本文实例为大家分享了pygame实现雷电游戏开发代码,供大家参考,具体内容如下

源代码:

stars.py

#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import pygame
from pygame.locals import *
from random import randint
import math
 
class Star(object):
  def __init__(self, x, y, speed, color=(255,255,255)):
 
    self.x = x
    self.y = y
    self.speed = speed
    self.color = color
 
class Stars(object):
  '''
    用于绘制星星背景
  '''
  def __init__(self, num = 0, SCREEN_SIZE=(800,600), color=(255,255,255)):
    self.stars = []
    self.MIN_SPEED = 10
    self.MAX_SPEED = 300
    self.SCREEN_SIZE = SCREEN_SIZE
    if num > 0:
      self.create_star(num, color)
 
  def set_min_speed(self,speed):
    self.MIN_SPEED = speed
  def set_max_speed(self,speed):
    self.MAX_SPEED = speed
 
  def create_star(self,num = 1, color = (255,255,255)):
    '''创建一个或多个星星,颜色可选'''
    for i in xrange(0,num):
      x = float(randint(0, self.SCREEN_SIZE[0]))
      y = float(randint(0, self.SCREEN_SIZE[1]))
      speed = float(randint(self.MIN_SPEED, self.MAX_SPEED))
      self.stars.append( Star(x, y, speed, color) )
 
  def move(self,time_passed_seconds):
    '''移动星星并过滤'''
    for star in self.stars:
      star.y = star.y + time_passed_seconds * star.speed
    #过滤跑出画面的星星
    self.stars = filter(lambda one: one.y<=self.SCREEN_SIZE[1], self.stars)
 
  def draw(self, surface):
    '''将星星画到指定图像对象'''
    for star in self.stars:
      #pygame.draw.aaline(surface, star.color,      #    (star.x, star.y), (star.x+1., star.y))
      surface.set_at((int(star.x),int(star.y)),star.color)
 
 
def test():
 
  pygame.init()
  screen = pygame.display.set_mode((800, 600)) #, FULLSCREEN)
 
  stars = Stars()
  #stars.set_max_speed(1000)
  #stars.set_min_speed(300)
 
  # 在第一帧,画上一些星星
  stars.create_star(200)
   
  clock = pygame.time.Clock()
 
  white = (255, 255, 255)
   
  while True:
 
    for event in pygame.event.get():
      if event.type == QUIT:
        return
      if event.type == KEYDOWN:
        return
 
    time_passed = clock.tick(30)
    time_passed_seconds = time_passed / 1000.
 
    #update_background(stars, screen, time_passed_seconds)
    # 增加一颗新的星星
    stars.create_star(1)
    stars.move(time_passed_seconds)
 
    screen.fill((0, 0, 0))
 
    # 绘制所有的星
    stars.draw(screen)
 
    pygame.display.update()
 
if __name__ == "__main__":
  test()

game.py

#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import pygame
from pygame.locals import *
from random import randint
#from gameobjects import vector2
import math
import time
 
SCREEN_RECT = pygame.Rect(0,0,800,600)
 
class Player(pygame.sprite.Sprite):
  '''玩家类'''
  speed = 10
  images = []
  def __init__(self):
    pygame.sprite.Sprite.__init__(self, self.containers)
    self.image = Player.images[0]
    self.rect = self.image.get_rect(midbottom=SCREEN_RECT.midbottom)
    self.health= 4
    #self.time = 0
    #self.reloading = False
 
  #def update(self, time_passed_seconds=0.0): if not self.reloading: super(Player,self).update(time_passed_seconds) else: self.time += time_passed_seconds if self.time > 1.5: print self.time self.time = 0.0 self.reloading = False self.groups()[0].remove(self)
 
  def move(self, directions):
    '''移动,direction == 'up' or 'down' or 'left' or 'right' '''
    for direction in directions:
      if direction == 'up':
        self.rect.move_ip(0, -1 * Player.speed)
      elif direction == 'down':
        self.rect.move_ip(0, 1 * Player.speed)
      elif direction == 'left':
        self.rect.move_ip(-1 * Player.speed, 0)
      elif direction == 'right':
        self.rect.move_ip(1 * Player.speed, 0)
      else:
        print 'argument error'
        return None
    self.rect.clamp_ip(SCREEN_RECT)
 
  def shoted_and_live(self, harm):
    '''被攻击处理,依然存活返回True,否则返回False'''
    self.health -= harm
    if self.health <= 0:
      return False
    else:
      return True
 
