项目介绍:
项目名称:python星际生存游戏
编程语言:python
用到关键知识:pygame模块,面向对象思想,python基础等等
实现功能:
1:飞机的运动,发射子弹,飞机的生命值动态显示
2:太空中障碍物的无规则移动。障碍物的大小形态不一
3:背景音乐:发射子弹声音,飞机爆炸声音,中弹声音,背景音效等等
4:难度增加:随着得分的增高,障碍物的移动速度增快,游戏难度增大
5:累计游戏得分显示
6:该项目的可塑性(可修改行很强,可以在其基础上对其大幅度修改【如修改音乐,主角形态,背景图片,甚至可以添加一些游戏第三方补给以及敌方的生命条和多样性障碍等等】即可变成属于自己的项目)
项目分析:共计10个python类文件,代码共计800-1000行,拿来做pyagme的练习和课设是非常不错的
代码如下:
01_jugador.py
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
# Update
all_sprites.update()
#Draw / Render
screen.fill(BLACK)
all_sprites.draw(screen)
# *after* drawing everything, flip the display.
pygame.display.flip()
pygame.quit()
02_enemigos.py
import pygame, random
pygame.init()
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/meteorGrey_med1.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
# Update
all_sprites.update()
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# *after* drawing everything, flip the display.
pygame.display.flip()
pygame.quit()
03_colisiones_laser.py
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/meteorGrey_med1.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Colisiones meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Colisiones jugador - meteoro
hits = pygame.sprite.spritecollide(player, meteor_list, False)
if hits:
running = False
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# *after* drawing everything, flip the display.
pygame.display.flip()
pygame.quit()
04_marcador.py
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/meteorGrey_med1.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
#Marcador / Score
score = 0
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Colisiones meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
score += 1
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Colisiones jugador - meteoro
hits = pygame.sprite.spritecollide(player, meteor_list, False)
if hits:
running = False
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# Marcador
draw_text(screen, str(score), 25, WIDTH // 2, 10)
pygame.display.flip()
pygame.quit()
05_meteoros.py
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(meteor_images)
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
#Change this variable
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
meteor_images = []
meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png",
"assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png",
"assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"]
for img in meteor_list:
meteor_images.append(pygame.image.load(img).convert())
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
#Marcador / Score
score = 0
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Colisiones meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
score += 1
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Colisiones jugador - meteoro
hits = pygame.sprite.spritecollide(player, meteor_list, False)
if hits:
running = False
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# Marcador
draw_text(screen, str(score), 25, WIDTH // 2, 10)
pygame.display.flip()
pygame.quit()
06_sonidos_musica.py
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
#Agregamos sonido
laser_sound.play()
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(meteor_images)
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
#Change this variable
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
meteor_images = []
meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png",
"assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png",
"assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"]
for img in meteor_list:
meteor_images.append(pygame.image.load(img).convert())
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
# Cargar sonidos
laser_sound = pygame.mixer.Sound("assets/laser5.org")
explosion_sound = pygame.mixer.Sound("assets/explosion.wav")
pygame.mixer.music.load("assets/music.org")
pygame.mixer.music.set_volume(0.1)
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
#Marcador / Score
score = 0
pygame.mixer.music.play(loops=-1)
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Colisiones meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
score += 1
explosion_sound.play()
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Colisiones jugador - meteoro
hits = pygame.sprite.spritecollide(player, meteor_list, False)
if hits:
running = False
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# Marcador
draw_text(screen, str(score), 25, WIDTH // 2, 10)
pygame.display.flip()
pygame.quit()
07_escudos.py
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
def draw_shield_bar(surface, x, y, percentage):
BAR_LENGHT = 100
BAR_HEIGHT = 10
fill = (percentage / 100) * BAR_LENGHT
border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT)
fill = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surface, GREEN, fill)
pygame.draw.rect(surface, WHITE, border, 2)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
self.shield = 100
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
#Agregamos sonido
#laser_sound.play()
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(meteor_images)
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
#Change this variable
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
meteor_images = []
meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png",
"assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png",
"assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"]
for img in meteor_list:
meteor_images.append(pygame.image.load(img).convert())
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
# Cargar sonidos
laser_sound = pygame.mixer.Sound("assets/laser5.org")
explosion_sound = pygame.mixer.Sound("assets/explosion.wav")
pygame.mixer.music.load("assets/music.org")
pygame.mixer.music.set_volume(0.1)
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
#Marcador / Score
score = 0
#pygame.mixer.music.play(loops=-1)
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Colisiones meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
score += 1
#explosion_sound.play()
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Colisiones jugador - meteoro
################## CHANGES HERE ################################
hits = pygame.sprite.spritecollide(player, meteor_list, True) # Change here
for hit in hits:
player.shield -= 25
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
if player.shield <= 0:
running = False
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# Marcador
draw_text(screen, str(score), 25, WIDTH // 2, 10)
