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500行python程式碼實現飛機大戰

本文例項為大家分享了python程式碼實現飛機大戰的具體程式碼,供大家參考,具體內容如下

import pygame
import sys
from pygame.sprite import Sprite
from pygame.sprite import Group
from time import sleep
import pygame.font
# 修改遊戲的一些新設定
class Settings():
  """儲存《外星人入侵》的所有設定的類"""
  def __init__(self):
    """初始化遊戲的設定"""
    # 螢幕設定
    self.screen_width = 1200
    self.screen_height = 800
    self.bg_color = (230,230,230) # 淺灰色
    # 飛船的設定,移動1.5畫素
    self.ship_limit = 3
    # 子彈設定---建立寬3畫素、高15畫素的深灰色子彈
    self.bullet_speed_factor = 3
    self.bullet_width = 3
    self.bullet_height = 15
    self.bullet_color = 60,60,60
    self.bullets_allowed = 3
    # 外星人設定
    self.fleet_drop_speed = 10
    # 以什麼樣的速度加快遊戲節奏
    self.speedup_scale = 1.1
    # 外星人點數的提高速度
    self.score_scale = 1.5
    self.initialize_dynamic_settings()
  def initialize_dynamic_settings(self):
    """初始化隨遊戲進行而變化的設定"""
    self.ship_speed_factor = 1.5
    self.bullet_speed_factor = 3
    self.alien_speed_factor = 1
    # fleet_direcction為1表示向右,為-1表示向左
    self.fleet_direction = 1
    # 計分
    self.alien_points = 50
  def increase_speed(self):
    """提高速度設定和外星人點數"""
    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)


# 建立一個ship類
class Ship(Sprite):
  def __init__(self,ai_settings,screen):
    """初始化飛船並設定其起始位置"""
    super(Ship,self).__init__()
    self.screen = screen
    self.ai_settings = ai_settings
    # 載入飛船影象並獲取其外接矩形
    self.image = pygame.image.load('images/ship.bmp')
    self.rect = self.image.get_rect() # 以矩形形式來獲取相應的surface屬性
    self.screen_rect = screen.get_rect()
    # 將每艘新飛船放在螢幕底部中央
    self.rect.centerx = self.screen_rect.centerx
    self.rect.bottom = self.screen_rect.bottom
    # 在飛船的屬性center中儲存小數值----在後面加快遊戲節奏時更細緻地控制飛船的速度
    self.center = float(self.rect.centerx)
    # 移動標誌
    self.moving_right = False
    self.moving_left = False
  def update(self):
    """根據移動標誌調整飛船的位置"""
    # 更新飛船的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
    # 根據self.center更新rect物件
    self.rect.centerx = self.center
  def center_ship(self):
    """將飛船在螢幕居中"""
    self.center = self.screen_rect.centerx
  def blitme(self):
    """在指定位置繪製飛船"""
    self.screen.blit(self.image,self.rect)


# 建立一個Alien類
class Alien(Sprite):
  """表示單個外星人的類"""
  def __init__(self,screen):
    """初始化外星人並設定其起始位置"""
    super(Alien,self).__init__()
    self.screen = screen
    self.ai_settings = ai_settings
    # 載入外星人影象,並設定其rect屬性
    self.image = pygame.image.load('images/alien.bmp')
    self.rect = self.image.get_rect()
    # 每個外星人最初都在螢幕左上角附近
    self.rect.x = self.rect.width
    self.rect.y = self.rect.height
    # 儲存外星人的準確位置
    self.x = float(self.rect.x)
  def check_edges(self):
    """如果外星人位於螢幕邊緣,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):
    """向左或向右移動外星人"""
    self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
    self.rect.x = self.x
  def blitme(self):
    """在指定位置繪製外星人"""
    self.screen.blit(self.image,self.rect)


