效果预览

最近上实训课,写了这么一个简单的小玩意。运行效果如下:(这个是有音效的,不过这个展示不了因为这里只能上传gif)

项目结构

游戏对屏幕的适配

由于我使用的是笔记本所以对于屏幕来说是进行了缩放的,例如,我的笔记本缩放了125%

但是问题在于我们的pygame和其他的一些库例如selenium其实是按照100%显示的像素来算的。所以这个时候我们需要进行一个换算。

这个也好算: 当前显示像素比 = 100%显示像素比 x 缩放比

我们只需要换算一下就好了。这里我定义了一个类,来实现我们的需求,自动检测我们的电脑的屏幕缩放比,之后换算。

from win32 import win32api, win32gui, win32print
from win32.lib import win32con

from win32.win32api import getsystemmetrics

class changerealsize(object):
    '''

    该类主要对屏幕进行像素适配,按照缩放比对像素进行换算为100%显示
    示例:
    realsize = changerealsize()
    x=realsize.getreal_xy(500)
    此时就可以换算为当前屏幕的像素

    '''


    def get_real_resolution(self):
        """获取真实的分辨率"""
        hdc = win32gui.getdc(0)
        w = win32print.getdevicecaps(hdc, win32con.desktophorzres)
        h = win32print.getdevicecaps(hdc, win32con.desktopvertres)
        return w, h


    def get_screen_size(self):
        """获取缩放后的分辨率"""
        w = getsystemmetrics (0)
        h = getsystemmetrics (1)


        return w, h


    def getreal_xy(self,x):
        '''返回按照100%来算的真实的像素值'''
        real_resolution = self.get_real_resolution()
        screen_size = self.get_screen_size()
        screen_scale_rate = round(real_resolution[0] / screen_size[0], 2)
        try:
            x = x/screen_scale_rate
        except:
            #对笔记本进行适配,一般而言在100%比的机器上x不会出错
            x=1.25
        return int(x)



游戏屏幕的绘制与飞机创建

屏幕绘制直接使用pygame.display.set_mode()的bitl()绘制方法,进行绘制。当然这里的背景是会动的。所以使用到了一个精灵的派生类。

import  pygame,random
from changerealsize import changerealsize
getreal = changerealsize()

class gamesprite(pygame.sprite.sprite):

    def __init__(self,image_path,speed=1):
        super().__init__()
        self.image = pygame.image.load(image_path)
        self.rect = self.image.get_rect()
        self.speed = speed



    def update(self):


        self.rect.y+=self.speed


class background(gamesprite):

    def __init__(self, image_path="./plane_img/background1.png",flag=false):

        super().__init__(image_path)
        if flag:
            self.rect.y = -self.rect.height

    def update(self):
        self.rect.y+=1
        if self.rect.y >= self.rect.height:
            self.rect.y = -self.rect.height

实现的具体方法如下:

飞机类的实现

这个我是自己定义的所以的话,没有办法直接使用那个自带的碰撞检测,我还定义了一个碰撞检测方法。

飞机的移动

这个和游戏类的事件检测配合。

具体思路是用pygame.event.get()进行事件检测。之后检测到按下某一个按键,例如向前移动是,就会设置向前移动的信号,那么这个时候飞机就会一直往前走。当松开后,那么设置信号为假,那么飞机就会停下来。由于飞机会一直在循环里面检测有没有按下那个向前,所以当你长按往前时,飞机会一直往前,直到你松开。

