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  • python实战===如何优雅的打飞机

     这是一个打飞机的游戏,结构如下:

    其中images中包含的素材为

      命名为alien.png

          命名为ship.png

    游戏效果运行是这样的:

    敌军,也就是体型稍微大点的,在上方左右移动,并且有规律向下移动。我军目标,消灭所有飞机。但是屏幕上最多只展现3颗子弹。

    一旦,我军飞机与敌军飞机碰撞,或者敌军飞机抵达底部。我军损失一条生命,一共三条。

    敌军飞机全部消灭完,则到下一关,移动速度会更快。

    我军每消灭一架敌军飞机获得积分,积分最高者会在界面显示。

    游戏源码如下:

    #alien_invasion.py  
    #主程序文件
    """ 创建Pygame窗口响应以及用户输入 """ import pygame from settings import Settings from ship import Ship import game_functions as gf from pygame.sprite import Group from alien import Alien from game_stats import GameStats from button import Button from Scoreboard import Scoreboard def run_game(): #初始化游戏并且创建一个屏幕对象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") #创建play按钮 play_button = Button(ai_settings, screen, "PLAY~") #创建一个用户存储游戏统计信息的实例 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) #创建一艘飞船 ship = Ship(ai_settings,screen) #创建一个用户存储子弹的编组 bullets = Group() #创建一个外星人 aliens = Group() #创建外星人群 gf.create_fleet(ai_settings, screen,ship, aliens) #开始游戏主循环 while True: #监视键盘和鼠标事件 gf.check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets) if stats.game_active: ship.update() #删除已消失的子弹 gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_screen(ai_settings, screen,stats, sb, ship, aliens, bullets, play_button) #让最近绘制的屏幕可见 pygame.display.flip() run_game()
    #alien.py
    
    import pygame
    from pygame.sprite import Sprite
    
    
    class Alien(Sprite):
        def __init__(self,ai_settings, screen ):
            """初始化外星人并且设置起始位置"""
            super().__init__()
            self.screen = screen
            self.ai_settings = ai_settings
    
            #加载外星人图像,并且设置其rect属性
            self.image = pygame.image.load("images/alien.png")
            self.rect = self.image.get_rect()
    
            #每个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
    
            #存储外星人的准确位置
            self.x = float(self.rect.x)
    
    
        def blitme(self):
            """在指定位置绘制外星人"""
            self.screen.blit(self.image, self.rect)
    
        def check_edges(self):
            """如果外星人出于屏幕边缘,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):
            """向左或者右移动的外星人"""
            self.x += (self.ai_settings.alien_speed_factor * 
                self.ai_settings.fleet_direction)
            self.rect.x = self.x
    #bullet.py
    
    
    import pygame
    from   pygame.sprite   import Sprite  
    
    class Bullet(Sprite):
        """一个对飞船发射的子弹进行管理的类"""
        """Bullet类继承了我们从模块pygame.sprite中导入的Sprite类"""
    
        def __init__(self, ai_settings, screen, ship):
            """在飞船所处的位置创建一个子弹对象"""
    
            """为创建子弹实例,需要向__init__()传递
            ai_settings、screen和ship实例,还调用了super()来继承Sprite。
            """
            super().__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
            我们创建了子弹的属性rect。子弹并非基于图像的,因此我们必须使用pygame.Rect()
            类从空白开始创建一个矩形
            """
            self.rect = pygame.Rect(
                0,0,ai_settings.bullet_width,ai_settings.bullet_height)
            self.rect.centerx = ship.rect.centerx  #将子弹的centerx设置为飞船的rect.centerx
            self.rect.top = ship.rect.top         #子弹的rect的top属性设置为飞船的rect的top属性
    
    
            #存储用小数表示的子弹位置
            self.y = float(self.rect.y)
    
            self.color = ai_settings.bullet_color
            self.speed_factor = ai_settings.bullet_speed_factor
    
    
        def update(self):
            """向上移动子弹"""
            #更新表示移动子弹的位置的小数值
            self.y -= self.speed_factor
            #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)
    #button.py
    
    
    import pygame.font
    
    class Button():
        def __init__(self, ai_settings, 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 = 200, 50
            self.button_color = (0, 250, 0)
            self.text_color = (255, 255, 255)
            self.font = pygame.font.SysFont(None, 48)
    
            #创建按钮的rect对象,并且让它居中
            self.rect = pygame.Rect(0, 0, self.width, self.height)
            self.rect.center = self.screen_rect.center
    
    
            #按钮的标签只需要创建一次
            self.prep_msg(msg)
    
        
        def prep_msg(self, msg):
    
