500行python代碼實(shí)現(xiàn)飛機(jī)大戰(zhàn)
本文實(shí)例為大家分享了python代碼實(shí)現(xiàn)飛機(jī)大戰(zhàn)的具體代碼,供大家參考,具體內(nèi)容如下
import pygame
import sys
from pygame.sprite import Sprite
from pygame.sprite import Group
from time import sleep
import pygame.font
# 修改游戲的一些新設(shè)置
class Settings():
"""存儲(chǔ)《外星人入侵》的所有設(shè)置的類"""
def __init__(self):
"""初始化游戲的設(shè)置"""
# 屏幕設(shè)置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230) # 淺灰色
# 飛船的設(shè)置,移動(dòng)1.5像素
self.ship_limit = 3
# 子彈設(shè)置---創(chuàng)建寬3像素、高15像素的深灰色子彈
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(shè)置
self.fleet_drop_speed = 10
# 以什么樣的速度加快游戲節(jié)奏
self.speedup_scale = 1.1
# 外星人點(diǎn)數(shù)的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化隨游戲進(jìn)行而變化的設(shè)置"""
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(jì)分
self.alien_points = 50
def increase_speed(self):
"""提高速度設(shè)置和外星人點(diǎn)數(shù)"""
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)
# 創(chuàng)建一個(gè)ship類
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飛船并設(shè)置其起始位置"""
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載飛船圖像并獲取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect() # 以矩形形式來獲取相應(yīng)的surface屬性
self.screen_rect = screen.get_rect()
# 將每艘新飛船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飛船的屬性center中存儲(chǔ)小數(shù)值----在后面加快游戲節(jié)奏時(shí)更細(xì)致地控制飛船的速度
self.center = float(self.rect.centerx)
# 移動(dòng)標(biāo)志
self.moving_right = False
self.moving_left = False
def update(self):
"""根據(jù)移動(dòng)標(biāo)志調(diào)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(jù)self.center更新rect對(duì)象
self.rect.centerx = self.center
def center_ship(self):
"""將飛船在屏幕居中"""
self.center = self.screen_rect.centerx
def blitme(self):
"""在指定位置繪制飛船"""
self.screen.blit(self.image, self.rect)
# 創(chuàng)建一個(gè)Alien類
class Alien(Sprite):
"""表示單個(gè)外星人的類"""
def __init__(self, ai_settings, screen):
"""初始化外星人并設(shè)置其起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載外星人圖像,并設(shè)置其rect屬性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每個(gè)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
# 存儲(chǔ)外星人的準(zhǔn)確位置
self.x = float(self.rect.x)
def check_edges(self):
"""如果外星人位于屏幕邊緣,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(dòng)外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
def blitme(self):
"""在指定位置繪制外星人"""
self.screen.blit(self.image, self.rect)
def get_number_aliens_x(ai_settings, alien_width):
"""計(jì)算每行可容納多少個(gè)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(jì)算屏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):
"""創(chuàng)建一個(gè)外星人并將其放在當(dāng)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, screen, ship, aliens):
"""創(chuàng)建外星人群"""
# 創(chuàng)建一個(gè)外星人,并計(jì)算一行可容納多少個(gè)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)
# 創(chuàng)建外星人群
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# 創(chuàng)建一個(gè)外星人并將其加入當(dāng)前行
create_alien(ai_settings, screen, aliens, alien_number, row_number)
class Bullet(Sprite):
"""一個(gè)對(duì)飛船發(fā)射的子彈進(jìn)行管理的類"""
def __init__(self, ai_settings, screen, ship):
"""在飛船所處的位置創(chuàng)建一個(gè)子彈對(duì)象"""
super(Bullet, self).__init__()
self.screen = screen
# 在(0, 0)處創(chuàng)建一個(gè)表示子彈的矩形,再設(shè)置正確的位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 存儲(chǔ)用小數(shù)表示的子彈位置
self.y = float(self.rect.y)
# 設(shè)置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(dòng)子彈"""
# 更新表示子彈位置的小數(shù)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):
"""在屏幕上繪制子彈"""
pygame.draw.rect(self.screen, self.color, self.rect)
# 管理事件,設(shè)置兩個(gè)函數(shù),一個(gè)處理KEYDOWN事件,一個(gè)處理KEYUP事件
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""響應(yīng)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, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
"""響應(yīng)松開"""
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, screen, stats, sb, play_button, ship, aliens, bullets):
"""響應(yīng)按鍵和鼠標(biāo)事件"""
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):
"""在玩家單擊Play按鈕時(shí)開始新游戲"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置游戲設(shè)置
ai_settings.initialize_dynamic_settings()
# 隱藏光標(biāo)
pygame.mouse.set_visible(False)
# 重置游戲統(tǒng)計(jì)信息
stats.reset_stats()
stats.game_active = True
# 重置記分牌圖像
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()
# 創(chuàng)建一群新的外星人,并讓飛船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def fire_bullets(ai_settings, screen, ship, bullets):
"""如果還沒有到達(dá)限制,就發(fā)射一顆子彈"""
