微信飛機大戰推薦(微信飛機大戰小程序代碼)


本站AI自動判斷提供您所需要的app下載:點我下載安裝,你懂的APP

本篇文章給大家談談微信飛機大戰推薦,以及微信飛機大戰小程序代碼的知識點,希望對各位有所幫助,不要忘了收藏本站喔。

文章詳情介紹:

解鎖成都周末新玩法:飛機下的“飛盤大戰” 8支戰隊火熱開戰

封面新聞記者 劉秋鳳

一邊玩飛盤,一邊看飛機從頭頂掠過,一邊還能扎帳篷“遛娃”,或是和朋友圍爐煮茶……這樣的安逸周末時光在成都雙流空港運動公園就能享受到。

飛盤比賽

1月7日,由成都市體育局指導、成都市雙流區人民政府主辦、成都市雙流區文化體育和旅游局承辦的2023年“飛趣能量時空”飛盤邀請賽正式啟幕。來自四川各地的8只飛盤俱樂部社群戰隊,齊聚成都雙流空港運動公園火熱開戰,帶來一場別樣的全民運動狂歡。

飛盤比賽,運動員們在奮力奔跑

飛機下的飛盤:8支飛盤戰隊“開戰”

當下,最潮、最火、最流行的運動是什么?毫無疑問,“極限飛盤運動”正成為年輕人“運動新寵”。而能在飛機下玩飛盤,這種運動場景,可能只有在雙流才能看到。

據介紹,本次飛盤邀請賽參賽隊伍主要來自成都、自貢、樂山、宜賓、瀘州、內江等8支俱樂部代表隊。本次飛盤比賽是四川省首個由政府主辦、聚集了四川各地新潮運動社群共同參與的全民體育盛會,近200名川內各地的運動員的積極參與。

“飛盤運動是一項融觀賞性、趣味性、競技性、時尚性于一體的新興體育運動,在運動場上,每個人都可以找到自己的位置,享受戶外運動的良好體驗。”活動相關負責人表示,除了飛盤,比賽場地還為前來觀賽的觀眾提供飛盤、腰旗橄欖球、攻防箭、陸地沖浪板等新潮運動體驗,營造全民健身的活力氛圍。

解鎖周末新玩法 :

看飛機、露營、圍爐煮茶“很巴適”

成都人怎么過周末?現在成都最時興的休閑活動莫過于露營和圍爐煮茶。當露營、圍爐煮茶與飛機的元素相結合,這兩項休閑運動變得更有別有一番趣味。

也有市民在公園里“圍爐煮茶”,享受配套的消費新場景。

記者在空港運動公園看到,不少市民帶著孩子來這里搭帳篷,與草地親密接觸,與飛機進行合影。還有人攜三五好友,一起在公園里進行圍爐煮茶,在熱騰騰的茶香中,剝幾個橘子吃,再聊聊一周發生的趣事,享受周末的“慢生活”。

飛盤比賽一旁,市民在公園露營遛娃。

一邊是休閑時光,一邊是競技體育。成都雙流持續踐行全民健康美好生活的理念,不斷豐富消費場景,加快推進成都環城生態公園生態價值轉化。

【如果您有新聞線索,歡迎向我們報料,一經采納有費用酬謝。報料微信關注:ihxdsb,報料QQ:3386405712】

python實現飛機大戰游戲(pygame版)

示例簡介

使用python實現pygame版的飛機大戰游戲;

環境:Windows系統+python3.8.0

游戲規則:

1、點擊“PLAY”或者按鍵“P”開始游戲;

2、敵機根據設置頻率從頂部隨機位置生成,生成后向下移動;

3、飛船在底部中間生成,玩家使用上下左右鍵控制飛船移動,敲擊空格鍵發射子彈;

4、子彈打到敵機,該敵機產生爆炸效果并累計分數到右上角;

5、消滅10只飛機后,等級升高,敵機生成頻率變快,下落速度也變快;

6、當三條命都消失了,游戲結束。

游戲運行效果如下:

