龙空技术网

python实现飞机大战游戏(pygame版)

东少笔记 145

前言:

眼前咱们对“python大战”大概比较重视,小伙伴们都想要了解一些“python大战”的相关文章。那么小编同时在网络上汇集了一些对于“python大战””的相关内容,希望你们能喜欢,姐妹们快快来了解一下吧!

示例简介

使用python实现pygame版的飞机大战游戏;

环境:Windows系统+python3.8.0

游戏规则:

1、点击“PLAY”或者按键“P”开始游戏;

2、敌机根据设置频率从顶部随机位置生成,生成后向下移动;

3、飞船在底部中间生成,玩家使用上下左右键控制飞船移动,敲击空格键发射子弹;

4、子弹打到敌机,该敌机产生爆炸效果并累计分数到右上角;

5、消灭10只飞机后,等级升高,敌机生成频率变快,下落速度也变快;

6、当三条命都消失了,游戏结束。

游戏运行效果如下:

实现过程

1、新建文件“file.py”,用来存储信息到文件和读取文件的信息,本例用来存储和读取最高分;

import pickle# filename = 'file/stats.pkl'# 存储信息到文件def save_file(obj, filename):    statsObj = load_file(filename)    if statsObj == 0:        # 不存在文件时,直接保存字典        with open(filename, 'wb') as f:            pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)    else:        # 存在文件时,只修改文件中的最高分        for key, val in statsObj.items():            # 获取文件最高分的值(当文件字段不止一个时候使用)            if key == 'highScore':                statsObj[key] = obj['highScore']        obj = statsObj    with open(filename, 'wb') as f:        pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)    # 读取信息def load_file(filename):    try:        with open(filename, 'rb') as f:            return pickle.load(f)    except FileNotFoundError:        # 不存在文件则输入错误信息        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、新建文件settings.py,用来定义一些必须的基本属性和初始值;

import file as fclass Settings():    def __init__(self):        self.screen_width = 480        self.screen_height = 660        self.bg_color = (230, 230, 230)        # 子弹设置(宽、高、颜色、最大数量)        self.bullet_width = 5        self.bullet_height = 15        self.bullet_color = 255, 255, 255        # 敌机移动频率        self.enemy_frequency = 0        # 加快游戏节奏的速度        self.speedup_scale = 1.1        # 分数的提高速度        self.score_scale = 1.5         self.initialize_settings()        # 初始化统计信息        self.reset_stats()        # 统计信息文件路径        self.filename = 'file/stats.pkl'        # 游戏刚启动时处于非活动状态        self.game_active = False        # 读取文件的最高分,在任何情况下都不应重置最高得分        statsObj = f.load_file(self.filename)        if statsObj == 0:            # 不存在文件则显示最高分0            highScore = 0        else:            for key, val in statsObj.items():                # 获取文件最高分的值(当文件字段不止一个时候使用)                if key == 'highScore':                    highScore = val        self.high_score = highScore             def initialize_settings(self):        """初始化随游戏进行而变化的设置"""        self.player_move_speed = 2.5        self.bullet_speed = 3        self.enemy_move_speed = 1        # 记分        self.one_points = 50    def increase_speed(self):        """提高速度设置"""        # 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):        """初始化在游戏运行期间可能变化的统计信息"""        # 可射失的数量        self.player_limit = 3        # 射击分数        self.score = 0        # 等级        self.level = 1        # 打中多少矩形升一级        self.level_number = 10        # 生成敌机频率间隔        self.enemy_frequency_space = 50

3、新建文件enemy.py,用来定义敌机类(位置topleft随机生成)和声明方法move;

import pygameimport randomfrom pygame.sprite import Spriteclass 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    # 敌机移动,边界判断及删除在游戏主循环里处理    def move(self):        self.rect.top += self.speed

4、新建文件player.py,用来定义玩家类(可上下左右移动)和相应的方法;

import pygamefrom pygame.sprite import Spriteclass Player(Sprite):    def __init__(self, settings, screen):        super(Player, self).__init__()        self.settings = settings        self.screen = screen        self.screen_rect = self.screen.get_rect()        # 引入飞船图片并定位        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         # 移动标志        self.move_left = False        self.move_right = False        self.move_down = False        self.move_up = False    def rotate(self, angle):        # 图片旋转        self.image = pygame.transform.rotate(self.image, angle)    def scale(self, multiple):        # 图片缩放        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):        """绘制飞船到屏幕"""        self.screen.blit(self.image, self.rect)

