用pygame生成一个平面射击游戏,要求角色射击时,武器一段固定在角色中心,另一端始终指向鼠标
时间: 2024-06-12 16:06:45 浏览: 10
以下是一个用pygame生成平面射击游戏的示例代码,其中包括一个角色和一些敌人,角色可以射击并击败敌人。在角色射击时,武器会一段固定在角色中心,另一端会始终指向鼠标。
```
import pygame
import random
# 初始化pygame
pygame.init()
# 设置游戏窗口尺寸
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Plane Shooting Game")
# 定义颜色
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# 加载角色和敌人图片
player_img = pygame.image.load("player.png")
enemy_img = pygame.image.load("enemy.png")
# 定义角色类
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = player_img
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.weapon_length = 50
self.weapon_angle = 0
def update(self):
# 更新角色位置
self.rect.center = pygame.mouse.get_pos()
# 更新武器角度
mouse_x, mouse_y = pygame.mouse.get_pos()
player_x, player_y = self.rect.center
self.weapon_angle = -pygame.math.atan2(player_x-mouse_x, player_y-mouse_y)*180/pygame.math.pi
self.weapon_angle %= 360
def shoot(self):
# 创建子弹对象
bullet = Bullet(self.rect.centerx, self.rect.centery, self.weapon_angle)
all_sprites.add(bullet)
bullets.add(bullet)
# 定义敌人类
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = enemy_img
self.rect = self.image.get_rect()
self.rect.x = random.randrange(screen_width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = random.randrange(1, 4)
def update(self):
# 更新敌人位置
self.rect.y += self.speed
if self.rect.top > screen_height + 10:
self.rect.x = random.randrange(screen_width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = random.randrange(1, 4)
# 定义子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, angle):
super().__init__()
self.image = pygame.Surface((10, 20))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 10
self.angle = angle
def update(self):
# 更新子弹位置
self.rect.y -= self.speed * pygame.math.sin(self.angle/180*pygame.math.pi)
self.rect.x -= self.speed * pygame.math.cos(self.angle/180*pygame.math.pi)
if self.rect.bottom < 0:
self.kill()
# 创建角色对象和敌人组
player = Player(screen_width/2, screen_height/2)
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
all_sprites.add(player)
for i in range(10):
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# 定义游戏循环
running = True
clock = pygame.time.Clock()
while running:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
player.shoot()
# 更新游戏状态
all_sprites.update()
# 检测碰撞
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
for hit in hits:
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
hits = pygame.sprite.spritecollide(player, enemies, False)
if hits:
running = False
# 绘制游戏界面
screen.fill(WHITE)
all_sprites.draw(screen)
# 绘制武器线段
weapon_start = player.rect.center
weapon_end_x = player.rect.centerx + player.weapon_length * pygame.math.sin(player.weapon_angle/180*pygame.math.pi)
weapon_end_y = player.rect.centery + player.weapon_length * pygame.math.cos(player.weapon_angle/180*pygame.math.pi)
weapon_end = (weapon_end_x, weapon_end_y)
pygame.draw.line(screen, BLACK, weapon_start, weapon_end, 2)
# 刷新屏幕
pygame.display.flip()
# 控制游戏帧率
clock.tick(60)
# 退出游戏
pygame.quit()
```
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