  def attack_pos(self):
    return self.rect.x + self.rect.width / 2, self.rect.y
 
class Shot(pygame.sprite.Sprite):
  '''通用子弹类'''
  speed_tab = [ 13, 13, 26, 30 ]
  #子弹攻击力表
  harm_tab = [ 1, 2 , 3, 12]
  images  = []
  #子弹大小表
  shot_size = []
  def __init__(self, pos, angle, id=1 ):
    '''pos为射出位置
      angle参数为子弹射出的方向角度,以12点钟方向为0度,逆时针增大'''
    pygame.sprite.Sprite.__init__(self, self.containers)
    self.id  = id
    self.angle = angle
    self.speed = Shot.speed_tab[id-1]
    self.harm = Shot.harm_tab[id-1]
    self.image = pygame.transform.scale(Shot.images[id-1], Shot.shot_size[id-1])
    self.image = pygame.transform.rotate(self.image, angle)
    self.rect = self.image.get_rect(midbottom=pos)
 
  def update(self,time_passed_seconds=0.0):
    radian = self.angle / 180.0 * math.pi
    self.rect.move_ip(math.sin(radian) * -self.speed,        -self.speed * math.cos(radian) )
    if self.rect.x+self.rect.width < 0 or        self.rect.x > SCREEN_RECT.width or        self.rect.y+self.rect.height < 0 or        self.rect.y > SCREEN_RECT.height:
      self.kill()
 
class AlienShot(Shot):
  '''
    敌方子弹类
    为了对象分组专为敌人的子弹使用一个新类,并定制子弹射速
  '''
  def __init__(self, pos, angle, id=1, speed=20 ):
    Shot.__init__(self, pos, angle, id)
    self.speed = speed
 
def SectorShot(pos, shot_id):
  '''扇形子弹的封装'''
  Shot(pos, 0, shot_id)
  Shot(pos, 15, shot_id)
  Shot(pos, 30, shot_id)
  Shot(pos, 45, shot_id)
  Shot(pos, 315,shot_id)
  Shot(pos, 330,shot_id)
  Shot(pos, 345,shot_id)
 
 
def CommonShot(pos, shot_id):
  '''常规子弹'''
  Shot(pos, 0, shot_id)
 
class Alien(pygame.sprite.Sprite):
  '''通用敌人类'''
  #默认速度表,速度为像素/秒
  speed_tab = [ 400, 200, 200 ]
  images= []
  #用于射击间隔
  times = [0.15, 0.3, 0.4]
  
  def __init__(self, id=1, health=5):
    pygame.sprite.Sprite.__init__(self, self.containers)
    self.id   = id
    self.speed = Alien.speed_tab[id-1]
    self.health = health
    self.image = Alien.images[id-1]
    self.rect  = self.image.get_rect()
    self.rect.topleft = (randint(0, SCREEN_RECT.width-self.rect.width),0)
 
    self.move_tab = [ self.move_line, self.move_circle, self.move_curve ]
    #用于射击的时间计算
    self.time  = 0.0
 
  def update(self, time_passed_seconds=0.0):
    self.move_tab[self.id-1](time_passed_seconds)
    if self.rect.x < 0 or self.rect.x > SCREEN_RECT.width or self.rect.y < 0 or self.rect.y > SCREEN_RECT.height:
      self.kill()
    self.time += time_passed_seconds
    if self.time > Alien.times[self.id-1]:
      self.time = 0.0
      if self.id == 1:
        AlienShot(self.attack_pos(), 180, 1, 30)
      elif self.id == 2:
        AlienShot(self.attack_pos(), 120, 1, 10)
        AlienShot(self.attack_pos(), 150, 1, 10)
        AlienShot(self.attack_pos(), 180, 1, 10)
        AlienShot(self.attack_pos(), 210, 1, 10)
        AlienShot(self.attack_pos(), 240, 1, 10)
      elif self.id == 3:
        AlienShot(self.attack_pos(), 180, 2, 10)
 
 
  def shoted_and_live(self, harm):
    '''被攻击处理,依然存活返回True,否则返回False'''
    self.health -= harm
    if self.health <= 0:
      return False
    else:
      return True
 
  def move_line(self, time_passed_seconds):
    self.rect.move_ip(0, self.speed * time_passed_seconds)
 