實現過程

1、新建文件“file.py”,用來存儲信息到文件和讀取文件的信息,本例用來存儲和讀取最高分;

import pickle # filename = 'file/stats.pkl' # 存儲信息到文件 def save_file(obj, filename): statsObj = load_file(filename) if statsObj == 0: # 不存在文件時,直接保存字典 with open(filename, 'wb') as f: pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL) else: # 存在文件時,只修改文件中的最高分 for key, val in statsObj.items(): # 獲取文件最高分的值(當文件字段不止一個時候使用) if key == 'highScore': statsObj[key] = obj['highScore'] obj = statsObj with open(filename, 'wb') as f: pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL) # 讀取信息 def load_file(filename): try: with open(filename, 'rb') as f: return pickle.load(f) except FileNotFoundError: # 不存在文件則輸入錯誤信息 msg = "Sorry, the file " + filename + " does not exist." print(msg) return 0 # obj = {'highScore': 20, 'points': 5} # obj = {'highScore': 50} # save_file(obj, filename) # filedata = load_file(filename) # print(filedata)

2、新建文件settings.py,用來定義一些必須的基本屬性和初始值;

import file as f class Settings(): def __init__(self): self.screen_width = 480 self.screen_height = 660 self.bg_color = (230, 230, 230) # 子彈設置(寬、高、顏色、最大數量) self.bullet_width = 5 self.bullet_height = 15 self.bullet_color = 255, 255, 255 # 敵機移動頻率 self.enemy_frequency = 0 # 加快游戲節奏的速度 self.speedup_scale = 1.1 # 分數的提高速度 self.score_scale = 1.5 self.initialize_settings() # 初始化統計信息 self.reset_stats() # 統計信息文件路徑 self.filename = 'file/stats.pkl' # 游戲剛啟動時處于非活動狀態 self.game_active = False # 讀取文件的最高分,在任何情況下都不應重置最高得分 statsObj = f.load_file(self.filename) if statsObj == 0: # 不存在文件則顯示最高分0 highScore = 0 else: for key, val in statsObj.items(): # 獲取文件最高分的值(當文件字段不止一個時候使用) if key == 'highScore': highScore = val self.high_score = highScore def initialize_settings(self): """初始化隨游戲進行而變化的設置""" self.player_move_speed = 2.5 self.bullet_speed = 3 self.enemy_move_speed = 1 # 記分 self.one_points = 50 def increase_speed(self): """提高速度設置""" # self.player_move_speed *= self.speedup_scale self.bullet_speed *= self.speedup_scale self.enemy_move_speed *= self.speedup_scale self.one_points = int(self.one_points * self.score_scale) def reset_stats(self): """初始化在游戲運行期間可能變化的統計信息""" # 可射失的數量 self.player_limit = 3 # 射擊分數 self.score = 0 # 等級 self.level = 1 # 打中多少矩形升一級 self.level_number = 10 # 生成敵機頻率間隔 self.enemy_frequency_space = 50

3、新建文件enemy.py,用來定義敵機類(位置topleft隨機生成)和聲明方法move;

import pygame import random from pygame.sprite import Sprite class Enemy(Sprite): def __init__(self, enemy_down_imgs, settings): super(Enemy, self).__init__() self.image = pygame.image.load('images/enemy1.png') self.rect = self.image.get_rect() self.rect.topleft = [random.randint(0, settings.screen_width - self.rect.width), 0] self.down_imgs = enemy_down_imgs self.speed = settings.enemy_move_speed self.down_index = 0 # 敵機移動,邊界判斷及刪除在游戲主循環里處理 def move(self): self.rect.top += self.speed

4、新建文件player.py,用來定義玩家類(可上下左右移動)和相應的方法;

import pygame from pygame.sprite import Sprite class Player(Sprite): def __init__(self, settings, screen): super(Player, self).__init__() self.settings = settings self.screen = screen self.screen_rect = self.screen.get_rect() # 引入飛船圖片并定位 self.image = pygame.image.load('images/player.png') self.rect = self.image.get_rect() self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 移動標志 self.move_left = False self.move_right = False self.move_down = False self.move_up = False def rotate(self, angle): # 圖片旋轉 self.image = pygame.transform.rotate(self.image, angle) def scale(self, multiple): # 圖片縮放 self.image = pygame.transform.smoothscale(self.image, (multiple, multiple)) def update(self): if self.move_left and self.rect.left > self.screen_rect.left: self.rect.centerx -= self.settings.player_move_speed if self.move_right and self.rect.right < self.screen_rect.right: self.rect.centerx += self.settings.player_move_speed if self.move_down and self.rect.bottom < self.screen_rect.bottom: self.rect.centery += self.settings.player_move_speed if self.move_up and self.rect.top > 0: self.rect.centery -= self.settings.player_move_speed def draw_player(self): """繪制飛船到屏幕""" self.screen.blit(self.image, self.rect)

