python小项目之飞机大战
今天想用pygame库写一个击打外星人飞船的python程序
这个游戏的效果是操纵一个位于屏幕底端的飞船,通过上下左右控制飞船移动方向,按空格发射子弹。游戏中击杀一批飞船后进入下一关卡。每一关卡击打飞船获得的得分递增。若外星飞船触碰飞船或屏幕底端则减一条命。最终计算总得分。
游戏中主要包括了:飞船对象,alien对象,子弹对象,游戏设置,游戏状态,游戏控制按钮,计分板。
1.飞船部分
由于pygame中已有sprite类,故飞船可直接继承sprite类
注意在继承类时class中标注继承了什么类,_ init _函数中要使用super(Ship,self).init()来完成继承工作。同时init中也引入了ai—setting和screen(这些部分的代码会在后面写出)
然后为了构建这个飞船的形态,需要在当前文件夹中保存一个飞船的图像。初始化时设置飞船矩形(rect)的中心与游戏界面的中心位于同一垂直线上,飞船底部位于屏幕底端。初始化时定义四个位移变量(上下左右)并设置为false,以便后面按键时对其进行改变。
接下来定义了update函数,这个函数的作用是改变飞船的当前状态,如按下←键时使得飞船左移。同时需要注意:飞船的左侧不能超过屏幕的左端,否则会很影响游戏体验。其余同理。
然后是blitme函数,这个函数完成了将飞船状态及时更新在屏幕上的工作。
最后写了一个centership函数,是用来在需要的时刻将飞船重新放置到屏幕中央。
import pygame from pygame.sprite import Sprite class Ship(Sprite):#继承sprite类 def __init__(self,ai_settings,screen): super(Ship,self).__init__() self.screen=screen self.ai_settings=ai_settings self.image=pygame.image.load('images/ship.bmp') self.rect=self.image.get_rect() self.screen_rect=screen.get_rect() self.rect.centerx=self.screen_rect.centerx self.rect.bottom=self.screen_rect.bottom self.center=float(self.rect.centerx) self.high=float(self.rect.bottom) self.moving_right=False self.moving_left=False self.moving_up=False self.moving_down=False def update(self): if self.moving_right and self.rect.right<self.screen_rect.right: #self.rect.centerx+=1 self.center+=self.ai_settings.ship_speed_factor_horizen if self.moving_left and self.rect.left>self.screen_rect.left: #self.rect.centerx-=1 self.center-=self.ai_settings.ship_speed_factor_horizen if self.moving_up and self.rect.top>self.screen_rect.top: self.high-=self.ai_settings.ship_speed_factor_height if self.moving_down and self.rect.bottom<self.screen_rect.bottom: self.high+=self.ai_settings.ship_speed_factor_height self.rect.centerx=self.center self.rect.bottom=self.high def blitme(self): self.screen.blit(self.image,self.rect) def center_ship(self): self.center=self.screen_rect.centerx
给出alien部分:
alien部分生成了飞船群
然后为了产生初始的随机方向飞行,引入了random库。
同样的,这里的alien也继承了Sprite精灵。
注意,这里的飞船图像必须保存在当前文件夹下,然后用pygame.load来加载图片。
一个细节,由于alien移动距离是浮点型,所以要先计算移动的浮点类型,最后将其转换成整形以保证移动的连续性。同时由于alien图像必须保证一直处在screen内,所以这里定义了一个方法check_edges,通过self.screen.get_rect()来获取屏幕的位置,将alien与screen都视为矩形,比较两者的边界即可。
import pygame import random########## from pygame.sprite import Sprite class Alien(Sprite): def __init__(self,ai_settings,screen): super(Alien,self).__init__() self.screen=screen self.ai_settings=ai_settings self.image=pygame.image.load('images/alien.bmp') self.rect=self.image.get_rect() self.rect.x=self.rect.width#-20 self.rect.y=self.rect.height#-20 self.direction=random.choice([1,-1]) self.x=float(self.rect.x) def check_edges(self): screen_rect=self.screen.get_rect() if self.rect.right>=screen_rect.right: return True elif self.rect.left<=screen_rect.left: return True def blitme(self): self.screen.blit(self.image,self.rect) def update(self): #由于x可以精确到小数,故先更新x,再用x更新rect self.x+=(self.ai_settings.alien_speed_factor* self.direction)#*random.choice([1,-1])##### self.rect.x=self.x
给出bullet部分。
bullet同ship,alien一样,也继承了sprite。
注意,由于子弹是由飞船从飞船上部发出,故初始化子弹时要将其位置设置在飞船上部中央,子弹大小也不能过大。因为子弹大小较小,所以用pygame中的draw.rect(self.screen,self.color,self.rect)来画出一个小矩形即可,这种方法比较省事。如果想要使子弹的形状更加美观,可以用上面ship和alien中加载位图的方式。
import pygame from pygame.sprite import Sprite class Bullet(Sprite): def __init__(self,ai_settings,screen,ship): super(Bullet,self).__init__() self.screen=screen self.rect=pygame.Rect(0,0,ai_settings.bullet_width, ai_settings.bullet_height) self.rect.centerx=ship.rect.centerx self.rect.bottom=ship.rect.bottom self.y=float(self.rect.y) self.color=ai_settings.bullet_color self.speed_factor=ai_settings.bullet_speed_factor def update(self): self.y-=self.speed_factor self.rect.y=self.y def draw_bullet(self): pygame.draw.rect(self.screen,self.color,self.rect)
