今天就跟大家聊聊有关使用Python3怎么实现一个射击游戏,可能很多人都不太了解,为了让大家更加了解,小编给大家总结了以下内容,希望大家根据这篇文章可以有所收获。
from __future__ import division import pygame import random from os import path ## assets folder img_dir = path.join(path.dirname(__file__), 'assets') sound_folder = path.join(path.dirname(__file__), 'sounds') ############################### ## to be placed in "constant.py" later WIDTH = 480 HEIGHT = 600 FPS = 60 POWERUP_TIME = 5000 BAR_LENGTH = 100 BAR_HEIGHT = 10 # Define Colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) YELLOW = (255, 255, 0) ############################### ############################### ## to placed in "__init__.py" later ## initialize pygame and create window pygame.init() pygame.mixer.init() ## For sound screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Space Shooter") clock = pygame.time.Clock() ## For syncing the FPS ############################### font_name = pygame.font.match_font('arial') def main_menu(): global screen menu_song = pygame.mixer.music.load(path.join(sound_folder, "menu.ogg")) pygame.mixer.music.play(-1) title = pygame.image.load(path.join(img_dir, "main.png")).convert() title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen) screen.blit(title, (0,0)) pygame.display.update() while True: ev = pygame.event.poll() if ev.type == pygame.KEYDOWN: if ev.key == pygame.K_RETURN: break elif ev.key == pygame.K_q: pygame.quit() quit() else: draw_text(screen, "Press [ENTER] To Begin", 30, WIDTH/2, HEIGHT/2) draw_text(screen, "or [Q] To Quit", 30, WIDTH/2, (HEIGHT/2)+40) pygame.display.update() #pygame.mixer.music.stop() ready = pygame.mixer.Sound(path.join(sound_folder,'getready.ogg')) ready.play() screen.fill(BLACK) draw_text(screen, "GET READY!", 40, WIDTH/2, HEIGHT/2) pygame.display.update() def draw_text(surf, text, size, x, y): ## selecting a cross platform font to display the score font = pygame.font.Font(font_name, size) text_surface = font.render(text, True, WHITE) ## True denotes the font to be anti-aliased text_rect = text_surface.get_rect() text_rect.midtop = (x, y) surf.blit(text_surface, text_rect) def draw_shield_bar(surf, x, y, pct): # if pct < 0: # pct = 0 pct = max(pct, 0) ## moving them to top # BAR_LENGTH = 100 # BAR_HEIGHT = 10 fill = (pct / 100) * BAR_LENGTH outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT) fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT) pygame.draw.rect(surf, GREEN, fill_rect) pygame.draw.rect(surf, WHITE, outline_rect, 2) def draw_lives(surf, x, y, lives, img): for i in range(lives): img_rect= img.get_rect() img_rect.x = x + 30 * i img_rect.y = y surf.blit(img, img_rect) def newmob(): mob_element = Mob() all_sprites.add(mob_element) mobs.add(mob_element) class Explosion(pygame.sprite.Sprite): def __init__(self, center, size): pygame.sprite.Sprite.__init__(self) self.size = size self.image = explosion_anim[self.size][0] self.rect = self.image.get_rect() self.rect.center = center self.frame = 0 self.last_update = pygame.time.get_ticks() self.frame_rate = 75 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.size]): self.kill() else: center = self.rect.center self.image = explosion_anim[self.size][self.frame] self.rect = self.image.get_rect() self.rect.center = center class Player(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) ## scale the player img down self.image = pygame.transform.scale(player_img, (50, 38)) self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.radius = 20 self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT - 10 self.speedx = 0 self.shield = 100 self.shoot_delay = 250 self.last_shot = pygame.time.get_ticks() self.lives = 3 self.hidden = False self.hide_timer = pygame.time.get_ticks() self.power = 1 self.power_timer = pygame.time.get_ticks() def update(self): ## time out for powerups if self.power >=2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME: self.power -= 1 self.power_time = pygame.time.get_ticks() ## unhide if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000: self.hidden = False self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT - 30 self.speedx = 0 ## makes the player static in the screen by default. # then we have to check whether there is an event hanlding being done for the arrow keys being ## pressed ## will give back a list of the keys which happen to be pressed down at that moment keystate = pygame.key.get_pressed() if keystate[pygame.K_LEFT]: self.speedx = -5 elif keystate[pygame.K_RIGHT]: self.speedx = 5 #Fire weapons by holding spacebar if keystate[pygame.K_SPACE]: self.shoot() ## check for the borders at the left and right if self.rect.right > WIDTH: self.rect.right = WIDTH if self.rect.left < 0: self.rect.left = 0 self.rect.x += self.speedx def shoot(self): ## to tell the bullet where to spawn now = pygame.time.get_ticks() if now - self.last_shot > self.shoot_delay: self.last_shot = now if self.power == 1: bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) shooting_sound.play() if self.power == 2: bullet1 = Bullet(self.rect.left, self.rect.centery) bullet2 = Bullet(self.rect.right, self.rect.centery) all_sprites.add(bullet1) all_sprites.add(bullet2) bullets.add(bullet1) bullets.add(bullet2) shooting_sound.play() """ MOAR POWAH """ if self.power >= 3: bullet1 = Bullet(self.rect.left, self.rect.centery) bullet2 = Bullet(self.rect.right, self.rect.centery) missile1 = Missile(self.rect.centerx, self.rect.top) # Missile shoots from center of ship all_sprites.add(bullet1) all_sprites.add(bullet2) all_sprites.add(missile1) bullets.add(bullet1) bullets.add(bullet2) bullets.add(missile1) shooting_sound.play() missile_sound.play() def powerup(self): self.power += 1 self.power_time = pygame.time.get_ticks() def hide(self): self.hidden = True self.hide_timer = pygame.time.get_ticks() self.rect.center = (WIDTH / 2, HEIGHT + 200) # defines the enemies class Mob(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image_orig = random.choice(meteor_images) self.image_orig.set_colorkey(BLACK) self.image = self.image_orig.copy() self.rect = self.image.get_rect() self.radius = int(self.rect.width *.90 / 2) self.rect.x = random.randrange(0, WIDTH - self.rect.width) self.rect.y = random.randrange(-150, -100) self.speedy = random.randrange(5, 20) ## for randomizing the speed of the Mob ## randomize the movements a little more self.speedx = random.randrange(-3, 3) ## adding rotation to the mob element self.rotation = 0 self.rotation_speed = random.randrange(-8, 8) self.last_update = pygame.time.get_ticks() ## time when the rotation has to happen def rotate(self): time_now = pygame.time.get_ticks() if time_now - self.last_update > 50: # in milliseconds self.last_update = time_now self.rotation = (self.rotation + self.rotation_speed) % 360 new_image = pygame.transform.rotate(self.image_orig, self.rotation) old_center = self.rect.center self.image = new_image self.rect = self.image.get_rect() self.rect.center = old_center def update(self): self.rotate() self.rect.x += self.speedx self.rect.y += self.speedy ## now what if the mob element goes out of the screen if (self.rect.top > HEIGHT + 10) or (self.rect.left < -25) or (self.rect.right > WIDTH + 20): self.rect.x = random.randrange(0, WIDTH - self.rect.width) self.rect.y = random.randrange(-100, -40) self.speedy = random.randrange(1, 8) ## for randomizing the speed of the Mob ## defines the sprite for Powerups class Pow(pygame.sprite.Sprite): def __init__(self, center): pygame.sprite.Sprite.__init__(self) self.type = random.choice(['shield', 'gun']) self.image = powerup_images[self.type] self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() ## place the bullet according to the current position of the player self.rect.center = center self.speedy = 2 def update(self): """should spawn right in front of the player""" self.rect.y += self.speedy ## kill the sprite after it moves over the top border if self.rect.top > HEIGHT: self.kill() ## defines the sprite for bullets class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = bullet_img self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() ## place the bullet according to the current position of the player self.rect.bottom = y self.rect.centerx = x self.speedy = -10 def update(self): """should spawn right in front of the player""" self.rect.y += self.speedy ## kill the sprite after it moves over the top border if self.rect.bottom < 0: self.kill() ## now we need a way to shoot ## lets bind it to "spacebar". ## adding an event for it in Game loop ## FIRE ZE MISSILES class Missile(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = missile_img self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.bottom = y self.rect.centerx = x self.speedy = -10 def update(self): """should spawn right in front of the player""" self.rect.y += self.speedy if self.rect.bottom < 0: self.kill() ################################################### ## Load all game images background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert() background_rect = background.get_rect() ## ^^ draw this rect first player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert() player_mini_img = pygame.transform.scale(player_img, (25, 19)) player_mini_img.set_colorkey(BLACK) bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert() missile_img = pygame.image.load(path.join(img_dir, 'missile.png')).convert_alpha() # meteor_img = pygame.image.load(path.join(img_dir, 'meteorBrown_med1.png')).convert() meteor_images = [] meteor_list = [ 'meteorBrown_big1.png', 'meteorBrown_big2.png', 'meteorBrown_med1.png', 'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png', 'meteorBrown_tiny1.png' ] for image in meteor_list: meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert()) ## meteor explosion explosion_anim = {} explosion_anim['lg'] = [] explosion_anim['sm'] = [] explosion_anim['player'] = [] for i in range(9): filename = 'regularExplosion0{}.png'.format(i) img = pygame.image.load(path.join(img_dir, filename)).convert() img.set_colorkey(BLACK) ## resize the explosion img_lg = pygame.transform.scale(img, (75, 75)) explosion_anim['lg'].append(img_lg) img_sm = pygame.transform.scale(img, (32, 32)) explosion_anim['sm'].append(img_sm) ## player explosion filename = 'sonicExplosion0{}.png'.format(i) img = pygame.image.load(path.join(img_dir, filename)).convert() img.set_colorkey(BLACK) explosion_anim['player'].append(img) ## load power ups powerup_images = {} powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert() powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert() ################################################### ################################################### ### Load all game sounds shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav')) missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg')) expl_sounds = [] for sound in ['expl3.wav', 'expl6.wav']: expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound))) ## main background music #pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg')) pygame.mixer.music.set_volume(0.2) ## simmered the sound down a little player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg')) ################################################### ## group all the sprites together for ease of update all_sprites = pygame.sprite.Group() player = Player() all_sprites.add(player) ## spawn a group of mob mobs = pygame.sprite.Group() for i in range(8): ## 8 mobs # mob_element = Mob() # all_sprites.add(mob_element) # mobs.add(mob_element) newmob() ## group for bullets bullets = pygame.sprite.Group() powerups = pygame.sprite.Group() #### Score board variable score = 0 ## TODO: make the game music loop over again and again. play(loops=-1) is not working # Error : # TypeError: play() takes no keyword arguments #pygame.mixer.music.play() ############################# ## Game loop running = True menu_display = True while running: if menu_display: main_menu() pygame.time.wait(3000) #Stop menu music pygame.mixer.music.stop() #Play the gameplay music pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg')) pygame.mixer.music.play(-1) ## makes the gameplay sound in an endless loop menu_display = False #1 Process input/events clock.tick(FPS) ## will make the loop run at the same speed all the time for event in pygame.event.get(): # gets all the events which have occured till now and keeps tab of them. ## listening for the the X button at the top if event.type == pygame.QUIT: running = False ## Press ESC to exit game if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False # ## event for shooting the bullets # elif event.type == pygame.KEYDOWN: # if event.key == pygame.K_SPACE: # player.shoot() ## we have to define the shoot() function #2 Update all_sprites.update() ## check if a bullet hit a mob ## now we have a group of bullets and a group of mob hits = pygame.sprite.groupcollide(mobs, bullets, True, True) ## now as we delete the mob element when we hit one with a bullet, we need to respawn them again ## as there will be no mob_elements left out for hit in hits: score += 50 - hit.radius ## give different scores for hitting big and small metoers random.choice(expl_sounds).play() # m = Mob() # all_sprites.add(m) # mobs.add(m) expl = Explosion(hit.rect.center, 'lg') all_sprites.add(expl) if random.random() > 0.9: pow = Pow(hit.rect.center) all_sprites.add(pow) powerups.add(pow) newmob() ## spawn a new mob ## ^^ the above loop will create the amount of mob objects which were killed spawn again ######################### ## check if the player collides with the mob hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle) ## gives back a list, True makes the mob element disappear for hit in hits: player.shield -= hit.radius * 2 expl = Explosion(hit.rect.center, 'sm') all_sprites.add(expl) newmob() if player.shield <= 0: player_die_sound.play() death_explosion = Explosion(player.rect.center, 'player') all_sprites.add(death_explosion) # running = False ## GAME OVER 3:D player.hide() player.lives -= 1 player.shield = 100 ## if the player hit a power up hits = pygame.sprite.spritecollide(player, powerups, True) for hit in hits: if hit.type == 'shield': player.shield += random.randrange(10, 30) if player.shield >= 100: player.shield = 100 if hit.type == 'gun': player.powerup() ## if player died and the explosion has finished, end game if player.lives == 0 and not death_explosion.alive(): running = False # menu_display = True # pygame.display.update() #3 Draw/render screen.fill(BLACK) ## draw the stargaze.png image screen.blit(background, background_rect) all_sprites.draw(screen) draw_text(screen, str(score), 18, WIDTH / 2, 10) ## 10px down from the screen draw_shield_bar(screen, 5, 5, player.shield) # Draw lives draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img) ## Done after drawing everything to the screen pygame.display.flip() pygame.quit()
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