子弹与敌机类

这个子弹和敌机都是精灵派生类的子类。所以的话就一起说一下。

重点要说的时子弹类的碰撞检测,和敌机的碰撞检测。这里主要说一下子弹类,因为这个和敌机类似。只是有些细节不一样。

class bullet(gamesprite):
    def __init__(self,p_rect,is_hero=false,bullet_image = "./plane_img/bullet-3.gif",hero_rect=none):
        self.hero_rect = hero_rect
        self.bullet_image = bullet_image
        self.speed = 4
        self.is_hero = is_hero
        self.p_rect = p_rect
        self.screen_height = getreal.getreal_xy(800)
        self.screen_width = getreal.getreal_xy(500)
        self.actarct_plan = false
        self.actract_hero=[]


        super().__init__(self.bullet_image,self.speed)

        self.rect.x = self.p_rect.x+((self.p_rect.width-self.rect.width)/2)
        self.rect.y = self.p_rect.y

    def enemy_bullet(self):
        #可以在这里计算飞机被击中了多少次
        #被击中减少5点


        if not self.is_hero:
            bullet_x = self.rect.x + int(self.rect.width / 2)
            bullet_y = self.rect.y + int(self.rect.height / 2)

            hero_plane_x = self.hero_rect.x + int(self.hero_rect.width / 2)
            hero_plane_y = self.hero_rect.y + int(self.hero_rect.height / 2)

            subtract_y = abs(int(bullet_y - hero_plane_y))
            subtract_x = abs(int(bullet_x - hero_plane_x))

            if subtract_y <= int((self.rect.height + self.hero_rect.height) / 2) and \
                    subtract_x <= int((self.rect.width + self.hero_rect.height) / 2):

                self.actract_hero.append(1)
                return true

    def update(self):

        if self.enemy_bullet():
            #直接在这里计算数字一次减少5
            global hero_plane_hp
            hero_plane_hp-=5
            # print(hero_plane_hp)

            self.kill()
        if self.is_hero:
            self.rect.y-=self.speed
        else:
            super().update()
        if self.rect.bottom >=self.screen_height-3 :
            self.kill()

子弹的话分两种,一个是飞机子弹,一个是敌机子弹,敌机的自带检测碰撞。一方面是方便分数统计(敌机击中飞机几次)了另一方面也是因为飞机是自定义的没有办法用pygame的事件检测(自带的)

敌机的爆炸

这个其实又和飞机的爆炸类似。

主要是检测有没有撞到飞机,之后通过切换图片就好了。当然这个时候我是开了线程的。不然会很快闪过去,换了和没换一样你看不到效果。

切换图片的函数,切换完毕,删除这个敌机类减少内存消耗

游戏小彩蛋

这个其实就是一个自己的后面

具体作用就是修改自己的飞机的hp值为99万

当然这个小游戏还没有做完,无敌也有点无聊,玩久了的话。

def cheatengine():

    global  hero_plane_hp

    print("hp is %d" % hero_plane_hp)


    while 1:

        key = input("maybe you can input something:")
        if key=='break':
            print("enjoy your game please bye~")
            return
        elif key=="huterox is best":
            hero_plane_hp=999999

            print("now your hp is %d!!!"%hero_plane_hp)
            return

完整代码

import  pygame,random
from changerealsize import changerealsize
getreal = changerealsize()

class gamesprite(pygame.sprite.sprite):

    def __init__(self,image_path,speed=1):
        super().__init__()
        self.image = pygame.image.load(image_path)
        self.rect = self.image.get_rect()
        self.speed = speed



    def update(self):


        self.rect.y+=self.speed


class background(gamesprite):

    def __init__(self, image_path="./plane_img/background1.png",flag=false):

        super().__init__(image_path)
        if flag:
            self.rect.y = -self.rect.height

    def update(self):
        self.rect.y+=1
        if self.rect.y >= self.rect.height:
            self.rect.y = -self.rect.height

