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太空射击小游戏

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发表于 昨天 17:36 | 显示全部楼层 |阅读模式
本帖最后由 潘翊晨 于 2026-2-8 17:36 编辑

[Python] 纯文本查看 复制代码
import random
import pygame

# 1. 初始化 Pygame
pygame.init()

# 屏幕设置
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("太空射击小游戏")

# 颜色定义
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)

# 游戏参数
FPS = 60
clock = pygame.time.Clock()

# 2. 定义游戏对象


class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface((50, 40))
        self.image.fill((0, 255, 0))  # 玩家是绿色方块
        self.rect = self.image.get_rect()
        self.rect.centerx = SCREEN_WIDTH // 2
        self.rect.bottom = SCREEN_HEIGHT - 10
        self.speed = 8

    def update(self):
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT] and self.rect.left > 0:
            self.rect.x -= self.speed
        if keys[pygame.K_RIGHT] and self.rect.right < SCREEN_WIDTH:
            self.rect.x += self.speed

    def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)


class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface((30, 30))
        self.image.fill(RED)  # 敌人是红色方块
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(SCREEN_WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(2, 6)

    def update(self):
        self.rect.y += self.speedy
        if self.rect.top > SCREEN_HEIGHT:  # 飞出屏幕后重置
            self.rect.x = random.randrange(SCREEN_WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(2, 6)


class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        super().__init__()
        self.image = pygame.Surface((5, 10))
        self.image.fill(YELLOW)  # 子弹是黄色
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()


# 3. 实例化对象组
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()

player = Player()
all_sprites.add(player)

for i in range(8):
    enemy = Enemy()
    all_sprites.add(enemy)
    enemies.add(enemy)

score = 0
font = pygame.font.SysFont("arial", 32)

# 4. 游戏主循环
running = True
game_over = False

while running:
    # A. 事件处理
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and not game_over:
                player.shoot()
            if event.key == pygame.K_r and game_over:  # 按R键重新开始
                # 简单的重置逻辑(实际项目建议封装成函数)
                pygame.quit()
                exit()

    if not game_over:
        # B. 更新状态
        all_sprites.update()

        # C. 碰撞检测
        # 子弹击中敌人
        hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
        for hit in hits:
            score += 10
            new_enemy = Enemy()
            all_sprites.add(new_enemy)
            enemies.add(new_enemy)

        # 敌人撞击玩家
        if pygame.sprite.spritecollide(player, enemies, False):
            game_over = True

    # D. 绘制画面
    screen.fill(BLACK)
    all_sprites.draw(screen)

    # 显示分数
    score_text = font.render(f"Score: {score}", True, WHITE)
    screen.blit(score_text, (10, 10))

    if game_over:
        over_text = font.render("GAME OVER! Press Alt+F4 to Close", True, RED)
        screen.blit(over_text, (SCREEN_WIDTH//2 - 200, SCREEN_HEIGHT//2))

    pygame.display.flip()
    clock.tick(FPS)

pygame.quit()
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