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python實現(xiàn)飛機大戰(zhàn)游戲(pygame版)

發(fā)布時間:2020-08-31 10:19:32 來源:腳本之家 閱讀:253 作者:king0964 欄目:開發(fā)技術(shù)

簡介

使用python實現(xiàn)pygame版的飛機大戰(zhàn)游戲;

環(huán)境:Windows系統(tǒng)+python3.8.0

游戲規(guī)則:

1.點擊“PLAY”或者按鍵“P”開始游戲;

2.敵機根據(jù)設(shè)置頻率從頂部隨機位置生成,生成后向下移動;

3.飛船在底部中間生成,玩家使用上下左右鍵控制飛船移動,敲擊空格鍵發(fā)射子彈;

4.子彈打到敵機,該敵機產(chǎn)生爆炸效果并累計分?jǐn)?shù)到右上角;

5.消滅10只飛機后,等級升高,敵機生成頻率變快,下落速度也變快;

6.當(dāng)三條命都消失了,游戲結(jié)束。

游戲運行效果如下:

python實現(xiàn)飛機大戰(zhàn)游戲(pygame版)

實現(xiàn)過程

1.新建文件“file.py”,用來存儲信息到文件和讀取文件的信息,本例用來存儲和讀取最高分;

import pickle
# filename = 'file/stats.pkl'
# 存儲信息到文件
def save_file(obj, filename):
 statsObj = load_file(filename)
 if statsObj == 0:
 # 不存在文件時,直接保存字典
 with open(filename, 'wb') as f:
  pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)
 else:
 # 存在文件時,只修改文件中的最高分
 for key, val in statsObj.items():
  # 獲取文件最高分的值(當(dāng)文件字段不止一個時候使用)
  if key == 'highScore':
  statsObj[key] = obj['highScore']
 obj = statsObj
 with open(filename, 'wb') as f:
 pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)
 
# 讀取信息
def load_file(filename):
 try:
 with open(filename, 'rb') as f:
  return pickle.load(f)
 except FileNotFoundError:
 # 不存在文件則輸入錯誤信息
 msg = "Sorry, the file " + filename + " does not exist."
 print(msg)
 return 0
 
# obj = {'highScore': 20, 'points': 5}
# obj = {'highScore': 50}
# save_file(obj, filename)
# filedata = load_file(filename)
# print(filedata)

2.k新建文件settings.py,用來定義一些必須的基本屬性和初始值;

import file as f
class Settings():
 def __init__(self):
 self.screen_width = 480
 self.screen_height = 660
 self.bg_color = (230, 230, 230)
 # 子彈設(shè)置(寬、高、顏色、最大數(shù)量) 
 self.bullet_width = 5
 self.bullet_height = 15
 self.bullet_color = 255, 255, 255
 # 敵機移動頻率
 self.enemy_frequency = 0
 # 加快游戲節(jié)奏的速度
 self.speedup_scale = 1.1
 # 分?jǐn)?shù)的提高速度
 self.score_scale = 1.5
 
 self.initialize_settings()
 # 初始化統(tǒng)計信息
 self.reset_stats()
 # 統(tǒng)計信息文件路徑
 self.filename = 'file/stats.pkl'
 # 游戲剛啟動時處于非活動狀態(tài)
 self.game_active = False
 # 讀取文件的最高分,在任何情況下都不應(yīng)重置最高得分
 statsObj = f.load_file(self.filename)
 if statsObj == 0:
  # 不存在文件則顯示最高分0
  highScore = 0
 else:
  for key, val in statsObj.items():
  # 獲取文件最高分的值(當(dāng)文件字段不止一個時候使用)
  if key == 'highScore':
   highScore = val
 self.high_score = highScore
  
 def initialize_settings(self):
 """初始化隨游戲進(jìn)行而變化的設(shè)置"""
 self.player_move_speed = 2.5
 self.bullet_speed = 3
 self.enemy_move_speed = 1
 # 記分
 self.one_points = 50
 def increase_speed(self):
 """提高速度設(shè)置"""
 # self.player_move_speed *= self.speedup_scale
 self.bullet_speed *= self.speedup_scale
 self.enemy_move_speed *= self.speedup_scale
 self.one_points = int(self.one_points * self.score_scale)
 def reset_stats(self):
 """初始化在游戲運行期間可能變化的統(tǒng)計信息"""
 # 可射失的數(shù)量
 self.player_limit = 3
 # 射擊分?jǐn)?shù)
 self.score = 0
 # 等級
 self.level = 1
 # 打中多少矩形升一級
 self.level_number = 10
 # 生成敵機頻率間隔
 self.enemy_frequency_space = 50