  def move_circle(self, time_passed_seconds):
    if not hasattr(self, 'angle'):
      self.angle = 180
    else:
      self.angle = self.angle+time_passed_seconds*360
    if not hasattr(self, 'radius'):
      self.radius = 60
    if not hasattr(self, 'center'):
      x = self.rect.x+self.radius if self.rect.x < self.radius else self.rect.x-self.radius
      self.center = [ x, 0+self.radius]
    self.center[1] += 2
    new_pos = self.__circle_next( self.center, self.radius, self.angle) 
    #self.rect.move_ip(new_pos[0], new_pos[1])
    self.rect.x, self.rect.y = new_pos[0], new_pos[1]
 
  def __circle_next(self, center, radius, angle):
    x = math.sin(angle/180.0*math.pi) * radius + center[0]
    y = math.cos(angle/180.0*math.pi) * radius + center[1]
    return x, y
 
  def move_curve(self, time_passed_seconds):
    if not hasattr(self, 'ray'):
      self.ray = self.rect.x
    if not hasattr(self, 'angle'):
      self.angle = 0
    else:
      self.angle = self.angle + time_passed_seconds * 360
    if not hasattr(self, 'curve_width'):
      self.curve_width = 50
    x = math.sin(self.angle/180*math.pi) * self.curve_width + self.ray
    y = self.rect.y + self.speed * time_passed_seconds
    self.rect.x, self.rect.y = x, y
 
  def attack_pos(self):
    return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height
  
class Explosion(pygame.sprite.Sprite):
  '''爆炸类'''
  #用于存储爆炸图像每帧的坐标
  areas = [(0,0,104,135), (104,0,104,135), (208,0,104,135),(312,0,104,135),(416,0,94,135),(0,135,102,112),(102,135,102,112),(204,135,102,112),(306,135,102,112),(408,135,102,112),(0,247,108,144),(108,247,100,144),(208,247,102,144),(310,247,100,144),(412,247,98,144),(0,400,95,100) ]
  images = []
  
  def __init__(self, pos, id=1, areas=None):
    pygame.sprite.Sprite.__init__(self, self.containers)
    self.pos = pos
    self.fps = 0
    self.image_data = Explosion.images[id-1]
    if areas is not None:
      self.areas = areas
 
    self.update()
 
 
  def update(self, time_passed_seconds=0.0):
    self.rect = pygame.Rect(self.areas[self.fps])
    self.image = self.image_data.subsurface(Rect(self.areas[self.fps]))
    self.rect.topleft = self.pos
    self.fps += 1
    if self.fps >= len(self.areas):
      self.kill()
 
class Score(pygame.sprite.Sprite):
 
  score = 0
  health= 0
  life = 0
  def __init__(self, font_type = "文泉驿点阵正黑"):
    pygame.sprite.Sprite.__init__(self)
    self.font = pygame.font.SysFont(font_type, 20)
    self.color= (255,255,255)
    self.msg = u"得分:%d\n生命:%d"
    self.update()
    self.rect = self.image.get_rect()
    self.rect.topleft = (10,10)
 
  def update(self, time_passed_seconds=0.0):
    self.msg = u"生命:%d  得分:%d"% (Score.life, Score.score)
    self.image = self.font.render(self.msg, True, self.color)

main.py

#-*- coding=utf-8 -*-
#!/usr/bin/python
 
import os
import time
import pygame
from pygame.locals import *
from random import randint
 
import stars 
from game import *
 
#默认星空的速度
default_stars_speed = (50, 300)
#子弹种数和当前子弹ID,以及对应的子弹大小、发射频率(个/秒)
SHOT_NUM = 4
shot_id = 1
shot_size= [(2,9), (16, 16), (19,14), (99,120)]
shot_rate= [ 0.15, 0.3, 0.10, 0.7 ]
 
dest_area = [(0,0,104,135), (104,0,104,135), (208,0,104,135),(312,0,104,135),(416,0,104,135),(0,135,102,112),(102,135,102,112),(204,135,102,112),(306,135,102,112),(408,135,102,112),(0,247,108,144),(108,247,100,144),(208,247,102,144),(310,247,100,144),(412,247,98,144),(0,400,95,100) ]
 