给出游戏设置部分。
我们把游戏中所有涉及数据的部分都放在这个文件中,包括了屏幕,速度,子弹,飞船,外星人,游戏节奏以及游戏关卡更新。
class Settings(): """存储所有设置的类""" def __init__(self): self.high_score=0 #屏幕设置 self.screen_width=1200 self.screen_height=650 self.bg_color=(230,230,230) #速度设置 self.ship_speed_factor_horizen=1 self.ship_speed_factor_height=0.5 self.ship_limit=3 #子弹设置 self.bullet_speed_factor=1 self.bullet_width=3 self.bullet_height=15 self.bullet_color=60,60,60 self.bullets_allowed=3 #外星人设置 self.alien_speed_factor=1 self.fleet_drop_speed=10 #direction为1表示右移,-1表示左移 self.fleet_direction=1 self.alien_points=50 #游戏节奏设置 self.speedup_scale=1.1 self.score_scale=1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): self.ship_speed_factor=1.5 self.bullet_speed_factor=3 self.alien_speed_factor=1 self.fleet_direction=1 def increase_speed(self): 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)
给出游戏状态部分。
将游戏中的状态部分都放置在这个文件中。
class GameStats(): def __init__(self,ai_settings): self.ai_settings=ai_settings self.reset_stats() self.game_active=False self.high_score=0 def reset_stats(self): self.ships_left=self.ai_settings.ship_limit self.score=0 self.level=1
由于游戏初始通常有一个START按钮用于开始游戏,所以这里需要定义一个按钮类。这里需要引入pygame.font用于其中的字体部分。
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import pygame.font class Button(): def __init__(self,ai_settings,screen,message): '''初始化按钮的属性''' self.screen=screen self.screen_rect=screen.get_rect() self.width,self.height=200,50 self.button_color=(0,255,0) self.text_color=(255,255,255) self.font=pygame.font.SysFont(None,48) self.rect=pygame.Rect(0,0,self.width,self.height) self.rect.center=self.screen_rect.center self.prep_message(message) def prep_message(self,message): #图像渲染 self.message_image=self.font.render(message,True,self.text_color, self.button_color) self.message_image_rect=self.message_image.get_rect() self.message_image_rect.center=self.rect.center def draw_button(self): self.screen.fill(self.button_color,self.rect) self.screen.blit(self.message_image,self.message_image_rect)
给出计分板部分:
import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): def __init__(self,ai_settings,screen,stats): self.screen=screen self.screen_rect=screen.get_rect() self.ai_settings=ai_settings self.stats=stats self.text_color=(30,30,30) self.font=pygame.font.SysFont(None,48) self.prep_score() self.prep_high_score() self.prep_history_high_score()########## self.prep_level() self.prep_ships() def prep_score(self): '''将得分渲染成图像''' rounded_score=int(round(self.stats.score,-1)) score_str="score:"+"{:,}".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#存疑 def prep_high_score(self): high_score=int(round(self.stats.high_score,-1)) high_score_str="High score:"+"{:,}".format(high_score) self.high_score_image=self.font.render(high_score_str,True, self.text_color,self.ai_settings.bg_color) self.high_score_rect=self.high_score_image.get_rect() self.high_score_rect.centerx=self.screen_rect.centerx-195 self.high_score_rect.top=self.score_rect.top def prep_history_high_score(self):########### with open("highscore.txt") as file1: lines=file1.readlines() temp_string='' for line in lines: temp_string+=line.rstrip() history_high_score=eval(temp_string) history_high_score_str="Highest score:"+"{:,}".format(history_high_score) self.history_high_score_image=self.font.render(history_high_score_str, True,self.text_color,self.ai_settings.bg_color) self.history_high_score_rect=self.history_high_score_image.get_rect() self.history_high_score_rect.left=self.high_score_rect.right+45 