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()



项目获取

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