Pygame actual combat: the front is burning high, and the alien base is once again "airborne".

  Introduction ​ "The universe is much larger than anyone can imagine. Wouldn't it be a waste of space if it w...
  Introduction
text
Summary
💖 Pay attention to Xiaobian - get more wonderful content source code!
  Source base:

  Introduction

"The universe is much larger than anyone can imagine. Wouldn't it be a waste of space if it were just us?"

I forgot where I got it. It may be borrowed by the next class or bought by relatives and friends.

In short, hiding in the quilt with a flashlight and seeing 12 o'clock, the more afraid I am, the more I want to see it~

Bermuda Triangle, UFO s, planes that have disappeared for many years, dissecting aliens, crystal skulls, Bigfoot monsters, crop circles, Egyptian pyramids

Today's article is an alien topic that everyone is interested in! Xiaobian's brain capacity is limited, but he can't imagine what aliens look like.

But I can cartoon this alien game for you! Absolutely not scary, even a little cute~

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Writing games? Or we are familiar with the pygame module, which is mainly divided into three py source files.

Rules of the game: we control the fort to shoot down aliens invading the earth 🌏, You can regenerate three times each time, destroy aliens once, add points accordingly, enter the next level, and complete all levels.

First, define our battery class: there are corresponding comments to see.

'''Our class''' class aircraftSprite(pygame.sprite.Sprite): def __init__(self, color, bullet_color, **kwargs): pygame.sprite.Sprite.__init__(self) # Life value self.num_life = 3 self.max_num_life = 5 # Minimum unit self.cell = [3, 3] self.num_cols = 15 self.num_rows = 8 # For collision detection self.rect = pygame.Rect(0, 550, self.cell[0] * self.num_cols, self.cell[0] * self.num_rows) # Fill color area self.filled_cells = [7,21,22,23,36,37,38,46,47,48,49,50,51,52,53,54,55,56,57,58,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119] # Ship color self.color = color # Ship bullet color self.bullet_color = bullet_color # Is the bullet cooling self.is_cooling = False self.init_count = 35 self.cooling_count = self.init_count # score self.score = 0 # Avoid repeatedly increasing health self.old_score = -1 self.resetBoom() '''Shooting''' def shot(self): if self.is_cooling: return None self.is_cooling = True self.cooling_count = self.init_count return myBulletSprite(self.rect.x + self.rect.width // 2, self.rect.y, self.bullet_color) '''Draw it on the screen''' def draw(self, screen): for i in range(0, len(self.filled_cells)): y = self.filled_cells[i] // self.num_cols x = self.filled_cells[i] % self.num_cols rect = [x * self.cell[0] + self.rect[0], y * self.cell[1] + self.rect[1], self.cell[0], self.cell[1]] pygame.draw.rect(screen, self.color, rect) '''Update ship location and other information''' def update(self, WIDTH): # position information x = pygame.mouse.get_pos()[0] - (self.rect.width // 2) if x < 0: x = pygame.mouse.get_pos()[0] elif x > WIDTH - self.rect.width: x = WIDTH - self.rect.width self.rect.x = x # Bullet information if self.is_cooling: self.cooling_count -= 1 if self.cooling_count == 0: self.is_cooling = False '''Explosion after being hit''' def boom(self, screen): self.boomed_rect.x = self.rect.x self.boomed_rect.y = self.rect.y self.boomed_count += 1 if self.boomed_count % 1 == 0: self.boomed_frame += 1 for i in range(0, len(self.boomed_filled_cells)): y = self.boomed_filled_cells[i] // self.boomed_num_cols x = self.boomed_filled_cells[i] % self.boomed_num_cols rect = [x * self.boomed_cell[0] + self.boomed_rect[0], y * self.boomed_cell[1] + self.boomed_rect[1], self.boomed_cell[0], self.boomed_cell[1]] pygame.draw.rect(screen, self.color, rect) if self.boomed_frame > 4: return True else: return False '''Reset the data used for the explosion''' def resetBoom(self): # Used when hit and exploded self.one_dead = False self.boomed_filled_cells = [3,7,12,15,17,20,24,30,36,40,44,45,53,54,58,62,68,74,78,81,83,86,91,95] self.boomed_cell = [3, 3] self.boomed_num_cols = 11 self.boomed_num_rows = 9 self.boomed_rect = pygame.Rect(0, 0, self.boomed_num_cols*self.boomed_cell[0], self.boomed_num_rows*self.boomed_cell[1]) # Controls the time of each frame self.boomed_count = 0 # Current frame of explosion effect self.boomed_frame = 0