self.history_high_score_rect.top=self.high_score_rect.top def prep_level(self): self.level_image=self.font.render("Level:"+str(self.stats.level),True, self.text_color,self.ai_settings.bg_color) '''将等级放在得分下方''' 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_ships(self): self.ships=Group() for ship_number in range(self.stats.ships_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) 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.history_high_score_image, self.history_high_score_rect)#### self.screen.blit(self.level_image,self.level_rect) self.ships.draw(self.screen)
给出游戏中用到的各种函数部分:
import sys import pygame import random import time from bullet import Bullet from alien import Alien from time import sleep def check_keydown_events(event,ai_settings,stats,screen,ship,bullets):#stats if event.key==pygame.K_RIGHT: #向右移动一格 ship.moving_right=True elif event.key==pygame.K_LEFT: ship.moving_left=True elif event.key==pygame.K_UP: ship.moving_up=True elif event.key==pygame.K_DOWN: ship.moving_down=True elif event.key==pygame.K_SPACE: fire_bullets(ai_settings,screen,ship,bullets) elif event.key==pygame.K_q:#按q键退出界面 renew_history_high_score(stats)########### pygame.quit() sys.exit() def check_keyup_events(event,ship): if event.key==pygame.K_RIGHT: ship.moving_right=False elif event.key==pygame.K_LEFT: ship.moving_left=False elif event.key==pygame.K_UP: ship.moving_up=False elif event.key==pygame.K_DOWN: ship.moving_down=False def fire_bullets(ai_settings,screen,ship,bullets): if len(bullets)<ai_settings.bullets_allowed: new_bullet=Bullet(ai_settings,screen,ship) bullets.add(new_bullet) def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens, bullets): for event in pygame.event.get(): if event.type==pygame.QUIT: renew_history_high_score(stats)########### pygame.quit() sys.exit() elif event.type==pygame.KEYDOWN: check_keydown_events(event,ai_settings,stats,screen,ship,bullets) ##########stats 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,scr 1c140 een,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: ai_settings.initialize_dynamic_settings() #隐藏光标 pygame.mouse.set_visible(False) #重置统计信息 stats.reset_stats() stats.game_active=True #重置记分牌图像 sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() #清空外星人和子弹 aliens.empty() bullets.empty() create_fleet(ai_settings,screen,ship,aliens) ship.center_ship() def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button): screen.fill(ai_settings.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() #alien.blitme aliens.draw(screen) sb.show_score() #如果处于非活动状态,绘制Play按钮 if not stats.game_active: play_button.draw_button() pygame.display.flip() def check_bullet_alien_collisions(ai_settings,screen,stats,sb, ship,aliens,bullets): collisions=pygame.sprite.groupcollide(bullets,aliens,True,True) if collisions: for aliens in collisions.values(): stats.score+=ai_settings.alien_points*len(aliens) #每个值都是一个列表!!! sb.prep_score() check_high_score(stats,sb) if len(aliens)==0: bullets.empty() ai_settings.increase_speed() stats.level+=1 sb.prep_level() create_fleet(ai_settings,screen,ship,aliens) def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets): bullets.update() for bullet in bullets.copy(): if bullet.rect.bottom<=0: bullets.remove(bullet) #碰撞后返回一个字典 check_bullet_alien_collisions(ai_settings,screen,stats,sb, ship,aliens,bullets) def get_number_aliens_x(ai_settings,alien_width): 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 get_number_rows(ai_settings,ship_height,alien_height): ''''计算屏幕可容纳行数''' available_space_y=(ai_settings.screen_height- (3*alien_height)-ship_height) number_rows=int(available_space_y/(2*alien_height)) return