star_bmg = []
def update_background(stars, screen, time_passed_seconds):
  '''在指定图像上生成一些星星并移动,绘制'''
  stars.create_star(2,(randint(0,255),randint(0,255),randint(0,255)))
  #stars.create_star(1,(255,255,255))
  stars.move(time_passed_seconds)
  screen.fill((0, 0, 0))
  stars.draw(screen) 
  #screen.blit(star_bmg[0],(100,100))
  #screen.blit(star_bmg[1],(100,100))
 
def load_image(file, alpha=False):
  '''加载一张图片,可指定是否为alpha转换'''
  file = 'data/image/' + file
  try:
    surface = pygame.image.load(file)
  except pygame.error:
    raise SystemExit('加载图像 "%s" 失败 %s' % (file, pygame.get_error()) )
  if alpha:
    return surface.convert_alpha()
  return surface.convert()
 
def load_sound(file):
  file = 'data/music/' + file
  try:
    sound = pygame.mixer.Sound(file)
    return sound
  except pygame.error:
    print ('加载音乐 "%s" 失败' % file)
  return None
 
def main():
  global shot_id 
  global star_bmg
 
  pygame.mixer.pre_init(44100, -16, 2, 4096)
  pygame.init()
  screen = pygame.display.set_mode((800, 600)) #, FULLSCREEN)
 
  #加载各种资源数据
  image_list    = os.listdir('data/image')
  image_list.sort()
  Player.images   = [ load_image(file,True) for file in image_list if 'player' in file ]
  Alien.images   = [ pygame.transform.rotate(load_image(file,True),180)              for file in image_list if 'alien' in file ]
  Shot.images    = [ load_image(file,True) for file in image_list if 'shot'  in file ]
  star_bmg     = [ load_image(file,True) for file in image_list if 'star' in file ]
 
  Shot.shot_size  = shot_size
  shot_sound    = load_sound('shot2.wav')
  Explosion.images = [ load_image(file,True) for file in image_list if 'explosion' in file ]
  explosion_sound1 = load_sound('explosion1.wav')
  explosion_sound2 = load_sound('explosion2.wav')
  change_shot_sound = load_sound('change_shot.wav')
  alarm_sound    = load_sound('alarm.wav')
  #加载并播放BGM
  pygame.mixer.music.load('data/music/bgm01.ogg')
  pygame.mixer.music.play(-1)
 
  # 初始化并生成一些星星
  world = stars.Stars(200)
  world.set_min_speed(default_stars_speed[0])
  world.set_max_speed(default_stars_speed[1])
 
  #为各种游戏对象分组,all组存储了所有游戏对象
  shots = pygame.sprite.Group() #玩家的子弹和敌人的子弹分成2组
  alien_shots = pygame.sprite.Group() 
  aliens= pygame.sprite.Group()
  explosions = pygame.sprite.Group()
  all  = pygame.sprite.Group()
 
  Player.containers = all
  Alien.containers = aliens, all
  Shot.containers  = shots, all
  AlienShot.containers = alien_shots, all
  Explosion.containers = explosions, all
 
  player = Player()
 
  #玩家生命数,重载标志和重载时间
  life  = 3
  reloading = False
  reloading_time = 1.5
 
  Score.score = 0
  Score.life = life
  score = Score()
  all.add(score)
  #无敌标志,重生后需要进入一段无敌时间
  iamyourdaddy = False
 
  clock = pygame.time.Clock()
  prev_time = 0.0
   
  while life or len(explosions.sprites())>0:
    allkill=None 
    for event in pygame.event.get():
      if event.type == QUIT:
        return
      if event.type == KEYDOWN and event.key == K_ESCAPE:
        return
      if event.type == KEYDOWN:
        #处理子弹切换
        if event.key == K_TAB:
          shot_id = shot_id % SHOT_NUM + 1
          change_shot_sound.play()
        elif event.key == K_x:
          for alien in aliens:
            alien.kill()
            explosion_sound2.play()
            Explosion(alien.rect.topleft)
          for shot in alien_shots:
            shot.kill()
            explosion_sound2.play()
            Explosion(shot.rect.topleft)
 
    keystate = pygame.key.get_pressed()
    time_passed = clock.tick(30)
    time_passed_seconds = time_passed / 1000.
 
    update_background(world, screen, time_passed_seconds)
    #all.clear(screen, screen)
    all.update(time_passed_seconds)
 