········································································································

import pygame,random,time,threading,os
from changerealsize import changerealsize
from gamesprite import gamesprite,background
getreal = changerealsize()
greate_enmey_event = pygame.userevent#只能出现一次
hero_fire_bullte = pygame.userevent+1 #第二个事件
hero_plane_hp = 300
def cheatengine():
global  hero_plane_hp
print("hp is %d" % hero_plane_hp)
while 1:
key = input("maybe you can input something:")
if key=='break':
print("enjoy your game please bye~")
return
elif key=="huterox is best":
hero_plane_hp=999999
print("now your hp is %d!!!"%hero_plane_hp)
return
class base():
'''飞机的初始化样式,位置'''
def __init__(self,x,y,width,height,path):
self.x = getreal.getreal_xy(x)
self.y = getreal.getreal_xy(y)
self.width = getreal.getreal_xy(width)
self.height = getreal.getreal_xy(height)
self.image = pygame.image.load(path)
self.rect = pygame.rect(self.x,self.y,self.height,self.width)
class planer(base):
def __init__(self,x,y,width,height,path,screen):
base.__init__(self,x,y,width,height,path)
self.killed = false
self.screen = screen
self.gostrange=false
self.turnleft = false
self.turnright =false
self.goback = false
self.fire_flag = false
self.boom_path="./plane_img/hero_blowup_n{}.png"
self.bullet_group=pygame.sprite.group()
pygame.time.set_timer(hero_fire_bullte,250)
self.plane_need_killed=[]#由于会重复执行只能去用列表的数量来判断
def move(self):
if self.killed:
self.rect=pygame.rect(0,0,0,0)
return
if self.gostrange:
if self.rect.bottom <= 300:
self.show()
return
else:
self.rect.y -= 3
self.show()
if self.turnleft:
if self.rect.x<=3:
self.show()
return
else:
self.rect.x-=2
self.show()
if self.turnright:
if self.rect.x>=game.screen_x-self.rect.width-3:
self.show()
return
else:
self.rect.x+=2
self.show()
if self.goback:
if self.rect.bottom>=game.screen_y-30:
self.show()
return
else:
self.rect.y +=2
self.show()
self.show()
def get_bullet(self):
#子弹加载
if self.killed:
return
if self.fire_flag:
musicplay().playplansound()
bullet = bullet(self.rect,true)
self.bullet_group.add(bullet)
def fire(self):
#子弹发射
if self.killed:
return
self.bullet_group.update()
self.bullet_group.draw(self.screen)
def goal(self):
pass
def show(self):
if self.killed:
return
game.screen.blit(self.image,self.rect)
# pygame.display.update()
def __plane_boom(self):
if self.killed:
return
for i in range(1, 5):
self.image_path = self.boom_path.format(i)
self.image = pygame.image.load(self.image_path)
time.sleep(0.3)
time.sleep(1)
self.killed =true
def plane_live(self):
if self.killed:
return
global hero_plane_hp
if hero_plane_hp<=0:
hero_plane_hp =0
self.plane_need_killed.append(1)
if len(self.plane_need_killed)==1:
t = threading.thread(target=self.__plane_boom)
t.start()
#音乐播放类
class musicplay():
def __init__(self):
self.bgmusic = pygame.mixer.music
def playbg(self):
self.bgmusic.load("./music/planewarsbackgroundmusic.mp3")
self.bgmusic.set_volume(0.3)
self.bgmusic.play(-1)
def starbg(self):
self.bgmusic.stop()
def playplansound(self):
self.playplanemusic = pygame.mixer.sound("./music/hero_fire.wav")
self.playplanemusic.set_volume(0.2)
self.playplanemusic.play()
def stopplayplansound(self):
pass
#子弹类
class bullet(gamesprite):
def __init__(self,p_rect,is_hero=false,bullet_image = "./plane_img/bullet-3.gif",hero_rect=none):
self.hero_rect = hero_rect
self.bullet_image = bullet_image
