() def reset(self): self.radius = randint(2, 10) self.xpos = randint(self.radius, 800-self.radius) self.ypos = randint(self.radius, 700-self.radius) self.xvelocity = randint(2, 6)/5 self.yvelocity = randint(2, 6)/5 self.angle = math.atan2(self.yvelocity,self.xvelocity) self.fangle = math.degrees(self.angle)+90 self.alive = True self.dIndex = 0 def move_ball(self): self.xpos += self.xvelocity self.ypos += self.yvelocity # 如果球的y坐标大于等于屏幕高度和球的半径的差,则调整球的运行y轴方向朝上 if self.ypos >= self.scrnheight-self.width: self.yvelocity = -self.yvelocity self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的y坐标小于等于屏幕高度和球的半径的差,则调整球的y轴运行方向朝下 if self.ypos <= 0: self.yvelocity = abs(self.yvelocity) self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的x坐标大于等于屏幕宽度和球的半径差,则调整球的运行x轴方向朝左 if self.xpos >= self.scrnwidth-self.height: self.xvelocity = -self.xvelocity self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 # 如果球的x坐标小于等于屏幕宽度和球半径的差,则调整球的运行x轴方向朝右 if self.xpos <= 0: self.xvelocity = abs(self.xvelocity) self.angle = math.atan2(self.yvelocity, self.xvelocity) self.fangle = math.degrees(self.angle) + 90 self.planed = pygame.transform.rotate(self.plane, -(self.fangle)) self.newRect = self.plane.get_rect(center=(self.xpos,self.ypos)) self.screen.blit(self.planed,self.newRect) class Pao: def __init__(self,screen): self.start = (100,700) self.end = None self.screen = screen self.count = 0 self.bullet_list = [] self.score = 0 self.font = pygame.font.Font(r'C:\Windows\Fonts\simsun.ttc', 16) def getpos(self,pos2,r): self.angle = math.atan2( pos2[1]-self.start[1],pos2[0]-self.start[0]) self.fangle = math.degrees(self.angle) self.x = self.start[0]+r*math.cos(self.angle) self.y = self.start[1]+r*math.sin(self.angle) self.r = r self.end = pos2 def move(self): pygame.draw.line(self.screen, (255, 0, 0), self.start, (self.x,self.y), 5) pygame.draw.circle(self.screen,(0,255,0),self.start,15) text1 = self.font.render('score:%s' % self.score, True, (255, 255, 0)) self.screen.blit(text1, (45, 15)) if self.count % 30 == 19: self.bullet_list.append(Bullet(self.x,self.y,self.fangle,self.screen,self.angle)) self.count += 1 for bullet in self.bullet_list: if bullet.alive is False: self.bullet_list.remove(bullet) else: bullet.move() class Bullet: def __init__(self,x,y,fangle,screen,angle): self.posx = x self.posy = y self.fangle = fangle self.angle = angle self.alive = True self.screen = screen self.bullet = pygame.image.load('bullet2.png').convert_alpha() self.r = random.randint(5,10) self.newRect = None def move(self): self.planed = pygame.transform.rotate(self.bullet, -(self.fangle)) self.posx += self.r * math.cos(self.angle) self.posy += self.r * math.sin(self.angle) if self.posy > 700 or self.posy < 0 or self.posx < 0 or self.posx > 800: self.alive = False self.newRect = self.bullet.get_rect(center=(self.posx, self.posy)) if self.alive: self.screen.blit(self.planed, self.newRect) if __name__ == '__main__': pygame.init() screen = pygame.display.set_mode((800, 700)) pao = Pao(screen) plane_list = [] for i in range(2): plane_list.append((Plane('enemy.png',screen))) fCount = 0 clock = pygame.time.Clock() plane = random.choice(plane_list) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() clock.tick(200) screen.fill((0, 0, 0)) pao.getpos((plane.xpos, plane.ypos), 35) pao.move() for plane in plane_list: plane_rect = plane.newRect for bullet in pao.bullet_list: try: if plane_rect.colliderect(bullet.newRect): bullet.alive = False plane.alive = False pao.score += 1 plane = random.choice(plane_list) print('1') except: pass if plane.alive: plane.move_ball() else: plane.destroy(fCount, screen) fCount += 1 pygame.display.update()
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