number_rows def create_alien(ai_settings,screen,aliens,alien_number,row_number): 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 create_fleet(ai_settings,screen,ship,aliens): '''创建外星人群''' #外星人间距为外星人宽度 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) total_alien_number=number_aliens_x*number_rows 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 create_alien(ai_settings,screen,aliens,alien_number, row_number) def change_fleet_direction(ai_settings,aliens): for alien in aliens.sprites(): alien.rect.y+=ai_settings.fleet_drop_speed ai_settings.fleet_direction*=-1######## def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets): if stats.ships_left>0: stats.ships_left-=1 sb.prep_ships() aliens.empty() bullets.empty() create_fleet(ai_settings,screen,ship,aliens) ship.center_ship() sleep(0.5) else: stats.game_active=False pygame.mouse.set_visible(True) def check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets): screen_rect=screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom>=screen_rect.bottom: ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets) break def check_fleet_edges(ai_settings,aliens): for alien in aliens.sprites(): if alien.check_edges(): #change_fleet_direction(ai_settings,aliens) #break alien.direction*=-1#random.choice([1,-1]) alien.rect.y+=ai_settings.fleet_drop_speed #def change_alien_direction() def check_time(ai_settings,aliens): now=time.time() running_time=int(now-start) if running_time==1: for alien in aliens.sprites(): alien.direction*=-1#random.choice([1,-1]) alien.rect.y+=ai_settings.fleet_drop_speed def update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets): #check_time(start,ai_settings,aliens) check_fleet_edges(ai_settings,aliens) #check_time(ai_settings,aliens) aliens.update() if pygame.sprite.spritecollideany(ship,aliens): ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets) check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets) def check_high_score(stats,sb): if stats.score>stats.high_score: stats.high_score=stats.score sb.prep_high_score() def renew_history_high_score(stats):########## filename='highscore.txt' with open(filename) as file_object: lines=file_object.readlines() temp_string='' for line in lines: temp_string+=line.rstrip() if stats.high_score>eval(temp_string): with open(filename,'w') as file: file.write(str(stats.high_score))
最后给出程序的主要部分
主要部分中引入了pygame ,time以及Group
创建了 飞船对象,alien对象,子弹对象,游戏设置,游戏状态,游戏控制按钮,计分板。
""" 待加入项目: 1.引入历史最高分 ### 已完成 2.加入随机飞行系统 ### 基本完成/衰 """ import pygame import time from pygame.sprite import Group from game_stats import GameStats from settings import Settings from ship import Ship from alien import Alien from button import Button from scoreboard import Scoreboard import game_functions as gf def run_game(): #初始化对象并创建一个屏幕对象 pygame.init() #初始化 ai_settings=Settings() screen=pygame.display.set_mode(( ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") #创建一个按钮 play_button=Button(ai_settings,screen,'Play') ship=Ship(ai_settings,screen)#创建一个飞船 #创建一个子弹编组 bullets=Group() aliens=Group() bg_color=(230,230,230) alien=Alien(ai_settings,screen) gf.create_fleet(ai_settings,screen,ship,aliens) #创建存储游戏统计信息的实例,并创建记分牌 stats=GameStats(ai_settings) sb=Scoreboard(ai_settings,screen,stats) #start=time.time() 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() gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets) gf.update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets) gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets, play_button) run_game()
chenk_events部分检测了鼠标以及键盘按键
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