3.新建文件enemy.py,用來定義敵機類(位置topleft隨機生成)和聲明方法move;

import pygame
import random
from pygame.sprite import Sprite
class Enemy(Sprite):
 def __init__(self, enemy_down_imgs, settings):
 super(Enemy, self).__init__()
 self.image = pygame.image.load('images/enemy1.png')
 self.rect = self.image.get_rect() 
 self.rect.topleft = [random.randint(0, settings.screen_width - self.rect.width), 0]
 self.down_imgs = enemy_down_imgs
 self.speed = settings.enemy_move_speed
 self.down_index = 0
 
 # 敵機移動,邊界判斷及刪除在游戲主循環(huán)里處理
 def move(self):
 self.rect.top += self.speed

4.新建文件player.py,用來定義玩家類(可上下左右移動)和相應(yīng)的方法;

import pygame
from pygame.sprite import Sprite
class Player(Sprite):
 def __init__(self, settings, screen):
 super(Player, self).__init__()
 self.settings = settings
 self.screen = screen
 self.screen_rect = self.screen.get_rect()
 # 引入飛船圖片并定位
 self.image = pygame.image.load('images/player.png') 
 self.rect = self.image.get_rect()
 self.rect.centerx = self.screen_rect.centerx
 self.rect.bottom = self.screen_rect.bottom
 
 # 移動標(biāo)志
 self.move_left = False
 self.move_right = False
 self.move_down = False
 self.move_up = False
 def rotate(self, angle):
 # 圖片旋轉(zhuǎn)
 self.image = pygame.transform.rotate(self.image, angle)
 def scale(self, multiple):
 # 圖片縮放
 self.image = pygame.transform.smoothscale(self.image, (multiple, multiple))
 def update(self):
 if self.move_left and self.rect.left > self.screen_rect.left:
 self.rect.centerx -= self.settings.player_move_speed
 if self.move_right and self.rect.right < self.screen_rect.right:
 self.rect.centerx += self.settings.player_move_speed
 if self.move_down and self.rect.bottom < self.screen_rect.bottom:
 self.rect.centery += self.settings.player_move_speed
 if self.move_up and self.rect.top > 0:
 self.rect.centery -= self.settings.player_move_speed
 def draw_player(self):
 """繪制飛船到屏幕"""
 self.screen.blit(self.image, self.rect)

5.新建文件“bullet.py”,用來定義子彈類(位置在飛船的頂部,并往上移動)和相應(yīng)的方法;

import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
 """ 一個對飛船發(fā)射的子彈進(jìn)行管理的類 """
 def __init__(self, settings, screen, player):
 """ 在飛船所處的位置創(chuàng)建一個子彈對象 """
 super(Bullet, self).__init__()
 self.screen = screen
 # 在 (0,0) 處創(chuàng)建一個表示子彈的矩形,再設(shè)置正確的位置
 self.rect = pygame.Rect(0, 0, settings.bullet_width, settings.bullet_height)
 self.rect.centerx = player.rect.centerx
  # 飛船頂部
 self.rect.bottom = player.rect.top
 # 存儲用小數(shù)表示的子彈位置
 self.y = float(self.rect.y)
 self.color = settings.bullet_color
 self.speed = settings.bullet_speed
 def update(self):
 """向上移動子彈"""
 # 更新表示子彈位置的小數(shù)值(子彈往右)
 self.y -= self.speed
 # 更新表示子彈的rect的位置
 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)

6.新建文件“button.py”,用來定義按鈕類和相應(yīng)方法,本例使用于繪制“PLAY”按鈕;

import pygame.font
class Button():
 def __init__(self, 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 = 100, 30
 self.button_color = (216, 30, 6)
 self.text_color = (255, 255, 255)
 self.font = pygame.font.SysFont(None, 36)
 # 創(chuàng)建按鈕的rect對象,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)