5、新建文件“bullet.py”,用來定義子彈類(位置在飛船的頂部,并往上移動)和相應的方法;

import pygame from pygame.sprite import Sprite class Bullet(Sprite): """ 一個對飛船發射的子彈進行管理的類 """ def __init__(self, settings, screen, player): """ 在飛船所處的位置創建一個子彈對象 """ super(Bullet, self).__init__() self.screen = screen # 在 (0,0) 處創建一個表示子彈的矩形,再設置正確的位置 self.rect = pygame.Rect(0, 0, settings.bullet_width, settings.bullet_height) self.rect.centerx = player.rect.centerx # 飛船頂部 self.rect.bottom = player.rect.top # 存儲用小數表示的子彈位置 self.y = float(self.rect.y) self.color = settings.bullet_color self.speed = settings.bullet_speed def update(self): """向上移動子彈""" # 更新表示子彈位置的小數值(子彈往右) self.y -= self.speed # 更新表示子彈的rect的位置 self.rect.y = self.y def draw_bullet(self): """在屏幕上繪制子彈""" pygame.draw.rect(self.screen, self.color, self.rect)

6、新建文件“button.py”,用來定義按鈕類和相應方法,本例使用于繪制“PLAY”按鈕;

import pygame.font class Button(): def __init__(self, screen, msg): """初始化按鈕的屬性""" self.screen = screen self.screen_rect = screen.get_rect() # 設置按鈕的尺寸和其他屬性 self.width, self.height = 100, 30 self.button_color = (216, 30, 6) self.text_color = (255, 255, 255) self.font = pygame.font.SysFont(None, 36) # 創建按鈕的rect對象,并使其居中 self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center # 按鈕的標簽只需創建一次 self.prep_msg(msg) def prep_msg(self, msg): """將msg渲染為圖像,并使其在按鈕上居中""" self.msg_image = self.font.render(msg, True, self.text_color, self.button_color) self.msg_image_rect = self.msg_image.get_rect() self.msg_image_rect.center = self.rect.center def draw_button(self): # 繪制一個用顏色填充的按鈕,再繪制文本 self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)

7、新建文件“scoreboard.py”,用來定義記分板,本例使用于繪制左上角飛船(生命數)、頂部中間的“最高分”、右上角的“積分”和“等級”;

import pygame.font from pygame.sprite import Group from player import Player class Scoreboard(): """顯示得分信息的類""" def __init__(self, settings, screen): """初始化顯示得分涉及的屬性""" self.screen = screen self.screen_rect = screen.get_rect() self.settings = settings # 顯示得分信息時使用的字體設置 self.text_color = (255, 255, 255) self.font = pygame.font.SysFont(None, 30) # 飛船縮放值 self.scaleValue = 20 # 準備初始得分圖像\最高得分\等級 self.prep_score() self.prep_high_score() self.prep_level() self.prep_players() def prep_score(self): """將得分轉換為渲染的圖像""" rounded_score = int(round(self.settings.score, -1)) score_str = '{:,}'.format(rounded_score) self.score_image = self.font.render(score_str, True, self.text_color) # 將得分放在屏幕右上角 self.score_rect = self.score_image.get_rect() self.score_rect.right = self.screen_rect.right -20 self.score_rect.top = 10 def prep_high_score(self): """ 將最高得分轉換為渲染的圖像 """ high_score = int(round(self.settings.high_score, -1)) high_score_str = "{:,}".format(high_score) self.high_score_image = self.font.render(high_score_str, True, self.text_color) # 將最高得分放在屏幕頂部中央 self.high_score_rect = self.high_score_image.get_rect() self.high_score_rect.centerx = self.screen_rect.centerx self.high_score_rect.top = self.score_rect.top def prep_level(self): """將等級轉換為渲染的圖像""" self.level_image = self.font.render(str(self.settings.level), True, self.text_color) # 將等級放在得分下方 self.level_rect = self.level_image.get_rect() self.level_rect.right = self.score_rect.right self.level_rect.top = self.score_rect.bottom + 10 def prep_players(self): """ 顯示還余下多少艘飛船 """ self.players = Group() for player_number in range(self.settings.player_limit): player = Player(self.settings, self.screen) # 縮放球大小并賦值位置 player.scale(self.scaleValue) player.rect.x = 10 + player.rect.width * player_number * 0.5 player.rect.y = self.score_rect.top self.players.add(player) def show_score(self): """在屏幕上顯示得分""" self.screen.blit(self.score_image, self.score_rect) self.screen.blit(self.high_score_image, self.high_score_rect) self.screen.blit(self.level_image, self.level_rect) # 繪制飛船 self.players.draw(self.screen)

