用Python制作游戏(一律代码)

1.打飞机代码:搭建界面

#coding=utf-8
import pygame

#1. 搭建界面,主要完成窗口和背景图的显示

def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),0,32)

    #2. 创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")

    #3. 把背景图片放到窗口中显示
    while True:

        #设定需要显示的背景图
        screen.blit(background,(0,0))

        #更新需要显示的内容
        pygame.display.update()

if __name__ == "__main__":

    main()

在这里插入图片描述

2.打飞机代码:检测键盘

#coding=utf-8
import pygame
from pygame.locals import *

#2. 用来检测事件,比如按键操作

def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),0,32)

    #2. 创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")

    #3. 把背景图片放到窗口中显示
    while True:

        #设定需要显示的背景图
        screen.blit(background,(0,0))

        #获取事件,比如按键等
        for event in pygame.event.get():


            #判断是否是点击了退出按钮
            if event.type == QUIT:
                print("exit")
                exit()
            #判断是否是按下了键
            elif event.type == KEYDOWN:
                #检测按键是否是a或者left
                if event.key == K_a or event.key == K_LEFT:
                    print('left')

                #检测按键是否是d或者right
                elif event.key == K_d or event.key == K_RIGHT:
                    print('right')

                #检测按键是否是空格键
                elif event.key == K_SPACE:
                    print('space')

        #更新需要显示的内容
        pygame.display.update()

if __name__ == "__main__":
    main()

3.打飞机代码:显示、控制玩具飞机-面向过程

#coding=utf-8
import pygame
from pygame.locals import *

#3. 使用面向过程的方式来显示一个飞机,并控制其左右移动

def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),0,32)


    #2. 创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")

    #测试,用来创建一个玩家飞机的图片
    hero = pygame.image.load("./feiji/hero1.png")

    #用来保存飞机的x,y坐标
    x=0
    y=0

    #3. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))

        #设定需要显示的飞机图片
        screen.blit(hero,(x,y))

        #判断是否是点击了退出按钮
        for event in pygame.event.get():
            # print(event.type)
            if event.type == QUIT:
                print("exit")
                exit()
            elif event.type == KEYDOWN:
                if event.key == K_a or event.key == K_LEFT:
                    print('left')
                    #控制飞机让其向左移动
                    x-=5
                elif event.key == K_d or event.key == K_RIGHT:
                    print('right')
                    #控制飞机让其向右移动
                    x+=5
                elif event.key == K_SPACE:
                    print('space')

        pygame.display.update()

if __name__ == "__main__":
    main()

在这里插入图片描述

4.打飞机代码:显示、控制玩具飞机-面向对象

#coding=utf-8
import pygame
from pygame.locals import *

#4. 使用面向对象的方式显示飞机,以及控制其左右移动
#接下来要做的任务:
#1. 实现飞机在你想要的位置显示
#2. 实现按键控制飞机移动

class HeroPlane(object):

    def __init__(self, screen):
        #设置飞机默认的位置
        self.x = 230
        self.y = 700

        #设置要显示内容的窗口
        self.screen = screen

        #用来保存英雄飞机需要的图片名字
        self.imageName = "./feiji/hero1.png"

        #根据名字生成飞机图片
        self.image = pygame.image.load(self.imageName)

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

    def moveLeft(self):
        self.x -= 10

    def moveRight(self):
        self.x += 10

def key_control(heroPlane):
    #判断是否是点击了退出按钮
    for event in pygame.event.get():
        # print(event.type)
        if event.type == QUIT:
            print("exit")
            exit()
        elif event.type == KEYDOWN:
            if event.key == K_a or event.key == K_LEFT:
                print('left')
                heroPlane.moveLeft()
                #控制飞机让其向左移动
            elif event.key == K_d or event.key == K_RIGHT:
                print('right')
                heroPlane.moveRight()
            elif event.key == K_SPACE:
                print('space')

def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),0,32)
    #2. 创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")
    #3. 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))

        heroPlane.display()

        key_control(heroPlane)

        pygame.display.update()

if __name__ == "__main__":
    main()

在这里插入图片描述

5.打飞机代码:玩家飞机发射子弹

#coding=utf-8
import pygame
from pygame.locals import *

'''
    5. 实现玩家飞机发射子弹

    接下来要做的任务:
    1. 实现飞机在你想要的位置显示
    2. 实现按键控制飞机移动
    3. 实现按下空格键的时候,显示一颗子弹
'''

class HeroPlane(object):

    def __init__(self,screen):