# 創(chuàng)建一顆子彈,并將其加入到編組bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""響應(yīng)子彈和外星人的碰撞"""
# 如果是這樣,就刪除相應(yīng)的子彈和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
# 消除已有的子彈,加快游戲節(jié)奏,并創(chuàng)建一群新的外星人
# 如wan果整群外星人都被消滅,就提高一個(gè)等級(jí)
bullets.empty()
ai_settings.increase_speed()
# 提高等級(jí)
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, 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, screen, stats, sb, ship, aliens, bullets):
"""更新子彈位置,并刪除已消失的子彈"""
# 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, screen, stats, sb, ship, aliens, bullets)
def change_fleet_direction(ai_settings, aliens):
"""將整群外星人向下移,并改變它們的方向"""
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(dá)邊緣時(shí)采取響應(yīng)的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""響應(yīng)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()
# 創(chuàng)建一群新的外星人,并將飛船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, 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, screen, stats, sb, ship, aliens, bullets):
"""檢查是否有外星人到達(dá)了屏幕底端"""
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(jìn)行處理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""檢查是否有外星人位于屏幕邊緣,并更新整群外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 檢測(cè)外星人和飛船之間的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 檢查是否有外星人到達(dá)屏幕底端
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
class GameStats():
"""跟蹤游戲的統(tǒng)計(jì)信息"""
def __init__(self, ai_settings):
"""初始化統(tǒng)計(jì)信息"""
self.ai_settings = ai_settings
self.reset_stats()
# 游戲剛啟動(dòng)時(shí)處于非活躍狀態(tài),為了添加Play按鈕
self.game_active = False
# 在任何情況下都不應(yīng)重置最高得分
self.high_score = 0
def reset_stats(self):
"""初始化在游戲運(yùn)行期間可能變化的統(tǒng)計(jì)信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
class Scoreboard():
"""顯示得分信息的類"""
def __init__(self, ai_settings, screen, 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
# 顯示得分信息時(shí)使用的字體設(shè)置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 準(zhǔn)備包含最高得分和當(dāng)前得分的圖像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""將得分轉(zhuǎn)換為一幅渲染的圖像"""
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)
# 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 = 20
def prep_high_score(self):
"""將最高得分轉(zhuǎn)換為渲染的圖像"""
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)
# 將最高得分放在屏幕中央
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(jí)轉(zhuǎn)換為渲染的圖像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
# 將等級(jí)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):
"""顯示還余下多少艘飛船"""
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):
"""在屏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)
# 繪制飛船
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, ai_settings, screen, msg):
"""初始化按鈕的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
# 設(shè)置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, 255) # 白色
self.font = pygame.font.SysFont(None, 48) # 使用默認(rèn)、48號(hào)字體
# 創(chuàng)建按鈕的rect對(duì)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(biāo)簽只需創(chuàng)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(gè)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)
# 更新屏幕上的圖像,并切換到新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
"""更新屏幕上的圖像,并切換到新屏幕"""
# 每次循環(huán)時(shí)都重新繪制屏幕
screen.fill(ai_settings.bg_color)
# 在飛船和外星人后面重新繪制所有子彈
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 顯示得分
sb.show_score()
# 如果游戲處于非活躍狀態(tài),就繪制Play按鈕
if not stats.game_active:
play_button.draw_button()
# 讓最近繪制的屏幕可見
pygame.display.flip()
def run_game():
# 初始化游戲并創(chuàng)建一個(gè)屏幕對(duì)象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invation")
# 創(chuàng)建一艘飛船
ship = Ship(ai_settings, screen)
# 創(chuàng)建一個(gè)外星人
alien = Alien(ai_settings, screen)
# 創(chuàng)建一個(gè)用于存儲(chǔ)子彈的編組
bullets = Group()
# 創(chuàng)建一個(gè)外星人編組
aliens = Group()
# 創(chuàng)建一個(gè)外星人群
create_fleet(ai_settings, screen, ship, aliens)
# 創(chuàng)建存儲(chǔ)游戲統(tǒng)計(jì)信息的實(shí)例,并創(chuàng)建記分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 創(chuàng)建Play按鈕
play_button = Button(ai_settings, screen, "Play")
# 開始游戲的主循環(huán)
while True:
check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
ship.update()
update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets)
update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
結(jié)果如下圖所示:

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