7.新建文件“scoreboard.py”,用來定義記分板,本例使用于繪制左上角飛船(生命數(shù))、頂部中間的“最高分”、右上角的“積分”和“等級”;

import pygame.font
from pygame.sprite import Group
from player import Player
class Scoreboard():
 """顯示得分信息的類"""
 def __init__(self, settings, screen):
 """初始化顯示得分涉及的屬性"""
 self.screen = screen
 self.screen_rect = screen.get_rect()
 self.settings = settings
 # 顯示得分信息時使用的字體設(shè)置
 self.text_color = (255, 255, 255)
 self.font = pygame.font.SysFont(None, 30)
 # 飛船縮放值
 self.scaleValue = 20
 # 準(zhǔn)備初始得分圖像\最高得分\等級
 self.prep_score()
 self.prep_high_score()
 self.prep_level()
 self.prep_players()
 def prep_score(self):
 """將得分轉(zhuǎn)換為渲染的圖像"""
 rounded_score = int(round(self.settings.score, -1))
 score_str = '{:,}'.format(rounded_score)
 self.score_image = self.font.render(score_str, True, self.text_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 = 10
 def prep_high_score(self):
 """ 將最高得分轉(zhuǎn)換為渲染的圖像 """
 high_score = int(round(self.settings.high_score, -1))
 high_score_str = "{:,}".format(high_score)
 self.high_score_image = self.font.render(high_score_str, True, self.text_color)
 # 將最高得分放在屏幕頂部中央
 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.score_rect.top
 def prep_level(self):
 """將等級轉(zhuǎn)換為渲染的圖像"""
 self.level_image = self.font.render(str(self.settings.level), True, self.text_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_players(self):
 """ 顯示還余下多少艘飛船 """
 self.players = Group()
 for player_number in range(self.settings.player_limit):
  player = Player(self.settings, self.screen)
 
  # 縮放球大小并賦值位置
  player.scale(self.scaleValue)
  player.rect.x = 10 + player.rect.width * player_number * 0.5
  player.rect.y = self.score_rect.top
  self.players.add(player)
 def show_score(self):
 """在屏幕上顯示得分"""
 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.players.draw(self.screen)

8.新建文件“game_functions.py”,存放跟游戲有關(guān)的所有業(yè)務(wù)邏輯函數(shù)(代碼有詳細(xì)的注釋信息);

import sys
import pygame
from bullet import Bullet
from enemy import Enemy
import file as f
 
# 事件
def check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound):
 """ 響應(yīng)按鍵和鼠標(biāo)事件 """
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
  save_file(settings)
  sys.exit()
 elif event.type == pygame.KEYDOWN:
  check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound)
 elif event.type == pygame.KEYUP:
  check_keyup_events(event, player)
 elif event.type == pygame.MOUSEBUTTONDOWN:
  mouse_x, mouse_y = pygame.mouse.get_pos()
  check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y)
def check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound):
 """ 響應(yīng)按鍵 """
 if event.key == pygame.K_DOWN:
 player.move_down = True
 elif event.key == pygame.K_UP:
 player.move_up = True
 elif event.key == pygame.K_LEFT:
 player.move_left = True
 elif event.key == pygame.K_RIGHT:
 player.move_right = True
 elif event.key == pygame.K_SPACE:
 fireSound.play()
 # 點擊空格鍵創(chuàng)建一顆子彈
 fire_bullet(settings, screen, player, bullets)
 elif event.key == pygame.K_p:
 start_game(settings, scoreboard)
 elif event.key == pygame.K_q:
 save_file(settings)
 sys.exit()
def check_keyup_events(event, player):
 """ 響應(yīng)松開 """
 if event.key == pygame.K_DOWN:
 player.move_down = False
 elif event.key == pygame.K_UP:
 player.move_up = False
 elif event.key == pygame.K_LEFT:
 player.move_left = False
 elif event.key == pygame.K_RIGHT:
 player.move_right = False
def check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y):
 """在玩家單擊Play按鈕時開始新游戲"""
 button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
 if button_clicked and not settings.game_active:
 start_game(settings, scoreboard)
def start_game(settings, scoreboard):
 """開始游戲"""
 # 重置游戲設(shè)置
 settings.initialize_settings()
 # 隱藏光標(biāo)
 pygame.mouse.set_visible(False)
 # 重置游戲統(tǒng)計信息
 settings.reset_stats() 
 settings.game_active = True
 # 重置記分牌圖像
 scoreboard.prep_score()
 scoreboard.prep_high_score()
 scoreboard.prep_level()
 scoreboard.prep_players()
def save_file(settings):
 # 保持文件
 obj = {'highScore': settings.high_score}
 f.save_file(obj, settings.filename)
 