    #处理方向控制
    direct = []
    if keystate[K_UP]:
      direct.append('up')
      #模拟加速星空
      world.set_min_speed(default_stars_speed[0] * 10)
      world.set_max_speed(default_stars_speed[1] * 2)
    if keystate[K_DOWN]:
      direct.append('down')
      #模拟减速星空
      world.set_min_speed(10)
      world.set_max_speed(default_stars_speed[1] / 2)
    if keystate[K_LEFT]:
      direct.append('left')
    if keystate[K_RIGHT]:
      direct.append('right')
    player.move(direct)
    #若不是上下则恢复默认速度
    if not (keystate[K_UP] or keystate[K_DOWN]):
      world.set_min_speed(default_stars_speed[0])
      world.set_max_speed(default_stars_speed[1])
 
    #处理攻击行为,用攻击间隔控制频率
    if not reloading and keystate[K_SPACE]:
      if time.time()-prev_time > shot_rate[shot_id-1]:
        #第二个参数为射出角度,以12点钟方向为0度逆时针变大
        #Shot(player.attack_pos(), 45, shot_id)
        if shot_id==1:
          SectorShot(player.attack_pos(), shot_id)
        else:
          CommonShot(player.attack_pos(), shot_id)
        shot_sound.play()
        #Explosion(player.attack_pos())
        prev_time = time.time()
 
    #随机生成敌人,不同敌人血量不同
    n = randint(0,100)
    if n==1: 
      Alien(1,3)
    elif n==2:
      Alien(2,5)
    elif n==3:
      Alien(3,5)
 
    #处理玩家子弹与敌方的碰撞,碰撞字典键为第一个组的对象,值为第二个组的对象列表
    collide_dict = pygame.sprite.groupcollide(aliens,shots,False,False)
    for alien in collide_dict:
      for shot in collide_dict[alien]:
        if shot_id!=4:
          shot.kill()
        explosion_sound1.play()
        harm = shot.harm
        if not alien.shoted_and_live(harm):
          Score.score += 1
          alien.kill()
          explosion_sound2.play()
          Explosion(alien.rect.topleft)
 
    #检测无敌时间是否结束
    if iamyourdaddy:
      wait += time_passed_seconds
      if wait > 1.5:
        iamyourdaddy = False
        wait = 0.0
 
    #如果玩家处于重生中则不检测玩家碰撞
    if not reloading:
      #处理玩家与敌人的碰撞
      for alien in pygame.sprite.spritecollide(player, aliens,True):
        explosion_sound2.play()
        Explosion(alien.rect.topleft)
        if iamyourdaddy:
          pass
        else:
          alarm_sound.play(2)
 
          Explosion(player.rect.topleft)
          Score.score += 1
          Score.life -= 1
          player.kill()
          reloading = True
          wait = 0.0
          life -= 1
 
    if not reloading:
      #处理玩家与敌方子弹的碰撞
      for shot in pygame.sprite.spritecollide(player, alien_shots, True):
        explosion_sound1.play()
        harm = shot.harm
        if iamyourdaddy:
          pass
        elif not player.shoted_and_live(harm):
          alarm_sound.play(2)
 
          explosion_sound2.play()
          Explosion(player.rect.topleft)
          Score.life -= 1
          player.kill()
          reloading = True
          wait = 0.0
          life -= 1
 
    #处理子弹与子弹的碰撞
    if shot_id==4:
      collide_dict = pygame.sprite.groupcollide(alien_shots,shots,True,False)
      for alien_shot in collide_dict:
        explosion_sound2.play()
        Explosion(alien_shot.rect.topleft)
 
    #死亡后重置玩家,生命数-1
    if reloading: 
      wait += time_passed_seconds 
      if wait > reloading_time: 
        reloading = False 
        player = Player()
        wait = 0.0
        #进入无敌模式
        iamyourdaddy = True
 
    # 增加一颗新的星星
    #stars.create_star(1)
    #stars.move(time_passed_seconds)
    #screen.fill((0, 0, 0))
    # 绘制所有的星
    #stars.draw(screen)
    #screen.blit(image,(300,300))
    all.draw(screen)
    pygame.display.update()
 
  #绘制结束画面
  #设置字体
  font = pygame.font.SysFont("文泉驿点阵正黑", 80)
  end = font.render(u"YOU LOST!!!", True, (255,0,0))
  screen.blit(end, (180, 270))
  pygame.display.update()
  time.sleep(2.5)
 
if __name__ == "__main__":
  main()

测试画面:

pygame实现雷电游戏雏形开发

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

标签:
pygame,雷电游戏,游戏

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稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!

昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。

这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。

而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?