8、新建文件“game_functions.py”,存放跟游戲有關的所有業務邏輯函數(代碼有詳細的注釋信息);

import sys import pygame from bullet import Bullet from enemy import Enemy import file as f # 事件 def check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound): """ 響應按鍵和鼠標事件 """ for event in pygame.event.get(): if event.type == pygame.QUIT: save_file(settings) sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound) elif event.type == pygame.KEYUP: check_keyup_events(event, player) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y) def check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound): """ 響應按鍵 """ if event.key == pygame.K_DOWN: player.move_down = True elif event.key == pygame.K_UP: player.move_up = True elif event.key == pygame.K_LEFT: player.move_left = True elif event.key == pygame.K_RIGHT: player.move_right = True elif event.key == pygame.K_SPACE: fireSound.play() # 點擊空格鍵創建一顆子彈 fire_bullet(settings, screen, player, bullets) elif event.key == pygame.K_p: start_game(settings, scoreboard) elif event.key == pygame.K_q: save_file(settings) sys.exit() def check_keyup_events(event, player): """ 響應松開 """ if event.key == pygame.K_DOWN: player.move_down = False elif event.key == pygame.K_UP: player.move_up = False elif event.key == pygame.K_LEFT: player.move_left = False elif event.key == pygame.K_RIGHT: player.move_right = False def check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y): """在玩家單擊Play按鈕時開始新游戲""" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not settings.game_active: start_game(settings, scoreboard) def start_game(settings, scoreboard): """開始游戲""" # 重置游戲設置 settings.initialize_settings() # 隱藏光標 pygame.mouse.set_visible(False) # 重置游戲統計信息 settings.reset_stats() settings.game_active = True # 重置記分牌圖像 scoreboard.prep_score() scoreboard.prep_high_score() scoreboard.prep_level() scoreboard.prep_players() def save_file(settings): # 保持文件 obj = {'highScore': settings.high_score} f.save_file(obj, settings.filename) # 敵機 def update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound): # 生成敵機,需要控制生成頻率 if settings.enemy_frequency % settings.enemy_frequency_space == 0: enemy1 = Enemy(enemy_down_imgs, settings) enemies.add(enemy1) settings.enemy_frequency += 1 if settings.enemy_frequency >= 100: settings.enemy_frequency = 0 for enemy in enemies: # 移動敵機 enemy.move() # 敵機與玩家飛機碰撞效果處理 兩個精靈之間的圓檢測 if pygame.sprite.collide_circle(enemy, player): enemies_down.add(enemy) enemies.remove(enemy) settings.player_limit -= 1 scoreboard.prep_players() break # 移動出屏幕后刪除飛機 if enemy.rect.top < 0: enemies.remove(enemy) # 敵機被子彈擊中效果處理 # 將被擊中的敵機對象添加到擊毀敵機 Group 中,用來渲染擊毀動畫 # 方法groupcollide()是檢測兩個精靈組中精靈們的矩形沖突 enemies1_down = pygame.sprite.groupcollide(enemies, bullets, True, True) if enemies1_down: explosiveSound.play() # 計算分數并渲染 for enemys in enemies1_down.values(): settings.score += settings.one_points * len(enemys) scoreboard.prep_score() # 渲染最高分 check_high_score(settings, scoreboard) # 等達到等級數量升級并渲染新等級 settings.level_number -= 1 if settings.level_number == 0: settings.increase_speed() settings.level += 1 scoreboard.prep_level() # 還原為4(同settings一致) settings.level_number = 10 # 加快生成敵機 if settings.enemy_frequency_space > 10: settings.enemy_frequency_space -= 10 # 遍歷key值 返回的碰撞敵機 for enemy_down in enemies1_down: # 點擊銷毀的敵機到列表 enemies_down.add(enemy_down) # 敵機被子彈擊中效果顯示 for enemy_down in enemies_down: if enemy_down.down_index == 0: pass if enemy_down.down_index > 7: enemies_down.remove(enemy_down) continue #顯示碰撞圖片 screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect) enemy_down.down_index += 1 # 顯示精靈 enemies.draw(screen) # 子彈 def fire_bullet(settings, screen, player, bullets): """創建子彈""" new_bullet = Bullet(settings, screen, player) bullets.add(new_bullet) def update_bullets(screen, bullets): """更新子彈的位置,并刪除已消失的子彈""" # 更新子彈的位置 bullets.update() # 刪除已消失的子彈并同時更新飛船的生命 for bullet in bullets.copy(): if bullet.rect.top < screen.get_rect().top: bullets.remove(bullet) # 分數 def check_high_score(settings, scoreboard): """檢查是否誕生了新的最高得分""" if settings.score > settings.high_score: settings.high_score = settings.score scoreboard.prep_high_score() # 屏幕 def update_screen(settings, screen, player, play_button, scoreboard, enemies, bullets): """ 更新屏幕上的圖像,并切換到新屏幕 """ # 繪制飛船到屏幕 player.draw_player() # 繪制子彈到屏幕 for bullet in bullets.sprites(): bullet.draw_bullet() # 渲染記分牌信息 scoreboard.show_score() # if settings.player_limit == 0: settings.game_active = False settings.reset_stats() # 清空矩形列表和子彈列表 enemies.empty() bullets.empty() screen_rect = screen.get_rect() player.rect.centerx = screen_rect.centerx player.rect.bottom = screen_rect.bottom # 如果游戲處于非活動狀態,就繪制 Play 按鈕 if not settings.game_active: play_button.draw_button() # 讓最近繪制的屏幕可見 pygame.display.flip()