def get_number_aliens_x(ai_settings,alien_width):
  """計算每行可容納多少個外星人"""
  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):
  """計算螢幕可容納多少行外星人"""
  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):
  """建立一個外星人並將其放在當前行"""
  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,ship,aliens):
  """建立外星人群"""
  # 建立一個外星人,並計算一行可容納多少個外星人
  # 外星人間距為外星人寬度
  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)
  # 建立外星人群
  for row_number in range(number_rows):
    for alien_number in range(number_aliens_x):
      # 建立一個外星人並將其加入當前行
      create_alien(ai_settings,row_number)


class Bullet(Sprite):
  """一個對飛船發射的子彈進行管理的類"""
  def __init__(self,ship):
    """在飛船所處的位置建立一個子彈物件"""
    super(Bullet,self).__init__()
    self.screen = screen
    # 在(0,0)處建立一個表示子彈的矩形,再設定正確的位置
    self.rect = pygame.Rect(0,ai_settings.bullet_width,ai_settings.bullet_height)
    self.rect.centerx = ship.rect.centerx
    self.rect.top = ship.rect.top
    # 儲存用小數表示的子彈位置
    self.y = float(self.rect.y)
    # 設定子彈射出的顏色和速度
    self.color = ai_settings.bullet_color
    self.speed_factor = ai_settings.bullet_speed_factor
  def update(self):
    """向上移動子彈"""
    # 更新表示子彈位置的小數值
    self.y -= self.speed_factor
    # 更新表示子彈的rect位置
    self.rect.y = self.y
  def draw_bullet(self):
    """在螢幕上繪製子彈"""
    pygame.draw.rect(self.screen,self.color,self.rect)


# 管理事件,設定兩個函式,一個處理KEYDOWN事件,一個處理KEYUP事件
def check_keydown_events(event,bullets):
  """響應按鍵"""
  if event.key == pygame.K_RIGHT:
    ship.moving_right = True
  elif event.key == pygame.K_LEFT:
    ship.moving_left = True
  elif event.key == pygame.K_SPACE:
    fire_bullets(ai_settings,bullets)
  elif event.key == pygame.K_q:
    sys.exit()


def check_keyup_events(event,ship):
  """響應鬆開"""
  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,stats,sb,play_button,bullets):
  """響應按鍵和滑鼠事件"""
  for event in pygame.event.get():
    if event.type == pygame.QUIT:
      sys.exit()
    elif event.type == pygame.KEYDOWN:
      check_keydown_events(event,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,bullets,mouse_x,mouse_y)


def check_play_button(ai_settings,mouse_y):
  """在玩家單擊Play按鈕時開始新遊戲"""
  button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
  if button_clicked and not stats.game_active:
    # 重置遊戲設定
    ai_settings.initialize_dynamic_settings()
    # 隱藏游標
    pygame.mouse.set_visible(False)
    # 重置遊戲統計資訊
    stats.reset_stats()
    stats.game_active = True
    # 重置記分牌影象
    sb.prep_score()
    sb.prep_high_score()
    sb.prep_level()
    sb.prep_ships()
    # 清空外星人列表和子彈列表
    aliens.empty()
    bullets.empty()
    # 建立一群新的外星人,並讓飛船居中
    create_fleet(ai_settings,aliens)
    ship.center_ship()


def fire_bullets(ai_settings,bullets):
  """如果還沒有到達限制,就發射一顆子彈"""
  # 建立一顆子彈,並將其加入到編組bullets中
  if len(bullets) < ai_settings.bullets_allowed:
    new_bullet = Bullet(ai_settings,ship)
    bullets.add(new_bullet)



def check_bullet_alien_collisions(ai_settings,bullets):
  """響應子彈和外星人的碰撞"""
  # 如果是這樣,就刪除相應的子彈和外星人
  collisions = pygame.sprite.groupcollide(bullets,True,True)
  if len(aliens) == 0:
    # 消除已有的子彈,加快遊戲節奏,並建立一群新的外星人
    # 如wan果整群外星人都被消滅,就提高一個等級
    bullets.empty()
    ai_settings.increase_speed()
    # 提高等級
    stats.level += 1
    sb.prep_level()
    create_fleet(ai_settings,aliens)
  if collisions:
    for aliens in collisions.values():
      stats.score += ai_settings.alien_points * len(aliens)
      sb.prep_score()
    check_high_score(stats,sb)


