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import pygame
import random
# 初始化pygame
pygame.init()
# 游戏窗口设置
WIDTH, HEIGHT = 400, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Python飞机大战简化版")
# 颜色定义(简化版,不用记复杂色值)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
# 飞机类(玩家控制)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# 简化飞机为蓝色矩形(无需加载图片,新手友好)
self.image = pygame.Surface((50, 40))
self.image.fill(BLUE)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH // 2 # 飞机初始位置(水平居中)
self.rect.bottom = HEIGHT - 10 # 飞机初始位置(底部)
self.speed_x = 5 # 水平移动速度
self.speed_y = 5 # 垂直移动速度
# 移动控制
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.left > 0:
self.rect.x -= self.speed_x
if keys[pygame.K_RIGHT] and self.rect.right < WIDTH:
self.rect.x += self.speed_x
if keys[pygame.K_UP] and self.rect.top > 0:
self.rect.y -= self.speed_y
if keys[pygame.K_DOWN] and self.rect.bottom < HEIGHT:
self.rect.y += self.speed_y
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((5, 15))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speed_y = -10 # 子弹向上飞行
def update(self):
self.rect.y += self.speed_y
# 子弹飞出屏幕后删除,节省内存
if self.rect.bottom < 0:
self.kill()
# 敌机类
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((40, 30))
self.image.fill(RED)
self.rect = self.image.get_rect()
# 敌机随机出现位置(水平方向)
self.rect.x = random.randint(0, WIDTH - self.rect.width)
self.rect.y = random.randint(-100, -40) # 从屏幕上方飞出
self.speed_y = random.randint(3, 6) # 敌机速度随机
def update(self):
self.rect.y += self.speed_y
# 敌机飞出屏幕后删除
if self.rect.top > HEIGHT:
self.kill()
# 分数和时钟设置
score = 0
font = pygame.font.SysFont(None, 40)
clock = pygame.time.Clock()
# 创建精灵组(简化管理飞机、子弹、敌机)
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# 创建玩家飞机
player = Player()
all_sprites.add(player)
# 生成敌机(每隔1秒生成1个)
def spawn_enemy():
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
pygame.time.set_timer(pygame.USEREVENT, 1000)
# 游戏主循环
running = True
while running:
# 控制游戏帧率(每秒60帧,流畅不卡顿)
clock.tick(60)
# 事件处理(关闭窗口、发射子弹、生成敌机)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 空格键发射子弹
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
bullet = Bullet(player.rect.centerx, player.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
# 每隔1秒生成敌机
if event.type == pygame.USEREVENT:
spawn_enemy()
# 更新所有精灵(飞机、子弹、敌机移动)
all_sprites.update()
# 碰撞检测(子弹击中敌机)
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
for hit in hits:
score += 10 # 每击中1个敌机得10分
spawn_enemy() # 击中后再生成1个敌机
# 碰撞检测(飞机碰到敌机,游戏结束)
if pygame.sprite.spritecollideany(player, enemies):
running = False
# 绘制游戏界面
screen.fill(BLACK) # 背景色(黑色,模拟太空)
all_sprites.draw(screen) # 绘制所有精灵
# 绘制分数
score_text = font.render(f"Score: {score}", True, WHITE)
screen.blit(score_text, (10, 10))
# 更新屏幕显示
pygame.display.flip()
# 游戏结束,退出pygame
pygame.quit()
print(f"游戏结束!你的得分:{score}")
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