python实战===如何优雅的打飞机
2018-06-17 23:42:02来源:未知 阅读 ()
这是一个打飞机的游戏,结构如下:
其中images中包含的素材为
命名为alien.png
命名为ship.png
游戏效果运行是这样的:
敌军,也就是体型稍微大点的,在上方左右移动,并且有规律向下移动。我军目标,消灭所有飞机。但是屏幕上最多只展现3颗子弹。
一旦,我军飞机与敌军飞机碰撞,或者敌军飞机抵达底部。我军损失一条生命,一共三条。
敌军飞机全部消灭完,则到下一关,移动速度会更快。
我军每消灭一架敌军飞机获得积分,积分最高者会在界面显示。
游戏源码如下:
#alien_invasion.py
#主程序文件 """ 创建Pygame窗口响应以及用户输入 """ import pygame from settings import Settings from ship import Ship import game_functions as gf from pygame.sprite import Group from alien import Alien from game_stats import GameStats from button import Button from Scoreboard import Scoreboard def run_game(): #初始化游戏并且创建一个屏幕对象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") #创建play按钮 play_button = Button(ai_settings, screen, "PLAY~") #创建一个用户存储游戏统计信息的实例 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) #创建一艘飞船 ship = Ship(ai_settings,screen) #创建一个用户存储子弹的编组 bullets = Group() #创建一个外星人 aliens = Group() #创建外星人群 gf.create_fleet(ai_settings, screen,ship, aliens) #开始游戏主循环 while True: #监视键盘和鼠标事件 gf.check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets) if stats.game_active: ship.update() #删除已消失的子弹 gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_screen(ai_settings, screen,stats, sb, ship, aliens, bullets, play_button) #让最近绘制的屏幕可见 pygame.display.flip() run_game()
#alien.py import pygame from pygame.sprite import Sprite class Alien(Sprite): def __init__(self,ai_settings, screen ): """初始化外星人并且设置起始位置""" super().__init__() self.screen = screen self.ai_settings = ai_settings #加载外星人图像,并且设置其rect属性 self.image = pygame.image.load("images/alien.png") self.rect = self.image.get_rect() #每个外星人最初都在屏幕左上角附近 self.rect.x = self.rect.width self.rect.y = self.rect.height #存储外星人的准确位置 self.x = float(self.rect.x) def blitme(self): """在指定位置绘制外星人""" self.screen.blit(self.image, self.rect) def check_edges(self): """如果外星人出于屏幕边缘,就返回True""" screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True elif self.rect.left <= 0: return True def update(self): """向左或者右移动的外星人""" self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x
#bullet.py import pygame from pygame.sprite import Sprite class Bullet(Sprite): """一个对飞船发射的子弹进行管理的类""" """Bullet类继承了我们从模块pygame.sprite中导入的Sprite类""" def __init__(self, ai_settings, screen, ship): """在飞船所处的位置创建一个子弹对象""" """为创建子弹实例,需要向__init__()传递 ai_settings、screen和ship实例,还调用了super()来继承Sprite。 """ super().__init__() self.screen = screen """ 在(0.0)处创建一个表示子弹的矩形,再设置正确的位置 我们创建了子弹的属性rect。子弹并非基于图像的,因此我们必须使用pygame.Rect() 类从空白开始创建一个矩形 """ self.rect = pygame.Rect( 0,0,ai_settings.bullet_width,ai_settings.bullet_height) self.rect.centerx = ship.rect.centerx #将子弹的centerx设置为飞船的rect.centerx self.rect.top = ship.rect.top #子弹的rect的top属性设置为飞船的rect的top属性 #存储用小数表示的子弹位置 self.y = float(self.rect.y) self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): """向上移动子弹""" #更新表示移动子弹的位置的小数值 self.y -= self.speed_factor #更新表示子弹的rect的位置 self.rect.y = self.y def draw_bullet(self): """在屏幕上绘制子弹""" pygame.draw.rect(self.screen, self.color, self.rect)
#button.py import pygame.font class Button(): def __init__(self, ai_settings, screen, msg): """初始化按钮的属性""" self.screen = screen self.screen_rect = screen.get_rect() #设置按钮的尺寸和其他属性 self.width, self.height = 200, 50 self.button_color = (0, 250, 0) self.text_color = (255, 255, 255) self.font = pygame.font.SysFont(None, 48) #创建按钮的rect对象,并且让它居中 self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center #按钮的标签只需要创建一次 self.prep_msg(msg) def prep_msg(self, msg): 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): # 绘制一个用颜色填充的按钮,再绘制文本 self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)