self.speed = 4
self.is_hero = is_hero
self.p_rect = p_rect
self.screen_height = getreal.getreal_xy(800)
self.screen_width = getreal.getreal_xy(500)
self.actarct_plan = false
self.actract_hero=[]
super().__init__(self.bullet_image,self.speed)
self.rect.x = self.p_rect.x+((self.p_rect.width-self.rect.width)/2)
self.rect.y = self.p_rect.y
def enemy_bullet(self):
#可以在这里计算飞机被击中了多少次
#被击中减少5点
if not self.is_hero:
bullet_x = self.rect.x + int(self.rect.width / 2)
bullet_y = self.rect.y + int(self.rect.height / 2)
hero_plane_x = self.hero_rect.x + int(self.hero_rect.width / 2)
hero_plane_y = self.hero_rect.y + int(self.hero_rect.height / 2)
subtract_y = abs(int(bullet_y - hero_plane_y))
subtract_x = abs(int(bullet_x - hero_plane_x))
if subtract_y <= int((self.rect.height + self.hero_rect.height) / 2) and \
subtract_x <= int((self.rect.width + self.hero_rect.height) / 2):
self.actract_hero.append(1)
return true
def update(self):
if self.enemy_bullet():
#直接在这里计算数字一次减少5
global hero_plane_hp
hero_plane_hp-=5
# print(hero_plane_hp)
self.kill()
if self.is_hero:
self.rect.y-=self.speed
else:
super().update()
if self.rect.bottom >=self.screen_height-3 :
self.kill()
#敌机类
class enemy(gamesprite):
def __init__(self,hero_plane,screen,image_path="./plane_img/enemy0.png"):
self.speed = random.randint(1,3)
self.image_path =image_path
self.screen = screen
self.hero_plane = hero_plane
self.hero_bullet = self.hero_plane.bullet_group
self.fire_interval = false
#通过这个和另一个计时线程配合来实现子弹的间断发射
self.collied_with_plan = []
super().__init__(self.image_path,self.speed)
self.screen_height = getreal.getreal_xy(800)
self.screen_width = getreal.getreal_xy(500)
self.turn_l_flag = true
self.boom_path = "./plane_img/enemy0_down{}.png"
self.rect.y = getreal.getreal_xy(self.rect.top-self.rect.bottom)
self.rect.x = random.randint(0, self.screen_width - self.rect.width)
self.bullet_group = pygame.sprite.group()
def __boom(self):
#这里还可以对以后飞机击落敌机的数量计数
#敌机应该检测自己有没有和飞机的子弹相撞
flag_killed_by_bullet = pygame.sprite.spritecollide(self,self.hero_bullet,true)
if flag_killed_by_bullet or self.__is_collied_with_plan():
#被用户撞了hp值减少20
global  hero_plane_hp
if len(self.collied_with_plan)==1:
hero_plane_hp -=20
t = threading.thread(target=self.boom_ing)
t.start()
pass
def boom_ing(self):
for i in range(1, 5):
self.image_path = self.boom_path.format(i)
self.image = pygame.image.load(self.image_path)
time.sleep(0.2)
self.kill()
def __is_collied_with_plan(self):
#碰撞检查是否与用户飞机碰撞
center_enemy_x = self.rect.x +int(self.rect.width/2)
center_enemy_y = self.rect.y +int(self.rect.height/2)
center_plane_x = self.hero_plane.rect.x+int(self.hero_plane.rect.width/2)
center_plane_y = self.hero_plane.rect.y+int(self.hero_plane.rect.height/2)
subtract_y = abs(int(center_enemy_y-center_plane_y))
subtract_x = abs(int(center_enemy_x-center_plane_x))
if subtract_y <= int((self.rect.height+self.hero_plane.rect.height)/2) and\
subtract_x <= int((self.rect.width+self.hero_plane.rect.height)/2):
self.collied_with_plan.append(1)
return true
def __bullet_building(self):
if self.rect.y% 50 ==0:
buttle = bullet(self.rect,bullet_image="./plane_img/bullet-1.gif",hero_rect=self.hero_plane.rect)
self.bullet_group.add(buttle)
def __shut(self):
self.bullet_group.update()
self.bullet_group.draw(self.screen)
def update(self):
super().update()
#定义敌机的出现
self.__boom()#监听是否碰撞和子弹被射击
self.__bullet_building()