9、新建文件shootingenemy.py,主函數用來初始化程序,并同步更新程序的信息;

import pygame from pygame.sprite import Group from settings import Settings from button import Button from player import Player import game_functions as gf from scoreboard import Scoreboard def run_game(): pygame.init() # 初始化全部音頻,并加載爆炸聲音樂 pygame.mixer.init() # 等待1s pygame.time.delay(1000) pygame.mixer.music.load('file/bgsound.mp3') # -1代表無限循環(背景音樂) pygame.mixer.music.play(-1) # 爆炸聲 explosiveSound = pygame.mixer.Sound('file/explosiveSound.wav') # 槍聲 fireSound = pygame.mixer.Sound('file/fireSound.wav') # 游戲循環幀率設置 clock = pygame.time.Clock() settings = Settings() screen = pygame.display.set_mode((settings.screen_width, settings.screen_height)) # 全屏顯示 # screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) pygame.display.set_caption('飛機大戰') # 左上角圖標 ic_launcher = pygame.image.load('images/ic_launcher.png').convert_alpha() pygame.display.set_icon(ic_launcher) # 背景圖 background = pygame.image.load('images/background.png').convert_alpha() # 敵機圖片 enemy_img1= pygame.image.load('images/enemy1.png') enemy_img2= pygame.image.load('images/enemy2.png') enemy_img3= pygame.image.load('images/enemy3.png') enemy_img4= pygame.image.load('images/enemy4.png') # 敵機不同狀態的圖片列表,多張圖片展示為動畫效果 enemy_down_imgs = [] enemy_down_imgs.append(enemy_img1) enemy_down_imgs.append(enemy_img2) enemy_down_imgs.append(enemy_img3) enemy_down_imgs.append(enemy_img4) # 儲存敵機 enemies = Group() # 存儲被擊毀的飛機,用來渲染擊毀動畫 enemies_down = Group() # 創建Play按鈕 play_button = Button(screen, 'Play') # 創建飛船 player = Player(settings, screen) # 創建子彈的編組 bullets = Group() # 創建記分牌 scoreboard = Scoreboard(settings, screen) while True: # 繪制背景 screen.blit(background, (0, 0)) # 控制游戲最大頻率 clock.tick(60) # 檢查玩家輸入(不加會導致一直加載) gf.check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound) if settings.game_active: # 更新飛船位置 player.update() # 更新敵機 gf.update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound) # 更新子彈位置 gf.update_bullets(screen, bullets) # 更新屏幕信息 gf.update_screen(settings, screen, player, play_button, scoreboard, enemies, bullets) run_game()

10、在文件shootingenemy.py目錄路徑下,執行命令“python shootingenemy.py”彈出窗口,即可對其操作游玩。

結語

該游戲加入了背景音樂、射擊聲、子彈射中敵機的爆炸聲和爆炸效果、生命數、積分、等級、最高分和開始按鈕等元素,大家也可以自行加入其它好玩的元素。