基于Python怎样写一个飞机塔防游�

Admin 2022-07-30 群英技术资�

这篇文章主要讲解了“基于Python怎样写一个飞机塔防游戏”,文中的讲解内容简单清晰,易于学习与理解,下面请大家跟着小编的思路慢慢深入,一起来研究和学习“基于Python怎样写一个飞机塔防游戏”吧�


一、先让飞机在屏幕上飞起来吧�

(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�
        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�
        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�
        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�
        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�

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�

二、屏幕下发实现一个塔防设�

 (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�

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�

三、让子弹也飞起来�

(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�

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�
        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�
        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�
        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�
        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�

四、碰撞监测和爆炸效果实现

(一)碰撞监�

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�

检测是否碰�

 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�

初始化变�

 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))

五、完整代�

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�
        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�
        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�
        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�
        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()

六、运行效�


感谢各位的阅读,以上就是“基于Python怎样写一个飞机塔防游戏”的内容了,经过本文的学习后,相信大家对基于Python怎样写一个飞机塔防游戏都有更深刻的体会了吧。这里是群英网络,小编将为大家推送更多相关知识点的文章,欢迎关注�

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