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500行python代码实现飞机大战

来源:互联网 收集:自由互联 发布时间:2021-04-09
本文实例为大家分享了python代码实现飞机大战的具体代码,供大家参考,具体内容如下 import pygameimport sysfrom pygame.sprite import Spritefrom pygame.sprite import Groupfrom time import sleepimport pygame.fon

本文实例为大家分享了python代码实现飞机大战的具体代码,供大家参考,具体内容如下

import pygame
import sys
from pygame.sprite import Sprite
from pygame.sprite import Group
from time import sleep
import pygame.font
# 修改游戏的一些新设置
class Settings():
  """存储《外星人入侵》的所有设置的类"""
  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) # 浅灰色
    # 飞船的设置,移动1.5像素
    self.ship_limit = 3
    # 子弹设置---创建宽3像素、高15像素的深灰色子弹
    self.bullet_speed_factor = 3
    self.bullet_width = 3
    self.bullet_height = 15
    self.bullet_color = 60, 60, 60
    self.bullets_allowed = 3
    # 外星人设置
    self.fleet_drop_speed = 10
    # 以什么样的速度加快游戏节奏
    self.speedup_scale = 1.1
    # 外星人点数的提高速度
    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_direcction为1表示向右,为-1表示向左
    self.fleet_direction = 1
    # 计分
    self.alien_points = 50
  def increase_speed(self):
    """提高速度设置和外星人点数"""
    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)


# 创建一个ship类
class Ship(Sprite):
  def __init__(self, ai_settings, screen):
    """初始化飞船并设置其起始位置"""
    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.bmp')
    self.rect = self.image.get_rect() # 以矩形形式来获取相应的surface属性
    self.screen_rect = screen.get_rect()
    # 将每艘新飞船放在屏幕底部中央
    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----在后面加快游戏节奏时更细致地控制飞船的速度
    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 center_ship(self):
    """将飞船在屏幕居中"""
    self.center = self.screen_rect.centerx
  def blitme(self):
    """在指定位置绘制飞船"""
    self.screen.blit(self.image, self.rect)


# 创建一个Alien类
class Alien(Sprite):
  """表示单个外星人的类"""
  def __init__(self, ai_settings, screen):
    """初始化外星人并设置其起始位置"""
    super(Alien, self).__init__()
    self.screen = screen
    self.ai_settings = ai_settings
    # 加载外星人图像,并设置其rect属性
    self.image = pygame.image.load('images/alien.bmp')
    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 check_edges(self):
    """如果外星人位于屏幕边缘,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):
    """向左或向右移动外星人"""
    self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
    self.rect.x = self.x
  def blitme(self):
    """在指定位置绘制外星人"""
    self.screen.blit(self.image, self.rect)


def get_number_aliens_x(ai_settings, alien_width):
  """计算每行可容纳多少个外星人"""
  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):
  """计算屏幕可容纳多少行外星人"""
  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):
  """创建一个外星人并将其放在当前行"""
  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):
  """创建外星人群"""
  # 创建一个外星人,并计算一行可容纳多少个外星人
  # 外星人间距为外星人宽度
  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)
  # 创建外星人群
  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
      create_alien(ai_settings, screen, aliens, alien_number, row_number)


class Bullet(Sprite):
  """一个对飞船发射的子弹进行管理的类"""
  def __init__(self, ai_settings, screen, ship):
    """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, ai_settings.bullet_width, ai_settings.bullet_height)
    self.rect.centerx = ship.rect.centerx
    self.rect.top = ship.rect.top
    # 存储用小数表示的子弹位置
    self.y = float(self.rect.y)
    # 设置子弹射出的颜色和速度
    self.color = ai_settings.bullet_color
    self.speed_factor = ai_settings.bullet_speed_factor
  def update(self):
    """向上移动子弹"""
    # 更新表示子弹位置的小数值
    self.y -= self.speed_factor
    # 更新表示子弹的rect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)