            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)
    #game_functions.py
    
    
    import sys
    import pygame
    from bullet import Bullet
    from alien import Alien
    from time import sleep
    
    def check_keydown_events(event, ai_settings,screen,ship,bullets):
        """响应按键"""
        if event.key == pygame.K_RIGHT:
            #向右→移动
            ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            #向左移动
            ship.moving_left = True
        elif event.key == pygame.K_SPACE:
            # 创建一颗子弹,并将其加入到编组bullets中
            fire_bullet(ai_settings, screen, ship, bullets)
        elif event.key == pygame.K_q:
            sys.exit()
    
    
    def check_keyup_events(event, ship):
        """响应松开"""
        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):
        """响应和鼠标按键"""
        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):
        
        button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
        if button_clicked and not stats.game_active:
            # 重置游戏设置
            ai_settings.initialize_dynamic_settings()
            # 隐藏光标
            pygame.mouse.set_visible(False)
            #重置游戏
            stats.reset_start()
            stats.game_active = True
    
            #重置记分牌图像
            sb.prep_score()
            sb.prep_high_score()
            sb.prep_level()
            sb.prep_ships()
    
    
            # 清空外星人列表和子弹列表
            aliens.empty()
            bullets.empty()
    
            # 创建一群新的外星人,并让飞船居中
            create_fleet(ai_settings, screen, ship, aliens)
            ship.center_ship()
    
    
    
    def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,play_button):
        """更新屏幕的图像,并且切换到新的屏幕"""
        #每次循环时都会重新绘屏
        screen.fill(ai_settings.bg_color)
        for bullet in bullets.sprites():
            bullet.draw_bullet()
    
        ship.blitme()
        aliens.draw(screen)
        #显示得分
        sb.show_score()
        
        # 如果游戏处于非活动状态,就绘制Play按钮
        if not stats.game_active:
            play_button.draw_button()
    
        #让最近绘制的屏幕可见
        pygame.display.flip()
    def update_bullets(ai_settings, screen,stats, sb, ship, aliens, bullets):
        """更新子弹的位置,并且删除已消失的子弹
        在for循环中,不应从列表或编组中删除条目,因此必须遍历编组的副本。
        我们使用了方法copy()来设置for循环
        """
        bullets.update()
        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 check_bullet_alien_collisions(
        ai_settings, screen, stats, sb, ship, aliens, bullets):
        #检查子弹是否打中飞机
        collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
        if len(aliens) == 0:
            #删除现有的子弹并新建一群外星人
            bullets.empty()
            ai_settings.increase_speed()  #新游戏加速
            #print(ai_settings.alien_speed_factor)
            create_fleet(ai_settings, screen, ship, aliens)
    
            stats.level += 1
            sb.prep_level()
    
        if collisions:
            for aliens in collisions.values():
                stats.score += ai_settings.alien_points * len(aliens)
                sb.prep_score()
            check_high_score(stats, sb)
    
    
    
    
    def fire_bullet(ai_settings, screen, ship, bullets):
        """如果还没有到达限制,就发射一颗子弹"""
        #创建新子弹,并将其加入到编组bullets中
        if len(bullets) < ai_settings.bullets_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)
    
    
    
    def create_fleet(ai_settings, screen, ship, aliens):
        """创建外星人群"""
        #创建一个外星人并且计算一行可以容纳多少个外星人
        #外星人间距为外星人的宽度
        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)
    
    
    
        #创建第一行外星人
        for row_number in range(number_rows):
    
            for alien_number in  range(number_aliens_x):
                #创建一个外星人,并将其加入当前行列
                create_alien(ai_settings, screen, aliens, alien_number, row_number)
    
    
    
    def get_number_aliens_x(ai_settings, alien_width):
        """计算每行可以容纳多少飞机"""
        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 create_alien(ai_settings, screen, aliens, alien_number, row_number):  #这里的row_number来自哪里?
        """创建一个外星人并把它放在当前行列"""
        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 get_number_rows(ai_settings, ship_height, alien_hight):
        """计算屏幕可以容纳几行外星人"""
        available_space_y = (
            ai_settings.screen_height - (3*alien_hight) - ship_height)
        number_rows = int(available_space_y / (2*alien_hight))
        return number_rows
    
    
    def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
        """更新外星人的位置"""
        check_fleet_edges(ai_settings,aliens)
        aliens.update()
    
        #检测外星人和飞船之间的碰撞
        if pygame.sprite.spritecollideany(ship, aliens):
            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
    
        check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
    
    
    def check_fleet_edges(ai_settings, aliens):
        """有外星人撞到边缘时候采取的措施"""
        for alien in aliens.sprites():
            if alien.check_edges():
                change_fleet_direction(ai_settings, aliens)
                break
    
    
    
    def change_fleet_direction(ai_settings,aliens):
        """整体外星人向下移动,并且改变方向"""
        for alien in aliens.sprites():
            alien.rect.y += ai_settings.fleet_drop_speed
        ai_settings.fleet_direction *= -1
    
    def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
        """响应被外星人撞到的飞船"""
        #ship_left -1
        if stats.ship_left > 0:
            stats.ship_left -=1
    
            #清空外星人列表和子弹列表
            aliens.empty()
            bullets.empty()
    
            sb.prep_ships()
    