5、新建文件“bullet.py”,用来定义子弹类(位置在飞船的顶部,并往上移动)和相应的方法;

import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite):    """ 一个对飞船发射的子弹进行管理的类 """    def __init__(self, settings, screen, player):        """ 在飞船所处的位置创建一个子弹对象 """        super(Bullet, self).__init__()        self.screen = screen        #  在 (0,0) 处创建一个表示子弹的矩形,再设置正确的位置        self.rect = pygame.Rect(0, 0, settings.bullet_width, settings.bullet_height)        self.rect.centerx = player.rect.centerx            # 飞船顶部        self.rect.bottom = player.rect.top        # 存储用小数表示的子弹位置        self.y = float(self.rect.y)        self.color = settings.bullet_color        self.speed = settings.bullet_speed    def update(self):        """向上移动子弹"""        # 更新表示子弹位置的小数值(子弹往右)        self.y -= self.speed        # 更新表示子弹的rect的位置        self.rect.y = self.y    def draw_bullet(self):        """在屏幕上绘制子弹"""        pygame.draw.rect(self.screen, self.color, self.rect)

6、新建文件“button.py”,用来定义按钮类和相应方法,本例使用于绘制“PLAY”按钮;

import pygame.fontclass Button():    def __init__(self, screen, msg):        """初始化按钮的属性"""        self.screen = screen        self.screen_rect = screen.get_rect()        # 设置按钮的尺寸和其他属性        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)        # 创建按钮的rect对象,并使其居中        self.rect = pygame.Rect(0, 0, self.width, self.height)        self.rect.center = self.screen_rect.center        # 按钮的标签只需创建一次        self.prep_msg(msg)    def prep_msg(self, msg):        """将msg渲染为图像,并使其在按钮上居中"""        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):        # 绘制一个用颜色填充的按钮,再绘制文本        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”,用来定义记分板,本例使用于绘制左上角飞船(生命数)、顶部中间的“最高分”、右上角的“积分”和“等级”;

import pygame.fontfrom pygame.sprite import Groupfrom player import Playerclass Scoreboard():    """显示得分信息的类"""    def __init__(self, settings, screen):        """初始化显示得分涉及的属性"""        self.screen = screen        self.screen_rect = screen.get_rect()        self.settings = settings        # 显示得分信息时使用的字体设置        self.text_color = (255, 255, 255)        self.font = pygame.font.SysFont(None, 30)        # 飞船缩放值        self.scaleValue = 20        # 准备初始得分图像\最高得分\等级        self.prep_score()        self.prep_high_score()        self.prep_level()        self.prep_players()    def prep_score(self):        """将得分转换为渲染的图像"""        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)        # 将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):        """ 将最高得分转换为渲染的图像 """        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)        # 将最高得分放在屏幕顶部中央        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):        """将等级转换为渲染的图像"""        self.level_image = self.font.render(str(self.settings.level), True, self.text_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_players(self):        """ 显示还余下多少艘飞船 """        self.players = Group()        for player_number in range(self.settings.player_limit):            player = Player(self.settings, self.screen)             # 缩放球大小并赋值位置            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):        """在屏幕上显示得分"""        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)        #  绘制飞船        self.players.draw(self.screen)

8、新建文件“game_functions.py”,存放跟游戏有关的所有业务逻辑函数(代码有详细的注释信息);

