python飞机大战游戏.py
python
import pygame
import random
# 游戏窗口大小
WINDOW_WIDTH = 600
WINDOW_HEIGHT = 800
# 颜色定义
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
# 初始化Pygame
pygame.init()
# 创建游戏窗口
window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("飞机大战")
# 创建时钟对象,用于控制游戏帧率
clock = pygame.time.Clock()
# 飞机类
class Plane(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([50, 50]) # 飞机的形状
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = WINDOW_WIDTH // 2
self.rect.y = WINDOW_HEIGHT - 100
self.speed = 5
def update(self):
# 获取键盘按键状态
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= self.speed
if keys[pygame.K_RIGHT]:
self.rect.x += self.speed
# 限制飞机在窗口范围内移动
if self.rect.x < 0:
self.rect.x = 0
if self.rect.x > WINDOW_WIDTH - 50:
self.rect.x = WINDOW_WIDTH - 50
def shoot(self):
bullet = Bullet(self.rect.x + 23, self.rect.y)
all_sprites.add(bullet)
bullets.add(bullet)
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([5, 10]) # 子弹的形状
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = 10
def update(self):
self.rect.y -= self.speed
if self.rect.y < -10:
self.kill()
# 敌人类
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface([30, 30]) # 敌人的形状
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, WINDOW_WIDTH - 30)
self.rect.y = 0
self.speed = random.randint(1, 5)
def update(self):
self.rect.y += self.speed
if self.rect.y > WINDOW_HEIGHT:
self.rect.x = random.randint(0, WINDOW_WIDTH - 30)
self.rect.y = 0
self.speed = random.randint(1, 5)
# 创建精灵组
all_sprites = pygame.sprite.Group()
# 创建飞机对象
player = Plane()
all_sprites.add(player)
# 创建子弹精灵组
bullets = pygame.sprite.Group()
# 创建敌人精灵组
enemies = pygame.sprite.Group()
for _ in range(10):
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# 游戏主循环
running = True
while running:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# 更新所有精灵
all_sprites.update()
# 检测碰撞
if pygame.sprite.spritecollide(player, enemies, True):
running = False
for bullet in bullets:
pygame.sprite.spritecollide(bullet, enemies, True)
# 绘制背景
window.fill(BLACK)
# 绘制所有精灵
all_sprites.draw(window)
# 刷新屏幕
pygame.display.flip()
# 控制帧率
clock.tick(60)
# 退出游戏
pygame.quit()