def update_bullets(ai_settings,bullets):
  """更新子彈位置,並刪除已消失的子彈"""
  # 更新子彈位置
  bullets.update()
  # 刪除已消失的子彈
  for bullet in bullets.copy():
    if bullet.rect.bottom <= 0:
      bullets.remove(bullet)
  check_bullet_alien_collisions(ai_settings,bullets)


def change_fleet_direction(ai_settings,aliens):
  """將整群外星人向下移,並改變它們的方向"""
  for alien in aliens.sprites():
    alien.rect.y += ai_settings.fleet_drop_speed
  ai_settings.fleet_direction *= -1


def check_fleet_edges(ai_settings,aliens):
  """有外星人到達邊緣時採取響應的措施"""
  for alien in aliens.sprites():
    if alien.check_edges():
      change_fleet_direction(ai_settings,aliens)
      break


def ship_hit(ai_settings,bullets):
  """響應被外星人撞到的飛船"""
  if stats.ships_left > 0:
    # 將ships_left減1
    stats.ships_left -= 1
    # 更新記分牌
    sb.prep_ships()
    # 清空外星人列表和子彈列表
    aliens.empty()
    bullets.empty()
    # 建立一群新的外星人,並將飛船放到螢幕底端中央
    create_fleet(ai_settings,aliens)
    ship.center_ship()
    # 暫停
    sleep(0.5)
  else:
    stats.game_active = False
    pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings,bullets):
  """檢查是否有外星人到達了螢幕底端"""
  screen_rect = screen.get_rect()
  for alien in aliens.sprites():
    if alien.rect.bottom >= screen_rect.bottom:
      # 像飛船被撞到一樣進行處理
      ship_hit(ai_settings,bullets)
      break


def update_aliens(ai_settings,bullets):
  """檢查是否有外星人位於螢幕邊緣,並更新整群外星人的位置"""
  check_fleet_edges(ai_settings,aliens)
  aliens.update()
  # 檢測外星人和飛船之間的碰撞
  if pygame.sprite.spritecollideany(ship,aliens):
    ship_hit(ai_settings,bullets)
  # 檢查是否有外星人到達螢幕底端
  check_aliens_bottom(ai_settings,bullets)


class GameStats():
  """跟蹤遊戲的統計資訊"""
  def __init__(self,ai_settings):
    """初始化統計資訊"""
    self.ai_settings = ai_settings
    self.reset_stats()
    # 遊戲剛啟動時處於非活躍狀態,為了新增Play按鈕
    self.game_active = False
    # 在任何情況下都不應重置最高得分
    self.high_score = 0
  def reset_stats(self):
    """初始化在遊戲執行期間可能變化的統計資訊"""
    self.ships_left = self.ai_settings.ship_limit
    self.score = 0
    self.level = 1