# ESCUDO.
draw_shield_bar(screen, 5, 5, player.shield)
pygame.display.flip()
pygame.quit()
08_explosions.py
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
def draw_shield_bar(surface, x, y, percentage):
BAR_LENGHT = 100
BAR_HEIGHT = 10
fill = (percentage / 100) * BAR_LENGHT
border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT)
fill = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surface, GREEN, fill)
pygame.draw.rect(surface, WHITE, border, 2)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
self.shield = 100
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
#Agregamos sonido
#laser_sound.play()
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(meteor_images)
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
#Change this variable
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = explosion_anim[0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50 # how long to wait for the next frame VELOCITY OF THE EXPLOSION
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim):
self.kill() # if we get to the end of the animation we don't keep going.
else:
center = self.rect.center
self.image = explosion_anim[self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
meteor_images = []
meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png",
"assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png",
"assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"]
for img in meteor_list:
meteor_images.append(pygame.image.load(img).convert())
## --------------- CARGAR IMAGENES EXPLOSIÓN -------------------------- ##
explosion_anim = []
for i in range(9):
file = "assets/regularExplosion0{}.png".format(i)
img = pygame.image.load(file).convert()
img.set_colorkey(BLACK)
img_scale = pygame.transform.scale(img, (70, 70))
explosion_anim.append(img_scale)
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
# Cargar sonidos
laser_sound = pygame.mixer.Sound("assets/laser5.org")
explosion_sound = pygame.mixer.Sound("assets/explosion.wav")
pygame.mixer.music.load("assets/music.org")
pygame.mixer.music.set_volume(0.1)
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
#Marcador / Score
score = 0
#pygame.mixer.music.play(loops=-1)
# Game Loop
running = True
while running:
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Colisiones meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
score += 1
#explosion_sound.play()
explosion = Explosion(hit.rect.center)
all_sprites.add(explosion)
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Colisiones jugador - meteoro
################## CHANGES HERE ################################
hits = pygame.sprite.spritecollide(player, meteor_list, True) # Change here
for hit in hits:
player.shield -= 25
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
if player.shield <= 0:
running = False
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# Marcador
draw_text(screen, str(score), 25, WIDTH // 2, 10)
# ESCUDO.
draw_shield_bar(screen, 5, 5, player.shield)
pygame.display.flip()
pygame.quit()
09_gameover.py
import pygame, random
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shooter")
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, (255, 255, 255))
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
def draw_shield_bar(surface, x, y, percentage):
BAR_LENGHT = 100
BAR_HEIGHT = 10
fill = (percentage / 100) * BAR_LENGHT
border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT)
fill = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surface, GREEN, fill)
pygame.draw.rect(surface, WHITE, border, 2)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
self.shield = 100
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
#Agregamos sonido
#laser_sound.play()
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(meteor_images)
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 22 :
self.rect.x = random.randrange(WIDTH - self.rect.width)
#Change this variable
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = explosion_anim[0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50 # how long to wait for the next frame VELOCITY OF THE EXPLOSION
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim):
self.kill() # if we get to the end of the animation we don't keep going.
else:
center = self.rect.center
self.image = explosion_anim[self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
def show_go_screen():
screen.blit(background, [0, 0])
draw_text(screen, "SHOOTER", 65, WIDTH // 2, HEIGHT / 4)
draw_text(screen, "(Instructions)", 27, WIDTH // 2, HEIGHT // 2)
draw_text(screen, "Press key to begin", 17, WIDTH // 2, HEIGHT * 3/4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
meteor_images = []
meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png",
"assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png",
"assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"]
for img in meteor_list:
meteor_images.append(pygame.image.load(img).convert())
## --------------- CARGAR IMAGENES EXPLOSIÓN -------------------------- ##
explosion_anim = []
for i in range(9):
file = "assets/regularExplosion0{}.png".format(i)
img = pygame.image.load(file).convert()
img.set_colorkey(BLACK)
img_scale = pygame.transform.scale(img, (70, 70))
explosion_anim.append(img_scale)
# Cargar fondo.
background = pygame.image.load("assets/background.png").convert()
# Cargar sonidos
laser_sound = pygame.mixer.Sound("assets/laser5.org")
explosion_sound = pygame.mixer.Sound("assets/explosion.wav")
pygame.mixer.music.load("assets/music.org")
pygame.mixer.music.set_volume(0.1)
#pygame.mixer.music.play(loops=-1)
# Game Loop
game_over = True
running = True
while running:
if game_over:
show_go_screen()
game_over = False
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
#Marcador / Score
score = 0
# Keep loop running at the right speed
clock.tick(60)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# Colisiones meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
score += 1
#explosion_sound.play()
explosion = Explosion(hit.rect.center)
all_sprites.add(explosion)
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Colisiones jugador - meteoro
################## CHANGES HERE ################################
hits = pygame.sprite.spritecollide(player, meteor_list, True) # Change here
for hit in hits:
player.shield -= 25
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
if player.shield <= 0:
#running = False
game_over = True
#Draw / Render
screen.blit(background, [0, 0])
all_sprites.draw(screen)
# Marcador
draw_text(screen, str(score), 25, WIDTH // 2, 10)
