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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