# 敵機
def update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound): 
 # 生成敵機,需要控制生成頻率
 if settings.enemy_frequency % settings.enemy_frequency_space == 0: 
 enemy1 = Enemy(enemy_down_imgs, settings)
 enemies.add(enemy1)
 settings.enemy_frequency += 1
 if settings.enemy_frequency >= 100:
 settings.enemy_frequency = 0
 for enemy in enemies:
 # 移動敵機
 enemy.move()
 # 敵機與玩家飛機碰撞效果處理 兩個精靈之間的圓檢測
 if pygame.sprite.collide_circle(enemy, player):
  enemies_down.add(enemy)
  enemies.remove(enemy)
  settings.player_limit -= 1
  scoreboard.prep_players()
  break
 # 移動出屏幕后刪除飛機
 if enemy.rect.top < 0:
  enemies.remove(enemy)
 # 敵機被子彈擊中效果處理
 # 將被擊中的敵機對象添加到擊毀敵機 Group 中,用來渲染擊毀動畫
 # 方法groupcollide()是檢測兩個精靈組中精靈們的矩形沖突
 enemies1_down = pygame.sprite.groupcollide(enemies, bullets, True, True)
 if enemies1_down:
 explosiveSound.play()
 # 計算分?jǐn)?shù)并渲染
 for enemys in enemies1_down.values():
  settings.score += settings.one_points * len(enemys)
  scoreboard.prep_score()
 # 渲染最高分
 check_high_score(settings, scoreboard)
 # 等達(dá)到等級數(shù)量升級并渲染新等級
 settings.level_number -= 1
 
 if settings.level_number == 0:
  settings.increase_speed()
  settings.level += 1
  scoreboard.prep_level()
  # 還原為4(同settings一致)
  settings.level_number = 10
  # 加快生成敵機  
  if settings.enemy_frequency_space > 10:
  settings.enemy_frequency_space -= 10
 # 遍歷key值 返回的碰撞敵機
 for enemy_down in enemies1_down:
 # 點擊銷毀的敵機到列表
 enemies_down.add(enemy_down)
 # 敵機被子彈擊中效果顯示
 for enemy_down in enemies_down:
 if enemy_down.down_index == 0:
  pass
 if enemy_down.down_index > 7:
  enemies_down.remove(enemy_down)
  continue
 #顯示碰撞圖片
 screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)
 enemy_down.down_index += 1
 # 顯示精靈
 enemies.draw(screen) 
 
# 子彈
def fire_bullet(settings, screen, player, bullets):
 """創(chuàng)建子彈"""
 new_bullet = Bullet(settings, screen, player)
 bullets.add(new_bullet)
def update_bullets(screen, bullets):
 """更新子彈的位置,并刪除已消失的子彈"""
 # 更新子彈的位置
 bullets.update()
 
 # 刪除已消失的子彈并同時更新飛船的生命
 for bullet in bullets.copy():
 if bullet.rect.top < screen.get_rect().top:
  bullets.remove(bullet)
 
# 分?jǐn)?shù)
def check_high_score(settings, scoreboard):
 """檢查是否誕生了新的最高得分"""
 if settings.score > settings.high_score:
 settings.high_score = settings.score
 scoreboard.prep_high_score()
 