#game_functions.py import sys import pygame from bullet import Bullet from alien import Alien from time import sleep def check_keydown_events(event, ai_settings,screen,ship,bullets): """响应按键""" if event.key == pygame.K_RIGHT: #向右→移动 ship.moving_right = True elif event.key == pygame.K_LEFT: #向左移动 ship.moving_left = True elif event.key == pygame.K_SPACE: # 创建一颗子弹,并将其加入到编组bullets中 fire_bullet(ai_settings, screen, ship, bullets) elif event.key == pygame.K_q: sys.exit() def check_keyup_events(event, ship): """响应松开""" if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False def check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets): """响应和鼠标按键""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event, ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP: check_keyup_events(event, ship) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x,mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings, screen, stats, sb, play_button, ship,aliens, bullets, mouse_x, mouse_y) def check_play_button( ai_settings, screen, stats, sb, play_button, ship, aliens,bullets, mouse_x, mouse_y): button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: # 重置游戏设置 ai_settings.initialize_dynamic_settings() # 隐藏光标 pygame.mouse.set_visible(False) #重置游戏 stats.reset_start() stats.game_active = True #重置记分牌图像 sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() # 清空外星人列表和子弹列表? aliens.empty() bullets.empty() # 创建一群新的外星人,并让飞船居中 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,play_button): """更新屏幕的图像,并且切换到新的屏幕""" #每次循环时都会重新绘屏 screen.fill(ai_settings.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) #显示得分 sb.show_score() # 如果游戏处于非活动状态,就绘制Play按钮 if not stats.game_active: play_button.draw_button() #让最近绘制的屏幕可见 pygame.display.flip() def update_bullets(ai_settings, screen,stats, sb, ship, aliens, bullets): """更新子弹的位置,并且删除已消失的子弹 在for循环中,不应从列表或编组中删除条目,因此必须遍历编组的副本。 我们使用了方法copy()来设置for循环 """ bullets.update() for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_bullet_alien_collisions( ai_settings, screen, stats, sb, ship, aliens, bullets): #检查子弹是否打中飞机 collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if len(aliens) == 0: #删除现有的子弹并新建一群外星人 bullets.empty() ai_settings.increase_speed() #新游戏加速 #print(ai_settings.alien_speed_factor) create_fleet(ai_settings, screen, ship, aliens) stats.level += 1 sb.prep_level() if collisions: for aliens in collisions.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats, sb) def fire_bullet(ai_settings, screen, ship, bullets): """如果还没有到达限制,就发射一颗子弹""" #创建新子弹,并将其加入到编组bullets中 if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) def create_fleet(ai_settings, screen, ship, aliens): """创建外星人群""" #创建一个外星人并且计算一行可以容纳多少个外星人 #外星人间距为外星人的宽度 alien = Alien(ai_settings, screen) number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width) number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height) #创建第一行外星人 for row_number in range(number_rows): for alien_number in range(number_aliens_x): #创建一个外星人,并将其加入当前行列 create_alien(ai_settings, screen, aliens, alien_number, row_number) def get_number_aliens_x(ai_settings, alien_width): """计算每行可以容纳多少飞机""" available_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(available_space_x / (2 * alien_width)) return number_aliens_x def create_alien(ai_settings, screen, aliens, alien_number, row_number): #这里的row_number来自哪里? """创建一个外星人并把它放在当前行列""" alien = Alien(ai_settings, screen) alien_width = alien.rect.width alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number aliens.add(alien) def get_number_rows(ai_settings, ship_height, alien_hight): """计算屏幕可以容纳几行外星人""" available_space_y = ( ai_settings.screen_height - (3*alien_hight) - ship_height) number_rows = int(available_space_y / (2*alien_hight)) return number_rows def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): """更新外星人的位置""" check_fleet_edges(ai_settings,aliens) aliens.update() #检测外星人和飞船之间的碰撞 if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_fleet_edges(ai_settings, aliens): """有外星人撞到边缘时候采取的措施""" for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings,aliens): """整体外星人向下移动,并且改变方向""" for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): """响应被外星人撞到的飞船""" #ship_left -1 if stats.ship_left > 0: stats.ship_left -=1 #清空外星人列表和子弹列表 aliens.empty() bullets.empty() sb.prep_ships() #创建一群新的外星人,并将飞船放到屏幕底端中央 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() #暂停 sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets): """检查是否有外星人到达了屏幕底端""" screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: #和飞船被撞处理一样 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) break def check_high_score(stats, sb): if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