# 管理事件,设置两个函数,一个处理KEYDOWN事件,一个处理KEYUP事件
def check_keydown_events(event, ai_settings, screen, ship, bullets):
  """响应按键"""
  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):
  """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):
  """响应按键和鼠标事件"""
  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 stats.game_active:
    # 重置游戏设置
    ai_settings.initialize_dynamic_settings()
    # 隐藏光标
    pygame.mouse.set_visible(False)
    # 重置游戏统计信息
    stats.reset_stats()
    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 fire_bullets(ai_settings, screen, ship, bullets):
  """如果还没有到达限制,就发射一颗子弹"""
  # 创建一颗子弹,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 check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
  """响应子弹和外星人的碰撞"""
  # 如果是这样,就删除相应的子弹和外星人
  collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
  if len(aliens) == 0:
    # 消除已有的子弹,加快游戏节奏,并创建一群新的外星人
    # 如wan果整群外星人都被消灭,就提高一个等级
    bullets.empty()
    ai_settings.increase_speed()
    # 提高等级
    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):
  """更新子弹位置,并删除已消失的子弹"""
  # 更新子弹位置
  bullets.update()
  # 删除已消失的子弹
  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):
  """将整群外星人向下移,并改变它们的方向"""
  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):
  """有外星人到达边缘时采取响应的措施"""
  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):
  """响应被外星人撞到的飞船"""
  if stats.ships_left > 0:
    # 将ships_left减1
    stats.ships_left -= 1
    # 更新记分牌
    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:
      # 像飞船被撞到一样进行处理
      ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
      break


def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
  """检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
  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)
  # 检查是否有外星人到达屏幕底端
  check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)


class GameStats():
  """跟踪游戏的统计信息"""
  def __init__(self, ai_settings):
    """初始化统计信息"""
    self.ai_settings = ai_settings
    self.reset_stats()
    # 游戏刚启动时处于非活跃状态,为了添加Play按钮
    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_stats(self):
    """初始化在游戏运行期间可能变化的统计信息"""
    self.ships_left = self.ai_settings.ship_limit
    self.score = 0
    self.level = 1


class Scoreboard():
  """显示得分信息的类"""
  def __init__(self, ai_settings, screen, stats):
    """初始化显示得分涉及的属性"""
    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)
    # 准备包含最高得分和当前得分的图像
    self.prep_score()
    self.prep_high_score()
    self.prep_level()
    self.prep_ships()
  def prep_score(self):
    """将得分转换为一幅渲染的图像"""
    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)
    # 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 prep_high_score(self):
    """将最高得分转换为渲染的图像"""
    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)
    # 将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):
    """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)
    # 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_ships(self):
    """显示还余下多少艘飞船"""
    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):
    """在屏幕上显示得分和飞船"""
    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)
    # 绘制飞船
    self.ships.draw(self.screen)


def check_high_score(stats, sb):
  """检查是否诞生了新的最高得分"""
  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, 255, 0) # 亮绿色
    self.text_color = (255, 255, 255) # 白色
    self.font = pygame.font.SysFont(None, 48) # 使用默认、48号字体
    # 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)


# 更新屏幕上的图像,并切换到新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
  """更新屏幕上的图像,并切换到新屏幕"""
  # 每次循环时都重新绘制屏幕
  screen.fill(ai_settings.bg_color)
  # 在飞船和外星人后面重新绘制所有子弹
  for bullet in bullets.sprites():
    bullet.draw_bullet()
  ship.blitme()
  aliens.draw(screen)
  # 显示得分
  sb.show_score()
  # 如果游戏处于非活跃状态,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 run_game():
  # 初始化游戏并创建一个屏幕对象
  pygame.init()
  ai_settings = Settings()
  screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
  pygame.display.set_caption("Alien Invation")
  # 创建一艘飞船
  ship = Ship(ai_settings, screen)
  # 创建一个外星人
  alien = Alien(ai_settings, screen)
  # 创建一个用于存储子弹的编组
  bullets = Group()
  # 创建一个外星人编组
  aliens = Group()
  # 创建一个外星人群
  create_fleet(ai_settings, screen, ship, aliens)
  # 创建存储游戏统计信息的实例,并创建记分牌
  stats = GameStats(ai_settings)
  sb = Scoreboard(ai_settings, screen, stats)
  # 创建Play按钮
  play_button = Button(ai_settings, screen, "Play")
  # 开始游戏的主循环
  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()

结果如下图所示:

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