        #设置飞机默认的位置
        self.x = 230
        self.y = 700

        #设置要显示内容的窗口
        self.screen = screen

        self.imageName = "./feiji/hero1.png"
        self.image = pygame.image.load(self.imageName)

        #用来存储英雄飞机发射的所有子弹
        self.bulletList = []

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

        for bullet in self.bulletList:
            bullet.display()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置

    def moveLeft(self):
        self.x -= 10

    def moveRight(self):
        self.x += 10

    def sheBullet(self):
        newBullet = Bullet(self.x, self.y, self.screen)
        self.bulletList.append(newBullet)

class Bullet(object):
    def __init__(self,x,y,screen):
        self.x = x+40
        self.y = y-20
        self.screen = screen
        self.image = pygame.image.load("./feiji/bullet.png")

    def move(self):
        self.y -= 5

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

def key_control(heroPlane):
    #判断是否是点击了退出按钮
    for event in pygame.event.get():
        # print(event.type)
        if event.type == QUIT:
            print("exit")
            exit()
        elif event.type == KEYDOWN:
            if event.key == K_a or event.key == K_LEFT:
                print('left')
                heroPlane.moveLeft()
                #控制飞机让其向左移动
            elif event.key == K_d or event.key == K_RIGHT:
                print('right')
                heroPlane.moveRight()
            elif event.key == K_SPACE:
                print('space')
                heroPlane.sheBullet()

def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),0,32)
    #2. 创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")
    #3. 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))

        heroPlane.display()

        key_control(heroPlane)

        pygame.display.update()

if __name__ == "__main__":
    main()

6.打飞机代码:显示敌机

#coding=utf-8
import pygame
from pygame.locals import *

#6. 显示敌人飞机


class HeroPlane(object):

    def __init__(self,screen):

        #设置飞机默认的位置
        self.x = 230
        self.y = 700


        #设置要显示内容的窗口
        self.screen = screen

        self.imageName = "./feiji/hero1.png"
        self.image = pygame.image.load(self.imageName)

        #用来存储英雄飞机发射的所有子弹
        self.bulletList = []

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

        for bullet in self.bulletList:
            bullet.display()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置

    def moveLeft(self):
        self.x -= 10

    def moveRight(self):
        self.x += 10

    def sheBullet(self):
        newBullet = Bullet(self.x, self.y, self.screen)
        self.bulletList.append(newBullet)

class Bullet(object):
    def __init__(self,x,y,screen):
        self.x = x+40
        self.y = y-20
        self.screen = screen
        self.image = pygame.image.load("./feiji/bullet.png")

    def move(self):
        self.y -= 5

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

class EnemyPlane(object):
    def __init__(self,screen):
        #设置飞机默认的位置
        self.x = 0
        self.y = 0

        #设置要显示内容的窗口
        self.screen = screen


        self.imageName = "./feiji/enemy0.png"
        self.image = pygame.image.load(self.imageName)

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

def key_control(heroPlane):
    #判断是否是点击了退出按钮
    for event in pygame.event.get():
        # print(event.type)
        if event.type == QUIT:
            print("exit")
            exit()
        elif event.type == KEYDOWN:
            if event.key == K_a or event.key == K_LEFT:
                print('left')
                heroPlane.moveLeft()
                #控制飞机让其向左移动
            elif event.key == K_d or event.key == K_RIGHT:
                print('right')
                heroPlane.moveRight()
            elif event.key == K_SPACE:
                print('space')
                heroPlane.sheBullet()

def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),0,32)

    #2. 创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")

    #3.1 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #3.2 创建一个敌人飞机
    enemyPlane = EnemyPlane(screen)

    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))

        heroPlane.display()
        enemyPlane.display()

        key_control(heroPlane)

        pygame.display.update()

if __name__ == "__main__":
    main()

在这里插入图片描述

7.打飞机代码:使敌方移动,敌机发射子弹

#coding=utf-8
import pygame
from pygame.locals import *
import time
import random

#7.让敌机发射子弹

class HeroPlane(object):

    def __init__(self,screen):