#game_stats.py class GameStats(): """游戏统计信息""" def __init__(self,ai_settings): """初始化统计信息""" self.ai_settings = ai_settings self.reset_start() #游戏一开始就是非活动状态 self.game_active = False # 在任何情况下都不应重置最高得分 self.high_score = 0 def reset_start(self): """初始化在游戏运行期间可能变化的统计信息""" self.ship_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
#Scoreboard.py import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): """显示信息得分的类""" def __init__(self, ai_settings, screen, stats): self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats #显示得分信息时使用的字体设置 self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) #准备初始得分图像 和最高得分 self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): rounded_score = int(round(self.stats.score, -1)) score_str = "{:,}".format(rounded_score) self.score_image = self.font.render( score_str,True, self.text_color, self.ai_settings.bg_color) #将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 = 20 def show_score(self): 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) self.ships.draw(self.screen) def prep_high_score(self): """渲染最高分为图像""" high_score = int(round(self.stats.high_score,-1)) high_score_str = "{:,}".format(high_score) self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color) #最高得分在顶部中央 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.screen_rect.top def prep_level(self): """将等级转换为渲染的图像""" self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color) #位置 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_ships(self): self.ships = Group() for ship_number in range(self.stats.ship_left): ship = Ship(self.ai_settings, self.screen) ship.rect.x = 10 + ship_number * ship.rect.width ship.rect.y = 10 self.ships.add(ship)
#settings.py class Settings(): """ 存储游戏所有设置的类 """ def __init__(self): """初始化游戏的设置""" #屏幕设置 self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) # 飞船的设置 self.ship_speed_factor = 1.5 self.ship_limit = 3 #子弹设置 self.bullet_speed_factor = 3 self.bullet_width = 1 #这里更改子弹的宽度 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 300 #这里更改子弹的个数 # 外星人设置 self.fleet_drop_speed = 10 #默认10 # 以什么样的速度加快游戏节奏 self.speedup_scale = 1.1 #分数的提高速度 self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): #初始化随游戏进行而变化的设置 self.ship_speed_factor = 1.5 self.bullet_speed_factor = 3 self.alien_speed_factor = 1 # fleet_direction为1表示向右;为-1表示向左 self.fleet_direction = 1 #积分 self.alien_points = 50 def increase_speed(self): #提高速度设置 self.ship_speed_factor *= self.speedup_scale self.bullet_speed_factor *= self.speedup_scale self.alien_speed_factor *= self.speedup_scale self.alien_points = int(self.alien_points * self.score_scale) print(self.alien_points)
#ship.py import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_settings, screen): """初始化飞船并设置其初始位置""" super(Ship, self).__init__() self.screen = screen self.ai_settings = ai_settings #加载飞船图像并获取其外接矩形 self.image = pygame.image.load('images/ship.png') #加载图像 self.rect = self.image.get_rect() #获取图像的大小 self.screen_rect = screen.get_rect() #获取窗口的大小 #将新船放在屏幕底部中央位置 self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 在飞船的属性center中存储小数值 self.center = float(self.rect.centerx) #移动标志 self.moving_right = False self.moving_left = False def update(self): """根据移动标志调整飞船的位置""" # 更新飞船的center值,而不是rect if self.moving_right and self.rect.right < self.screen_rect.right: self.center += self.ai_settings.ship_speed_factor if self.moving_left and self.rect.left > 0: self.center -= self.ai_settings.ship_speed_factor # 根据self.center更新rect对象 self.rect.centerx = self.center def blitme(self): """在指定位置绘制飞船""" self.screen.blit(self.image, self.rect) def center_ship(self): """让飞船在屏幕上居中""" self.center = self.screen_rect.centerx
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