self.__shut()
if self.rect.top >= self.screen_height + 3:
#//越界判断
# self.rect.y = -20
self.kill()
if self.turn_l_flag:
self.rect.x += random.randint(1,2)
if self.rect.right >= self.screen_width - 3:
self.turn_l_flag = false
else:
self.rect.x -= random.randint(2, 3)
if self.rect.left <= 3:
self.turn_l_flag = true
class playgame(object):
def __init__(self):
pygame.init()
self.screen_x, self.screen_y = getreal.getreal_xy(500), getreal.getreal_xy(800)
self.screen = pygame.display.set_mode((self.screen_x, self.screen_y))
self.flush_clcok = pygame.time.clock()
pygame.display.set_caption('英雄无敌!!!')
self.enemy_group = pygame.sprite.group()
self.hero_palne = planer(200, 500, 100, 125, "./plane_img/hero1.png", self.screen)
pygame.time.set_timer(greate_enmey_event,1000)#绑定常量事件
def __game_over(self):
global hero_plane_hp
if self.hero_palne.killed:
while true:
bye = pygame.image.load("./plane_img/gameover_.png")
self.screen.blit(bye,(0,0))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.quit:
pygame.quit()
os._exit(0)
def __listening_keyboard(self,hero_palne):
'''键盘按键事件侦听'''
'''hero_palne部分是侦听用户飞机的
其余的是其他的事件侦听
'''
for event in pygame.event.get():
if event.type == pygame.quit:
pygame.quit()
os._exit(0)
elif event.type == pygame.keydown:
#检测键盘按下
if event.key == pygame.k_w or event.key == pygame.k_up:
hero_palne.gostrange = true
if event.key == pygame.k_a or event.key == pygame.k_left:
hero_palne.turnleft = true
if event.key == pygame.k_d or event.key == pygame.k_right:
hero_palne.turnright = true
if event.key == pygame.k_s or event.key == pygame.k_down:
hero_palne.goback = true
if event.key  == pygame.k_space:
hero_palne.fire_flag= true
if  event.type == hero_fire_bullte:
hero_palne.get_bullet()
elif event.type == pygame.keyup:
# 检测键盘松开
if event.key == pygame.k_w or event.key == pygame.k_up:
hero_palne.gostrange = false
elif event.key == pygame.k_a or event.key == pygame.k_left:
hero_palne.turnleft = false
elif event.key == pygame.k_d or event.key == pygame.k_right:
hero_palne.turnright = false
elif event.key == pygame.k_s or event.key == pygame.k_down:
hero_palne.goback = false
if event.key == pygame.k_space:
hero_palne.fire_flag = false
#敌机出现侦听
elif event.type == greate_enmey_event:
self.__enemy_init()
def __doc__(self):
pass
def __background_init(self):
bg1 = background()
bg2 = background(flag=true)
self.back_ground = pygame.sprite.group(bg1,bg2)
def __showbackground(self):
self.back_ground.update()
self.back_ground.draw(self.screen)
def __enemy_init(self):
#临时的东西
enemy = enemy(self.hero_palne,self.screen)
self.enemy_group.add(enemy)
def __show_enemy(self):
if self.enemy_group:
self.enemy_group.update()
self.enemy_group.draw(self.screen)
def __check_planecollied_enemy(self):
pass
def star_game(self):
playermusic = musicplay()
playermusic.playbg()
hero_palne = planer(200, 500, 100, 125, "./plane_img/hero1.png", self.screen)
self.__background_init()#加载背景
self.__enemy_init()#加载敌机
while 1:
self.__showbackground()
self.__show_enemy()
self.__listening_keyboard(self.hero_palne )
self.hero_palne.move()
self.hero_palne.fire()
self.hero_palne.plane_live()
self.__game_over()
pygame.display.update()  # 敲黑板这个方法最好只出现一次,就在你的游戏主循环里面实现
self.flush_clcok.tick(60)
if __name__ == '__main__':
t = threading.thread(target=cheatengine)
t.start()
game = playgame()
game.star_game()

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