            #创建一群新的外星人,并将飞船放到屏幕底端中央
            create_fleet(ai_settings, screen, ship, aliens)
            ship.center_ship()
    
            #暂停
            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):
        """检查是否有外星人到达了屏幕底端"""
        screen_rect = screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                #和飞船被撞处理一样
                ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
                break
    
    
    def check_high_score(stats, sb):
        if stats.score > stats.high_score:
            stats.high_score = stats.score
            sb.prep_high_score()
    #game_stats.py
    
    
    class GameStats():
        """游戏统计信息"""
    
        def __init__(self,ai_settings):
            """初始化统计信息"""
            self.ai_settings = ai_settings
            self.reset_start()
            #游戏一开始就是非活动状态
            self.game_active = False
            # 在任何情况下都不应重置最高得分
            self.high_score = 0
    
        def reset_start(self):
            """初始化在游戏运行期间可能变化的统计信息"""
            self.ship_left = self.ai_settings.ship_limit
            self.score = 0
            self.level = 1
            
    #Scoreboard.py
    
    
    import pygame.font
    from pygame.sprite import Group
    from ship import Ship
    
    
    class Scoreboard():
        """显示信息得分的类"""
    
        def __init__(self, ai_settings, screen, stats):
    
            self.screen  = screen
            self.screen_rect = screen.get_rect()
            self.ai_settings = ai_settings
            self.stats = stats
    
            #显示得分信息时使用的字体设置
            self.text_color = (30, 30, 30)
            self.font = pygame.font.SysFont(None, 48)
    
            
            #准备初始得分图像 和最高得分
    
            self.prep_score()
            self.prep_high_score()
            self.prep_level()
            self.prep_ships()
    
    
    
        def prep_score(self):
            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)
    
            #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 = 20
    
    
        def show_score(self):
            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)
            self.ships.draw(self.screen)
    
    
        def prep_high_score(self):
            """渲染最高分为图像"""
            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)
    
            #最高得分在顶部中央
            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.screen_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.stats.level), True, 
                self.text_color, self.ai_settings.bg_color)
    
            #位置
            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):
    
            self.ships = Group()
            for ship_number in range(self.stats.ship_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)
    #settings.py
    
    
    
    class Settings():
        """
        存储游戏所有设置的类
        """
        def __init__(self):
            """初始化游戏的设置"""
            #屏幕设置
            self.screen_width = 1200
            self.screen_height = 800
            self.bg_color = (230, 230, 230)
            # 飞船的设置
            self.ship_speed_factor = 1.5
            self.ship_limit = 3
    
            #子弹设置
            self.bullet_speed_factor = 3  
            self.bullet_width = 1    #这里更改子弹的宽度
            self.bullet_height = 15
            self.bullet_color = 60, 60, 60
            self.bullets_allowed = 300   #这里更改子弹的个数
            # 外星人设置
    
            self.fleet_drop_speed = 10         #默认10
    
            # 以什么样的速度加快游戏节奏
            self.speedup_scale = 1.1
            #分数的提高速度
            self.score_scale = 1.5
    
            self.initialize_dynamic_settings()
    
    
        def initialize_dynamic_settings(self):
            #初始化随游戏进行而变化的设置
            self.ship_speed_factor = 1.5
            self.bullet_speed_factor = 3
            self.alien_speed_factor = 1
            # fleet_direction为1表示向右;为-1表示向左
            self.fleet_direction = 1
    
            #积分
            self.alien_points = 50
    
        def increase_speed(self):
            #提高速度设置
            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)
            print(self.alien_points)
    #ship.py
    
    
    
    import pygame
    from pygame.sprite import Sprite
    
    
    
    class Ship(Sprite):
    
        def __init__(self, ai_settings, screen):
            """初始化飞船并设置其初始位置"""
            super(Ship, self).__init__()
            self.screen = screen
            self.ai_settings = ai_settings
    
            #加载飞船图像并获取其外接矩形
            self.image = pygame.image.load('images/ship.png')       #加载图像
            self.rect = self.image.get_rect()           #获取图像的大小
            self.screen_rect = screen.get_rect()        #获取窗口的大小
    
            #将新船放在屏幕底部中央位置
            self.rect.centerx = self.screen_rect.centerx
            self.rect.bottom = self.screen_rect.bottom
    
            # 在飞船的属性center中存储小数值
            self.center = float(self.rect.centerx)
    
            #移动标志
            self.moving_right = False
            self.moving_left =   False
    
        def update(self):
            """根据移动标志调整飞船的位置"""
            # 更新飞船的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
            # 根据self.center更新rect对象
            self.rect.centerx = self.center
    
        def blitme(self):
            """在指定位置绘制飞船"""
            self.screen.blit(self.image, self.rect)
    
        def center_ship(self):
            """让飞船在屏幕上居中"""
            self.center = self.screen_rect.centerx

    顺便提一下

    如果有任何问题,你可以在这里找到我 ,软件测试交流qq群,209092584

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  • 原文地址:https://www.cnblogs.com/botoo/p/7912554.html
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