500行python程式碼實現飛機大戰
阿新 • • 發佈:2020-04-26
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:
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以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。