# ESCUDO.
draw_shield_bar(screen, 5, 5, player.shield)
pygame.display.flip()
pygame.quit()
shooter.py
import pygame, random
pygame.init()
WIDTH = 800
HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = (0, 255, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("星际生存")
clock = pygame.time.Clock()
def draw_text(surface, text, size, x, y):
font = pygame.font.SysFont("serif", size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surface.blit(text_surface, text_rect)
def draw_shield_bar(surface, x, y, percentage):
BAR_LENGHT = 100
BAR_HEIGHT = 10
fill = (percentage / 100) * BAR_LENGHT
border = pygame.Rect(x, y, BAR_LENGHT, BAR_HEIGHT)
fill = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surface, GREEN, fill)
pygame.draw.rect(surface, WHITE, border, 2)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/player.png").convert()
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2
self.rect.bottom = HEIGHT - 10
self.speed_x = 0
self.shield = 100
def update(self):
self.speed_x = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speed_x = -5
if keystate[pygame.K_RIGHT]:
self.speed_x = 5
self.rect.x += self.speed_x
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
#laser_sound.play()
class Meteor(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = random.choice(meteor_images)
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-140, -100)
self.speedy = random.randrange(1, 10)
self.speedx = random.randrange(-5, 5)
def update(self):
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > HEIGHT + 10 or self.rect.left < -40 or self.rect.right > WIDTH + 40:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-140, - 100)
self.speedy = random.randrange(1, 10)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("assets/laser1.png")
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = explosion_anim[0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50 # VELOCIDAD DE LA EXPLOSION
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
def show_go_screen():
screen.blit(background, [0,0])
draw_text(screen, "SHOOTER", 65, WIDTH // 2, HEIGHT // 4)
draw_text(screen, "Instruciones van aquí", 27, WIDTH // 2, HEIGHT // 2)
draw_text(screen, "Press Key", 20, WIDTH // 2, HEIGHT * 3/4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
meteor_images = []
meteor_list = ["assets/meteorGrey_big1.png", "assets/meteorGrey_big2.png", "assets/meteorGrey_big3.png", "assets/meteorGrey_big4.png",
"assets/meteorGrey_med1.png", "assets/meteorGrey_med2.png", "assets/meteorGrey_small1.png", "assets/meteorGrey_small2.png",
"assets/meteorGrey_tiny1.png", "assets/meteorGrey_tiny2.png"]
for img in meteor_list:
meteor_images.append(pygame.image.load(img).convert())
####----------------EXPLOSTION IMAGENES --------------
explosion_anim = []
for i in range(9):
file = "assets/regularExplosion0{}.png".format(i)
img = pygame.image.load(file).convert()
img.set_colorkey(BLACK)
img_scale = pygame.transform.scale(img, (70,70))
explosion_anim.append(img_scale)
# Cargar imagen de fondo
background = pygame.image.load("assets/background.png").convert()
# Cargar sonidos
laser_sound = pygame.mixer.Sound("assets/laser5.org")
explosion_sound = pygame.mixer.Sound("assets/explosion.wav")
pygame.mixer.music.load("assets/music.org")
pygame.mixer.music.set_volume(0.2)
#pygame.mixer.music.play(loops=-1)
#### ----------GAME OVER
game_over = True
running = True
while running:
if game_over:
show_go_screen()
game_over = False
all_sprites = pygame.sprite.Group()
meteor_list = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
score = 0
clock.tick(60)
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()
all_sprites.update()
#colisiones - meteoro - laser
hits = pygame.sprite.groupcollide(meteor_list, bullets, True, True)
for hit in hits:
score += 10
#explosion_sound.play()
explosion = Explosion(hit.rect.center)
all_sprites.add(explosion)
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
# Checar colisiones - jugador - meteoro
hits = pygame.sprite.spritecollide(player, meteor_list, True)
for hit in hits:
player.shield -= 25
meteor = Meteor()
all_sprites.add(meteor)
meteor_list.add(meteor)
if player.shield <= 0:
game_over = True
screen.blit(background, [0, 0])
all_sprites.draw(screen)
#Marcador
draw_text(screen, str(score), 25, WIDTH // 2, 10)
# Escudo.
draw_shield_bar(screen, 5, 5, player.shield)
pygame.display.flip()
pygame.quit()
项目运行截图:


需要源代码项目的同学可以私信我,项目写的比较早了,可能有些函数方法写的并不是很完美简洁还请多多包涵。
