class Scoreboard():
  """顯示得分資訊的類"""
  def __init__(self,stats):
    """初始化顯示得分涉及的屬性"""
    self.screen = screen
    self.screen_rect = screen.get_rect()
    self.ai_settings = ai_settings
    self.stats = stats
    # 顯示得分資訊時使用的字型設定
    self.text_color = (30,30,30)
    self.font = pygame.font.SysFont(None,48)
    # 準備包含最高得分和當前得分的影象
    self.prep_score()
    self.prep_high_score()
    self.prep_level()
    self.prep_ships()
  def prep_score(self):
    """將得分轉換為一幅渲染的影象"""
    rounded_score = int(round(self.stats.score,-1))
    score_str = "{:,}".format(rounded_score)
    self.score_image = self.font.render(score_str,self.text_color,self.ai_settings.bg_color)
    # 將得分放在螢幕右上角
    self.score_rect = self.score_image.get_rect()
    self.score_rect.right = self.screen_rect.right - 20
    self.score_rect.top = 20
  def prep_high_score(self):
    """將最高得分轉換為渲染的影象"""
    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,self.ai_settings.bg_color)
    # 將最高得分放在螢幕中央
    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影象"""
    self.level_image = self.font.render(str(self.stats.level),self.ai_settings.bg_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_ships(self):
    """顯示還餘下多少艘飛船"""
    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):
    """在螢幕上顯示得分和飛船"""
    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)
    # 繪製飛船
    self.ships.draw(self.screen)


def check_high_score(stats,sb):
  """檢查是否誕生了新的最高得分"""
  if stats.score > stats.high_score:
    stats.high_score = stats.score
    sb.prep_high_score()


class Button():
  def __init__(self,msg):
    """初始化按鈕的屬性"""
    self.screen = screen
    self.screen_rect = screen.get_rect()
    # 設定按鈕的尺寸和其他屬性
    self.width,self.height = 200,50
    self.button_color = (0,255,0) # 亮綠色
    self.text_color = (255,255) # 白色
    self.font = pygame.font.SysFont(None,48) # 使用預設、48號字型
    # 建立按鈕的rect物件,並使其居中
    self.rect = pygame.Rect(0,self.width,self.height)
    self.rect.center = self.screen_rect.center
    # 按鈕的標籤只需建立一次
    self.prep_msg(msg)
  def prep_msg(self,msg):
    """將msg渲染為影象,並使其在按鈕上居中"""
    self.msg_image = self.font.render(msg,self.button_color)
    self.msg_image_rect = self.msg_image.get_rect()
    self.msg_image_rect.center = self.rect.center
  def draw_button(self):
    # 繪製一個用顏色填充的按鈕,再繪製文字
    self.screen.fill(self.button_color,self.rect)
    self.screen.blit(self.msg_image,self.msg_image_rect)


# 更新螢幕上的影象,並切換到新螢幕
def update_screen(ai_settings,play_button):
  """更新螢幕上的影象,並切換到新螢幕"""
  # 每次迴圈時都重新繪製螢幕
  screen.fill(ai_settings.bg_color)
  # 在飛船和外星人後面重新繪製所有子彈
  for bullet in bullets.sprites():
    bullet.draw_bullet()
  ship.blitme()
  aliens.draw(screen)
  # 顯示得分
  sb.show_score()
  # 如果遊戲處於非活躍狀態,就繪製Play按鈕
  if not stats.game_active:
    play_button.draw_button()
  # 讓最近繪製的螢幕可見
  pygame.display.flip()


def run_game():
  # 初始化遊戲並建立一個螢幕物件
  pygame.init()
  ai_settings = Settings()
  screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
  pygame.display.set_caption("Alien Invation")
  # 建立一艘飛船
  ship = Ship(ai_settings,screen)
  # 建立一個外星人
  alien = Alien(ai_settings,screen)
  # 建立一個用於儲存子彈的編組
  bullets = Group()
  # 建立一個外星人編組
  aliens = Group()
  # 建立一個外星人群
  create_fleet(ai_settings,aliens)
  # 建立儲存遊戲統計資訊的例項,並建立記分牌
  stats = GameStats(ai_settings)
  sb = Scoreboard(ai_settings,stats)
  # 建立Play按鈕
  play_button = Button(ai_settings,"Play")
  # 開始遊戲的主迴圈
  while True:
    check_events(ai_settings,bullets)
    if stats.game_active:
      ship.update()
      update_bullets(ai_settings,bullets)
      update_aliens(ai_settings,bullets)
    update_screen(ai_settings,play_button)


run_game()

結果如下圖所示:

500行python程式碼實現飛機大戰

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