Then define the local ufo class:

class enemySprite(pygame.sprite.Sprite): def __init__(self, category, number, color, bullet_color, **kwargs): pygame.sprite.Sprite.__init__(self) self.cell = [3, 3] # number self.number = number # type self.category = category if category == 'small': self.reward = 20 self.num_cols = 8 self.num_rows = 8 self.rect = pygame.Rect(0, 0, self.num_cols * self.cell[0], self.num_rows * self.cell[1]) self.filled_cells = [[3,4,10,11,12,13,17,18,19,20,21,22,24,25,27,28,30,31,32,33,34,35,36,37,38,39,42,45,49,51,52,54,56,58,61,63], [3,4,10,11,12,13,17,18,19,20,21,22,24,25,27,28,30,31,32,33,34,35,36,37,38,39,41,43,44,46,48,55,57,62]] elif category == 'medium': self.reward = 15 self.num_cols = 11 self.num_rows = 8 self.rect = pygame.Rect(0, 0, self.num_cols * self.cell[0], self.num_rows * self.cell[1]) self.filled_cells = [[2,8,11,14,18,21,22,24,25,26,27,28,29,30,32,33,34,35,37,38,39,41,42,43,44,45,46,47,48,49,50,51,52,53,54,56,57,58,59,60,61,62,63,64,68,74,78,86], [2,8,14,18,24,25,26,27,28,29,30,34,35,37,38,39,41,42,44,45,46,47,48,49,50,51,52,53,54,55,57,58,59,60,61,62,63,65,66,68,74,76,80,81,83,84]] elif category == 'large': self.reward = 10 self.num_cols = 12 self.num_rows = 8 self.rect = pygame.Rect(0, 0, self.num_cols * self.cell[0], self.num_rows * self.cell[1]) self.filled_cells = [[4,5,6,7,13,14,15,16,17,18,19,20,21,22,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,41,42,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,62,63,64,67,68,69,73,74,77,78,81,82,86,87,92,93], [4,5,6,7,13,14,15,16,17,18,19,20,21,22,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,41,42,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,63,64,67,68,74,75,77,78,80,81,84,85,94,95]] self.color = color self.bullet_color = bullet_color self.speed = [8, 20] self.change_count = 0 self.change_flag = False # Used when hit and exploded self.boomed_filled_cells = [3,7,12,15,17,20,24,30,36,40,44,45,53,54,58,62,68,74,78,81,83,86,91,95] self.boomed_cell = [3, 3] self.boomed_num_cols = 11 self.boomed_num_rows = 9 self.boomed_rect = pygame.Rect(0, 0, self.boomed_num_cols * self.boomed_cell[0], self.boomed_num_rows * self.boomed_cell[1]) self.boomed_count = 0 self.boomed_frame = 0 '''Shooting''' def shot(self): return enemyBulletSprite(self.rect.x + self.rect.width // 2, self.rect.y, self.bullet_color) '''Draw it on the screen''' def draw(self, screen): if self.change_count > 50: self.change_count = 0 self.change_flag = not self.change_flag if self.change_flag: for i in range(0, len(self.filled_cells[0])): y = self.filled_cells[0][i] // self.num_cols x = self.filled_cells[0][i] % self.num_cols rect = [x * self.cell[0] + self.rect[0], y * self.cell[1] + self.rect[1], self.cell[0], self.cell[1]] pygame.draw.rect(screen, self.color, rect) else: for i in range(0, len(self.filled_cells[1])): y = self.filled_cells[1][i] // self.num_cols x = self.filled_cells[1][i] % self.num_cols rect = [x * self.cell[0] + self.rect[0], y * self.cell[1] + self.rect[1], self.cell[0], self.cell[1]] pygame.draw.rect(screen, self.color, rect) '''Update enemy location and other information''' def update(self, direction, HEIGHT): # Used to change shape self.change_count += 1 # Update location information if direction == 'right': self.rect.x += self.speed[0] elif direction == 'left': self.rect.x -= self.speed[0] elif direction == 'down': self.rect.y += self.speed[1] if self.rect.y >= HEIGHT - self.rect.height: return True else: return False '''Explosion after being hit''' def boom(self, screen): self.boomed_rect.x = self.rect.x self.boomed_rect.y = self.rect.y self.boomed_count += 1 if self.boomed_count % 1 == 0: self.boomed_frame += 1 for i in range(0, len(self.boomed_filled_cells)): y = self.boomed_filled_cells[i] // self.boomed_num_cols x = self.boomed_filled_cells[i] % self.boomed_num_cols rect = [x * self.boomed_cell[0] + self.boomed_rect[0], y * self.boomed_cell[1] + self.boomed_rect[1], self.boomed_cell[0], self.boomed_cell[1]] pygame.draw.rect(screen, self.color, rect) if self.boomed_frame > 4: return True else: return False