        #设置飞机默认的位置
        self.x = 230
        self.y = 700

        #设置要显示内容的窗口
        self.screen = screen

        self.imageName = "./feiji/hero1.png"
        self.image = pygame.image.load(self.imageName)

        #用来存储英雄飞机发射的所有子弹
        self.bulletList = []

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

        #判断一下子弹的位置是否越界,如果是,那么就要删除这颗子弹
        #
        #这种方法会漏掉很多需要删除的数据
        # for i in self.bulletList:
        #     if i.y<0:
        #         self.bulletList.remove(i)

        #用来存放需要删除的对象引用
        needDelItemList = []

        #保存需要删除的对象
        for i in self.bulletList:
            if i.judge():
                needDelItemList.append(i)

        #删除self.bulletList中需要删除的对象
        for i in needDelItemList:
            self.bulletList.remove(i)

        #因为needDelItemList也保存了刚刚删除的对象的引用,所以可以删除整个列表,那么
        #整个列表中的引用就不存在了,也可以不调用下面的代码,因为needDelItemList是局部变量
        #当这个方法的调用结束时,这个局部变量也就不存在了
        # del needDelItemList

        for bullet in self.bulletList:
            bullet.display()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置

    def moveLeft(self):
        self.x -= 10

    def moveRight(self):
        self.x += 10

    def sheBullet(self):
        newBullet = Bullet(self.x, self.y, self.screen)
        self.bulletList.append(newBullet)

class Bullet(object):
    def __init__(self,x,y,screen):
        self.x = x+40
        self.y = y-20
        self.screen = screen
        self.image = pygame.image.load("./feiji/bullet.png")

    def move(self):
        self.y -= 5

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

    def judge(self):
        if self.y<0:
            return True
        else:
            return False

class EnemyPlane(object):
    def __init__(self,screen):
        #设置飞机默认的位置
        self.x = 0
        self.y = 0

        #设置要显示内容的窗口
        self.screen = screen

        self.imageName = "./feiji/enemy0.png"
        self.image = pygame.image.load(self.imageName)

        self.direction = "right"

        #用来存储敌人飞机发射的所有子弹
        self.bulletList = []

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))
        #判断一下子弹的位置是否越界,如果是,那么就要删除这颗子弹
        #
        #这种方法会漏掉很多需要删除的数据
        # for i in self.bulletList:
        #     if i.y<0:
        #         self.bulletList.remove(i)

        #存放需要删除的对象信息
        needDelItemList = []

        for i in self.bulletList:
            if i.judge():
                needDelItemList.append(i)
        for i in needDelItemList:
            self.bulletList.remove(i)

        # del needDelItemList

        #更新及这架飞机发射出的所有子弹的位置
        for bullet in self.bulletList:
            bullet.display()
            bullet.move()

    def move(self):
        #如果碰到了右边的边界,那么就往左走,如果碰到了左边的边界,那么就往右走
        if self.direction == "right":
            self.x += 4
        elif self.direction == "left":
            self.x -= 4

        if self.x>480-50:
            self.direction = "left"
        elif self.x<0:
            self.direction = "right"

    def sheBullet(self):
        num = random.randint(1,100)
        if num == 88:
            newBullet = EnemyBullet(self.x,self.y,self.screen)
            self.bulletList.append(newBullet)

class EnemyBullet(object):
    def __init__(self,x,y,screen):
        self.x = x+30
        self.y = y+30
        self.screen = screen
        self.image = pygame.image.load("./feiji/bullet1.png")

    def move(self):
        self.y += 4

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

    def judge(self):
        if self.y>852:
            return True
        else:
            return False

def key_control(heroPlane):
    #判断是否是点击了退出按钮
    for event in pygame.event.get():
        # print(event.type)
        if event.type == QUIT:
            print("exit")
            exit()
        elif event.type == KEYDOWN:
            if event.key == K_a or event.key == K_LEFT:
                print('left')
                heroPlane.moveLeft()
                #控制飞机让其向左移动
            elif event.key == K_d or event.key == K_RIGHT:
                print('right')
                heroPlane.moveRight()
            elif event.key == K_SPACE:
                print('space')
                heroPlane.sheBullet()

def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),0,32)

    #2. 创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")

    #3.1 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #3.2 创建一个敌人飞机
    enemyPlane = EnemyPlane(screen)