# 屏幕
def update_screen(settings, screen, player, play_button, scoreboard, enemies, bullets):
 """ 更新屏幕上的圖像,并切換到新屏幕 """
 # 繪制飛船到屏幕
 player.draw_player()
 # 繪制子彈到屏幕 
 for bullet in bullets.sprites():
 bullet.draw_bullet()
 # 渲染記分牌信息
 scoreboard.show_score()
 # 
 if settings.player_limit == 0:
 settings.game_active = False
 settings.reset_stats()
 # 清空矩形列表和子彈列表
 enemies.empty()
 bullets.empty()
 
 screen_rect = screen.get_rect()
 player.rect.centerx = screen_rect.centerx
 player.rect.bottom = screen_rect.bottom
 
 # 如果游戲處于非活動狀態(tài),就繪制 Play 按鈕
 if not settings.game_active:
 play_button.draw_button()
 # 讓最近繪制的屏幕可見
 pygame.display.flip()

9.新建文件shootingenemy.py,主函數(shù)用來初始化程序,并同步更新程序的信息;

import pygame
from pygame.sprite import Group
from settings import Settings
from button import Button
from player import Player
import game_functions as gf
from scoreboard import Scoreboard
 
def run_game():
 pygame.init()
 # 初始化全部音頻,并加載爆炸聲音樂
 pygame.mixer.init()
 # 等待1s
 pygame.time.delay(1000)
 pygame.mixer.music.load('file/bgsound.mp3')
 # -1代表無限循環(huán)(背景音樂)
 pygame.mixer.music.play(-1)
 # 爆炸聲
 explosiveSound = pygame.mixer.Sound('file/explosiveSound.wav')
 # 槍聲
 fireSound = pygame.mixer.Sound('file/fireSound.wav')
 # 游戲循環(huán)幀率設(shè)置
 clock = pygame.time.Clock()
 
 settings = Settings()
 screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
 # 全屏顯示
 # screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
 pygame.display.set_caption('飛機大戰(zhàn)')
 # 左上角圖標(biāo)
 ic_launcher = pygame.image.load('images/ic_launcher.png').convert_alpha()
 pygame.display.set_icon(ic_launcher)
 # 背景圖
 background = pygame.image.load('images/background.png').convert_alpha()
 
 # 敵機圖片
 enemy_img1= pygame.image.load('images/enemy1.png')
 enemy_img2= pygame.image.load('images/enemy2.png')
 enemy_img3= pygame.image.load('images/enemy3.png')
 enemy_img4= pygame.image.load('images/enemy4.png')
 # 敵機不同狀態(tài)的圖片列表,多張圖片展示為動畫效果
 enemy_down_imgs = []
 enemy_down_imgs.append(enemy_img1)
 enemy_down_imgs.append(enemy_img2)
 enemy_down_imgs.append(enemy_img3)
 enemy_down_imgs.append(enemy_img4)
 # 儲存敵機
 enemies = Group()
 # 存儲被擊毀的飛機,用來渲染擊毀動畫
 enemies_down = Group() 
 
 # 創(chuàng)建Play按鈕
 play_button = Button(screen, 'Play')
 
 # 創(chuàng)建飛船
 player = Player(settings, screen)
 # 創(chuàng)建子彈的編組
 bullets = Group()
 # 創(chuàng)建記分牌
 scoreboard = Scoreboard(settings, screen)
 
 while True:
 # 繪制背景
 screen.blit(background, (0, 0))
 # 控制游戲最大頻率
 clock.tick(60)
 
 # 檢查玩家輸入(不加會導(dǎo)致一直加載)
 gf.check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound)
 if settings.game_active:
  # 更新飛船位置
  player.update()
  # 更新敵機
  gf.update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound)
  # 更新子彈位置
  gf.update_bullets(screen, bullets)
 # 更新屏幕信息
 gf.update_screen(settings, screen, player, play_button, scoreboard, enemies, bullets)
 
run_game(), 

10.在文件shootingenemy.py目錄路徑下,執(zhí)行命令“python shootingenemy.py”彈出窗口,即可對其操作游玩。

結(jié)語

該游戲加入了背景音樂、射擊聲、子彈射中敵機的爆炸聲和爆炸效果、生命數(shù)、積分、等級、最高分和開始按鈕等元素,大家也可以自行加入其它好玩的元素。

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持億速云。

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