The enemy negotiated with us and fired bullets:

class myBulletSprite(pygame.sprite.Sprite): def __init__(self, x, y, color, **kwargs): pygame.sprite.Sprite.__init__(self) self.cell = [2, 2] self.num_cols = 1 self.num_rows = 4 self.rect = pygame.Rect(x, y, self.num_cols * self.cell[0], self.num_rows * self.cell[1]) self.filled_cells = [0,1,2,3] self.speed = 8 self.color = color '''Draw it on the screen''' def draw(self, screen): for i in range(0, len(self.filled_cells)): y = self.filled_cells[i] // self.num_cols x = self.filled_cells[i] % self.num_cols rect = [x * self.cell[0] + self.rect[0], y * self.cell[1] + self.rect[1], self.cell[0], self.cell[1]] pygame.draw.rect(screen, self.color, rect) '''Update bullet location and other information''' def update(self): self.rect.y -= self.speed if self.rect.y + self.rect.height < 0: return True else: return False '''Enemy bullet elves''' class enemyBulletSprite(pygame.sprite.Sprite): def __init__(self, x, y, color): pygame.sprite.Sprite.__init__(self) self.cell = [3, 3] self.num_cols = 3 self.num_rows = 7 self.rect = pygame.Rect(x, y, self.num_cols * self.cell[0], self.num_rows * self.cell[1]) self.filled_cells = [[0,4,8,10,12,16,20], [2,4,6,10,14,16,18]] self.change_count = 0 self.change_flag = False self.speed = 4 self.color = color '''Draw it on the screen''' def draw(self, screen): if self.change_count > 2: self.change_count = 0 self.change_flag = not self.change_flag if self.change_flag: for i in range(0, len(self.filled_cells[0])): y = self.filled_cells[0][i] // self.num_cols x = self.filled_cells[0][i] % self.num_cols rect = [x * self.cell[0] + self.rect[0], y * self.cell[1] + self.rect[1], self.cell[0], self.cell[1]] pygame.draw.rect(screen, self.color, rect) else: for i in range(0, len(self.filled_cells[1])): y = self.filled_cells[1][i] // self.num_cols x = self.filled_cells[1][i] % self.num_cols rect = [x * self.cell[0] + self.rect[0], y * self.cell[1] + self.rect[1], self.cell[0], self.cell[1]] pygame.draw.rect(screen, self.color, rect) '''Update bullet location and other information''' def update(self, HEIGHT): # A count used to change the shape of a bullet self.change_count += 1 # position information self.rect.y += self.speed if self.rect.y > HEIGHT: return True else: return False

There are many codes, and the main code files are attached:

import os import sys import cfg import random import pygame from modules import * '''Start the game''' def startGame(screen): clock = pygame.time.Clock() # Load font font = pygame.font.SysFont('arial', 18) if not os.path.isfile('score'): f = open('score', 'w') f.write('0') f.close() with open('score', 'r') as f: highest_score = int(f.read().strip()) # enemy enemies_group = pygame.sprite.Group() for i in range(55): if i < 11: enemy = enemySprite('small', i, cfg.WHITE, cfg.WHITE) elif i < 33: enemy = enemySprite('medium', i, cfg.WHITE, cfg.WHITE) else: enemy = enemySprite('large', i, cfg.WHITE, cfg.WHITE) enemy.rect.x = 85 + (i % 11) * 50 enemy.rect.y = 120 + (i // 11) * 45 enemies_group.add(enemy) boomed_enemies_group = pygame.sprite.Group() en_bullets_group = pygame.sprite.Group() ufo = ufoSprite(color=cfg.RED) # we myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE) my_bullets_group = pygame.sprite.Group() # Used to control enemy location updates # --Move one line enemy_move_count = 24 enemy_move_interval = 24 enemy_move_flag = False # --Change the moving direction (collective descent once while changing the direction) enemy_change_direction_count = 0 enemy_change_direction_interval = 60 enemy_need_down = False enemy_move_right = True enemy_need_move_row = 6 enemy_max_row = 5 # Used to control enemy bullets enemy_shot_interval = 100 enemy_shot_count = 0 enemy_shot_flag = False # Game in progress running = True is_win = False # Main cycle while running: screen.fill(cfg.BLACK) for event in pygame.event.get(): # --Click the X in the upper right corner or press Esc to exit the game if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pygame.quit() sys.exit() # --Shoot if event.type == pygame.MOUSEBUTTONDOWN: my_bullet = myaircraft.shot() if my_bullet: my_bullets_group.add(my_bullet) # --Collision detection between our bullets and enemy / UFO for enemy in enemies_group: if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None): boomed_enemies_group.add(enemy) enemies_group.remove(enemy) myaircraft.score += enemy.reward if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None): ufo.is_dead = True myaircraft.score += ufo.reward # --Update and draw enemy # ----Enemy bullet enemy_shot_count += 1 if enemy_shot_count > enemy_shot_interval: enemy_shot_flag = True enemies_survive_list = [enemy.number for enemy in enemies_group] shot_number = random.choice(enemies_survive_list) enemy_shot_count = 0 # ----Enemy movement enemy_move_count += 1 if enemy_move_count > enemy_move_interval: enemy_move_count = 0 enemy_move_flag = True enemy_need_move_row -= 1 if enemy_need_move_row == 0: enemy_need_move_row = enemy_max_row enemy_change_direction_count += 1 if enemy_change_direction_count > enemy_change_direction_interval: enemy_change_direction_count = 1 enemy_move_right = not enemy_move_right enemy_need_down = True # ----Each descent increases movement and firing speed enemy_move_interval = max(15, enemy_move_interval-3) enemy_shot_interval = max(50, enemy_move_interval-10) # ----Traversal update for enemy in enemies_group: if enemy_shot_flag: if enemy.number == shot_number: en_bullet = enemy.shot() en_bullets_group.add(en_bullet) if enemy_move_flag: if enemy.number in range((enemy_need_move_row-1)*11, enemy_need_move_row*11): if enemy_move_right: enemy.update('right', cfg.SCREENSIZE[1]) else: enemy.update('left', cfg.SCREENSIZE[1]) else: enemy.update(None, cfg.SCREENSIZE[1]) if enemy_need_down: if enemy.update('down', cfg.SCREENSIZE[1]): running = False is_win = False enemy.change_count -= 1 enemy.draw(screen) enemy_move_flag = False enemy_need_down = False enemy_shot_flag = False # ----Enemy explosion effects for boomed_enemy in boomed_enemies_group: if boomed_enemy.boom(screen): boomed_enemies_group.remove(boomed_enemy) del boomed_enemy # --Collision detection between enemy bullets and our spacecraft if not myaircraft.one_dead: if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None): myaircraft.one_dead = True if myaircraft.one_dead: if myaircraft.boom(screen): myaircraft.resetBoom() myaircraft.num_life -= 1 if myaircraft.num_life < 1: running = False is_win = False else: # ----Update ship myaircraft.update(cfg.SCREENSIZE[0]) # ----Painting spacecraft myaircraft.draw(screen) if (not ufo.has_boomed) and (ufo.is_dead): if ufo.boom(screen): ufo.has_boomed = True else: # ----Update UFO ufo.update(cfg.SCREENSIZE[0]) # ----Draw UFO ufo.draw(screen) # --Draw our ship bullets for bullet in my_bullets_group: if bullet.update(): my_bullets_group.remove(bullet) del bullet else: bullet.draw(screen) # --Draw enemy bullets for bullet in en_bullets_group: if bullet.update(cfg.SCREENSIZE[1]): en_bullets_group.remove(bullet) del bullet else: bullet.draw(screen) if myaircraft.score > highest_score: highest_score = myaircraft.score # --Every 2000 points increase, our ship adds one life if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score): myaircraft.old_score = myaircraft.score myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life) # --If all the enemies are dead, we will win if len(enemies_group) < 1: is_win = True running = False # --Display text # ----Current score showText(screen, 'SCORE: ', cfg.WHITE, font, 200, 8) showText(screen, str(myaircraft.score), cfg.WHITE, font, 200, 24) # ----Number of enemies showText(screen, 'ENEMY: ', cfg.WHITE, font, 370, 8) showText(screen, str(len(enemies_group)), cfg.WHITE, font, 370, 24) # ----Highest score in history showText(screen, 'HIGHEST: ', cfg.WHITE, font, 540, 8) showText(screen, str(highest_score), cfg.WHITE, font, 540, 24) # ----FPS showText(screen, 'FPS: ' + str(int(clock.get_fps())), cfg.RED, font, 8, 8) # --Show remaining health showLife(screen, myaircraft.num_life, cfg.GREEN) pygame.display.update() clock.tick(cfg.FPS) with open('score', 'w') as f: f.write(str(highest_score)) return is_win '''Main function''' def main(): # initialization pygame.init() pygame.display.set_caption('Alien invasion ') screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.mixer.init() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) while True: is_win = startGame(screen) endInterface(screen, cfg.BLACK, is_win) '''run''' if __name__ == '__main__': main()

The effects are as follows:

Summary

All right! This little game of alien war is finished ~ do you want this game?

💖 Pay attention to Xiaobian - get more wonderful content source code!

Your support is my biggest motivation!! Remember the third consecutive oh ~mua, welcome to read more game articles in the past~

  Source base:

Home page (pc side) the left source base to get free applet! Or private letter Xiaobian can also!



👑 Article summary——

1.1 python-2021 | summary of existing articles | continuously updated. It's enough to read this article directly~

16 November 2021, 21:18 | Views: 5906

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