import sysimport pygamefrom bullet import Bulletfrom enemy import Enemyimport file as f # 事件def check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound):    """ 响应按键和鼠标事件 """    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):    """ 响应按键 """    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()        # 点击空格键创建一颗子弹        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):    """ 响应松开 """    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 = Falsedef check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y):    """在玩家单击Play按钮时开始新游戏"""    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):    """开始游戏"""    # 重置游戏设置    settings.initialize_settings()    # 隐藏光标    pygame.mouse.set_visible(False)    # 重置游戏统计信息    settings.reset_stats()    settings.game_active = True    # 重置记分牌图像    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) # 敌机def update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound):    # 生成敌机,需要控制生成频率    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:        # 移动敌机        enemy.move()        # 敌机与玩家飞机碰撞效果处理 两个精灵之间的圆检测        if pygame.sprite.collide_circle(enemy, player):            enemies_down.add(enemy)            enemies.remove(enemy)            settings.player_limit -= 1            scoreboard.prep_players()            break        # 移动出屏幕后删除飞机        if enemy.rect.top < 0:            enemies.remove(enemy)    # 敌机被子弹击中效果处理    # 将被击中的敌机对象添加到击毁敌机 Group 中,用来渲染击毁动画    # 方法groupcollide()是检测两个精灵组中精灵们的矩形冲突    enemies1_down = pygame.sprite.groupcollide(enemies, bullets, True, True)    if enemies1_down:        explosiveSound.play()        # 计算分数并渲染        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)        # 等达到等级数量升级并渲染新等级        settings.level_number -= 1        if settings.level_number == 0:            settings.increase_speed()            settings.level += 1            scoreboard.prep_level()            # 还原为4(同settings一致)            settings.level_number = 10            # 加快生成敌机            if settings.enemy_frequency_space > 10:                settings.enemy_frequency_space -= 10    # 遍历key值 返回的碰撞敌机    for enemy_down in enemies1_down:        # 点击销毁的敌机到列表        enemies_down.add(enemy_down)    # 敌机被子弹击中效果显示    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        #显示碰撞图片        screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)        enemy_down.down_index += 1    # 显示精灵    enemies.draw(screen) # 子弹def fire_bullet(settings, screen, player, bullets):    """创建子弹"""    new_bullet = Bullet(settings, screen, player)    bullets.add(new_bullet)def update_bullets(screen, bullets):    """更新子弹的位置,并删除已消失的子弹"""    # 更新子弹的位置    bullets.update()     # 删除已消失的子弹并同时更新飞船的生命    for bullet in bullets.copy():        if bullet.rect.top < screen.get_rect().top:            bullets.remove(bullet) # 分数def check_high_score(settings, scoreboard):    """检查是否诞生了新的最高得分"""    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):    """ 更新屏幕上的图像,并切换到新屏幕 """    # 绘制飞船到屏幕    player.draw_player()    # 绘制子弹到屏幕    for bullet in bullets.sprites():        bullet.draw_bullet()    # 渲染记分牌信息    scoreboard.show_score()    #    if settings.player_limit == 0:        settings.game_active = False        settings.reset_stats()        # 清空矩形列表和子弹列表        enemies.empty()        bullets.empty()        screen_rect = screen.get_rect()        player.rect.centerx = screen_rect.centerx        player.rect.bottom = screen_rect.bottom        # 如果游戏处于非活动状态,就绘制 Play 按钮    if not settings.game_active:        play_button.draw_button()    # 让最近绘制的屏幕可见    pygame.display.flip()

9、新建文件shootingenemy.py,主函数用来初始化程序,并同步更新程序的信息;

import pygamefrom pygame.sprite import Groupfrom settings import Settingsfrom button import Buttonfrom player import Playerimport game_functions as gffrom scoreboard import Scoreboard def run_game():    pygame.init()    # 初始化全部音频,并加载爆炸声音乐    pygame.mixer.init()        # 等待1s    pygame.time.delay(1000)    pygame.mixer.music.load('file/bgsound.mp3')        # -1代表无限循环(背景音乐)    pygame.mixer.music.play(-1)        # 爆炸声    explosiveSound = pygame.mixer.Sound('file/explosiveSound.wav')        # 枪声    fireSound = pygame.mixer.Sound('file/fireSound.wav')    # 游戏循环帧率设置    clock = pygame.time.Clock()     settings = Settings()    screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))    # 全屏显示    # screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)    pygame.display.set_caption('飞机大战')    # 左上角图标    ic_launcher = pygame.image.load('images/ic_launcher.png').convert_alpha()    pygame.display.set_icon(ic_launcher)    # 背景图    background = pygame.image.load('images/background.png').convert_alpha()    # 敌机图片    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')    # 敌机不同状态的图片列表,多张图片展示为动画效果    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)    # 储存敌机    enemies = Group()    # 存储被击毁的飞机,用来渲染击毁动画    enemies_down = Group()    # 创建Play按钮    play_button = Button(screen, 'Play')     # 创建飞船    player = Player(settings, screen)    # 创建子弹的编组    bullets = Group()    # 创建记分牌    scoreboard = Scoreboard(settings, screen)     while True:        # 绘制背景        screen.blit(background, (0, 0))        # 控制游戏最大频率        clock.tick(60)        # 检查玩家输入(不加会导致一直加载)        gf.check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound)        if settings.game_active:            # 更新飞船位置            player.update()            # 更新敌机            gf.update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound)            # 更新子弹位置            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目录路径下,执行命令“python shootingenemy.py”弹出窗口,即可对其操作游玩。

结语

该游戏加入了背景音乐、射击声、子弹射中敌机的爆炸声和爆炸效果、生命数、积分、等级、最高分和开始按钮等元素,大家也可以自行加入其它好玩的元素。

标签: #python大战