当年微信 5.0 发布时,首页被设置成了一款新推出的小游戏,它就是微信版飞机大战,游戏一经推出便是火爆异常,铅笔画风格的游戏界面也受到了很多人的喜欢。
最近重温了一下这款小游戏,尽管时隔多年,但无论是游戏的画质还是风格,时至今日依然都不过时。本文我们使用 Python 来实现一下这款小游戏,游戏的实现主要用到第三方模块 pygame,安装使用 pip install pygame
即可。
环境
- 操作系统:Windows
- Python 版本:3.6
- 涉及模块:pygame、sys、random
实现
飞机大战的构成相对比较简单,主要包括:主界面、玩家、敌人、子弹、计分板等,下面来看一下具体实现。
首先我们来绘制一个主界面,主要实现代码如下所示:
# 设置屏幕的宽度
SCREEN_WIDTH = 450
# 设置屏幕的高度
SCREEN_HEIGHT = 600
# 初始化窗口
pygame.init()
# 设置窗口标题
pygame.display.set_caption("飞机大战")
# 设置屏幕大小
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32)
# 隐藏光标
pygame.mouse.set_visible(False)
# 设置背景
bg = pygame.image.load("resources/image/bg.png")
# 绘制屏幕
screen.fill(0)
# 加入背景图片
screen.blit(bg, (0, 0))
# 设置游戏结束的图片
bg_game_over = pygame.image.load("resources/image/bg_game_over.png")
# 加载飞机资源图片
img_plane = pygame.image.load("resources/image/shoot.png")
img_start = pygame.image.load("resources/image/start.png")
img_pause = pygame.image.load("resources/image/pause.png")
img_icon = pygame.image.load("resources/image/plane.png").convert_alpha()
# 顺便设置窗口
pygame.display.set_icon(img_icon)
# 初始化位置
player_pos = [200, 450]
看一下效果:
接着,我们再来定义玩家的属性和方法,主要实现代码如下所示:
class Player(pygame.sprite.Sprite):
def __init__(self, img, rect, pos):
pygame.sprite.Sprite.__init__(self)
self.image = []
# 将飞机图片部分分隔
for i in range(len(rect)):
self.image.append(img.subsurface(rect[i]).convert_alpha())
# 获取飞机的区域
self.rect = rect[0]
self.rect.topleft = pos
self.speed = 8
# 生成精灵组实例
self.bullets = pygame.sprite.Group()
self.img_index = 0
# 判断飞机是否被打中
self.is_hit = False
def shoot(self, img):
bullet = Bullet(img, self.rect.midtop)
# 添加子弹实例到玩家的子弹组
self.bullets.add(bullet)
def moveUp(self):
# 当遇到顶部时, 设置上顶部为 0
if self.rect.top <= 0:
self.rect.top = 0
else:
self.rect.top -= self.speed
def moveDown(self):
# 当遇到底部时, 设置一直为常值
if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top += self.speed
def moveLeft(self):
# 当遇到左边时, 一直停靠在左边
if self.rect.left <= 0:
self.rect.left = 0
else:
self.rect.left -= self.speed
def moveRight(self):
# 当遇到右边时, 停靠右边
if self.rect.left >= SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left += self.speed
看一下玩家的飞机样式:
我们再接着定义子弹的属性和方法,主要实现代码如下所示:
class Bullet(pygame.sprite.Sprite):
def __init__(self, img, pos):
pygame.sprite.Sprite.__init__(self)
self.image = img
# 设置图片的区域
self.rect = self.image.get_rect()
self.rect.midbottom = pos
self.speed = 10
def move(self):
self.rect.top -= self.speed
看一下子弹的样式:
定义完玩家,我们再来定义敌机的属性和方法,主要实现代码如下所示:
class Enemy(pygame.sprite.Sprite):
def __init__(self, img, explosion_img, pos):
pygame.sprite.Sprite.__init__(self)
self.image = img
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.explosion_img = explosion_img
self.speed = 2
# 设置击毁序列
self.explosion_index = 0
def move(self):
# 敌人的子弹只能一直向下
self.rect.top += self.speed
最后,我们来定义一下游戏运行的相应逻辑,比如:击中敌机、玩家与敌机碰撞、生成分数等,主要实现代码如下所示:
while running:
# 设置游戏帧率为 60
clock.tick(60)
if not is_pause and not is_game_over:
if not player.is_hit:
# 设置连续射击, 因为每秒 60 帧,15/60=0.25 秒发一次子弹
if shoot_frequency % 15 == 0:
player.shoot(bullet_img)
shoot_frequency += 1
# 当设置的射击频率大于 15,置零
if shoot_frequency >= 15:
shoot_frequency = 0
# 控制生成敌机的频率
if enemy_frequency % 50 == 0:
# 设置敌机的出现的位置
enemy_pos = [random.randint(0, SCREEN_WIDTH - enemy_rect.width), 0]
enemy = Enemy(enemy_img, enemy_explosion_imgs, enemy_pos)
enemies.add(enemy)
enemy_frequency += 1
if enemy_frequency >= 100:
enemy_frequency = 0
# 控制子弹的显示运行
for bullet in player.bullets:
bullet.move()
if bullet.rect.bottom < 0:
player.bullets.remove(bullet)
# 控制敌机的运行
for enemy in enemies:
enemy.move()
# 判断敌机是否与玩家飞机碰撞
if pygame.sprite.collide_circle(enemy, player):
enemies_explosion.add(enemy)
enemies.remove(enemy)
player.is_hit = True
# 设置玩家的飞机被毁
is_game_over = True
# 判断敌机是否在界面
if enemy.rect.top < 0:
enemies.remove(enemy)
# 设置敌机与玩家的飞机子弹相碰时,返回被击的敌机实例
enemy_explosion = pygame.sprite.groupcollide(enemies, player.bullets, 1, 1)
for enemy in enemy_explosion:
enemies_explosion.add(enemy)
# 绘制屏幕
screen.fill(0)
# 加入背景图片
screen.blit(bg, (0, 0))
# 添加玩家飞机图片到屏幕
if not player.is_hit:
screen.blit(player.image[int(player.img_index)], player.rect)
player.img_index = shoot_frequency / 8
else:
if player_explosion_index > 47:
is_game_over = True
else:
player.img_index = player_explosion_index / 8
screen.blit(player.image[int(player.img_index)], player.rect)
player_explosion_index += 1
# 敌机被子弹击中的效果显示
for enemy in enemies_explosion:
if enemy.explosion_index == 0:
pass
if enemy.explosion_index > 7:
enemies_explosion.remove(enemy)
score += 100
continue
# 敌机被击时显示图片
screen.blit(enemy.explosion_img[int(enemy.explosion_index / 2)], enemy.rect)
enemy.explosion_index += 1
# 显示子弹
player.bullets.draw(screen)
# 显示敌机
enemies.draw(screen)
# 分数的显示效果
score_font = pygame.font.Font(None, 36)
score_text = score_font.render(str(score), True, (128, 128, 128))
# 设置文字框
text_rect = score_text.get_rect()
# 放置文字的位置
text_rect.topleft = [20, 10]
# 显示出分数
screen.blit(score_text, text_rect)
left, middle, right = pygame.mouse.get_pressed()
# 暂停游戏
if right == True and not is_game_over:
is_pause = True
if left == True:
# 重置游戏
if is_game_over:
is_game_over = False
player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126))
player_rect.append(pygame.Rect(165, 360, 102, 126))
player_rect.append(pygame.Rect(165, 234, 102, 126))
player_rect.append(pygame.Rect(330, 624, 102, 126))
player_rect.append(pygame.Rect(330, 498, 102, 126))
player_rect.append(pygame.Rect(432, 624, 102, 126))
player = Player(img_plane, player_rect, player_pos)
bullet_rect = pygame.Rect(1004, 987, 9, 21)
bullet_img = img_plane.subsurface(bullet_rect)
enemy_rect = pygame.Rect(534, 612, 57, 43)
enemy_img = img_plane.subsurface(enemy_rect)
enemy_explosion_imgs = []
enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(267, 347, 57, 43)))
enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(873, 697, 57, 43)))
enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(267, 296, 57, 43)))
enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(930, 697, 57, 43)))
enemies = pygame.sprite.Group()
enemies_explosion = pygame.sprite.Group()
score = 0
shoot_frequency = 0
enemy_frequency = 0
player_explosion_index = 16
# 继续游戏
if is_pause:
is_pause = False
# 游戏结束
if is_game_over:
font = pygame.font.SysFont("微软雅黑", 48)
text = font.render("Score:" + str(score), True, (255, 0, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery + 70
# 显示游戏结束画面
screen.blit(bg_game_over, (0, 0))
# 显示分数
screen.blit(text, text_rect)
font = pygame.font.SysFont("微软雅黑", 40)
text = font.render("Press Left Mouse to Restart", True, (255, 0, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery + 150
screen.blit(text, text_rect)
# 刷新屏幕
pygame.display.update()
# 处理游戏退出
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if not is_pause and not is_game_over:
key = pygame.key.get_pressed()
if key[K_w] or key[K_UP]:
player.moveUp()
if key[K_s] or key[K_DOWN]:
player.moveDown()
if key[K_a] or key[K_LEFT]:
player.moveLeft()
if key[K_d] or key[K_RIGHT]:
player.moveRight()
我们来看一下最终实现效果:
源码及素材在公号后台回复 200530 获取。