    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))

        heroPlane.display()


        enemyPlane.move()
        enemyPlane.display()
        enemyPlane.sheBullet()

        key_control(heroPlane)

        pygame.display.update()

        #通过延时的方式,来降低这个while循环的循环速度,从而降低了cpu占用率
        time.sleep(0.01)

if __name__ == "__main__":
    main()

在这里插入图片描述
在这里插入图片描述
在这里插入图片描述

8.打飞机代码:代码优化-抽象出基类

#coding=utf-8
import pygame
from pygame.locals import *
import time
import random

'''
    代码优化:抽出基类
'''

class Plane(object):
    def __init__(self, screen, imageName):

        #设置要显示内容的窗口
        self.screen = screen
        self.image = pygame.image.load(imageName)

        #用来存储英雄飞机发射的所有子弹
        self.bulletList = []

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

        #用来存放需要删除的对象引用
        needDelItemList = []

        #保存需要删除的对象
        for i in self.bulletList:
            if i.judge():
                needDelItemList.append(i)

        #删除self.bulletList中需要删除的对象
        for i in needDelItemList:
            self.bulletList.remove(i)

        for bullet in self.bulletList:
            bullet.display()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置

class HeroPlane(Plane):

    def __init__(self, screen):
        super(HeroPlane, self).__init__(screen, "./feiji/hero1.png")
        #设置飞机默认的位置
        self.x = 230
        self.y = 700

    def moveLeft(self):
        self.x -= 10

    def moveRight(self):
        self.x += 10

    def sheBullet(self):
        newBullet = Bullet(self.x, self.y, self.screen, "hero")
        self.bulletList.append(newBullet)

class EnemyPlane(Plane):

    def __init__(self, screen):
        super(EnemyPlane, self).__init__(screen, "./feiji/enemy0.png")
        #设置飞机默认的位置
        self.x = 0
        self.y = 0
        self.direction = "right"

    def move(self):
        #如果碰到了右边的边界,那么就往左走,如果碰到了左边的边界,那么就往右走
        if self.direction == "right":
            self.x += 4
        elif self.direction == "left":
            self.x -= 4

        if self.x>480-50:
            self.direction = "left"
        elif self.x<0:
            self.direction = "right"

    def sheBullet(self):
        num = random.randint(1,100)
        if num == 88:
            newBullet = Bullet(self.x,self.y,self.screen, "enemy")
            self.bulletList.append(newBullet)

class Bullet(object):
    def __init__(self,x,y,screen,planeName):

        self.name = planeName
        self.screen = screen

        if self.name == "hero":
            self.x = x+40
            self.y = y-20
            imageName = "./feiji/bullet.png"

        elif self.name == "enemy":
            self.x = x+30
            self.y = y+30
            imageName = "./feiji/bullet1.png"
        self.image = pygame.image.load(imageName)

    def move(self):
        if self.name == "hero":
            self.y -= 4
        elif self.name == "enemy":
            self.y += 4

    def display(self):
        self.screen.blit(self.image,(self.x,self.y))

    def judge(self):
        if self.y>852 or self.y<0:
            return True
        else:
            return False

def key_control(heroPlane):
    #判断是否是点击了退出按钮
    for event in pygame.event.get():
        # print(event.type)
        if event.type == QUIT:
            print("exit")
            exit()
        elif event.type == KEYDOWN:
            if event.key == K_a or event.key == K_LEFT:
                print('left')
                heroPlane.moveLeft()
                #控制飞机让其向左移动
            elif event.key == K_d or event.key == K_RIGHT:
                print('right')
                heroPlane.moveRight()
            elif event.key == K_SPACE:
                print('space')
                heroPlane.sheBullet()

def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),0,32)

    #2. 创建一个和窗口大小的图片,用来充当背景
    background = pygame.image.load("./feiji/background.png")

    #3.1 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #3.2 创建一个敌人飞机
    enemyPlane = EnemyPlane(screen)

    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))

        heroPlane.display()

        enemyPlane.move()
        enemyPlane.display()
        enemyPlane.sheBullet()

        key_control(heroPlane)

        pygame.display.update()

        #通过延时的方式,来降低这个while循环的循环速度,从而降低了cpu占用率
        time.sleep(0.01)

if __name__ == "__main__":
    main()

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转载自blog.csdn.net/fenghumen/article/details/108132458