1. 程式人生 > >Python打飛機小遊戲

Python打飛機小遊戲

環境

作業系統:windows10

pycharm:2017.3

python:3.6

pygame:1.9.3

實現功能

程式碼

alien_invasion.py

import pygame

from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
import game_functions as gf

def run_game():

    pygame.init()
    ai_settings = Settings()

    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # 建立play按鈕
    play_button = Button(ai_settings, screen, 'play')

    # 建立一個用於儲存遊戲統計資訊的例項,並建立記分牌
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    #建立一艘飛船,一個子彈編組和一個外星人編組
    ship = Ship(ai_settings, screen)

    #建立一個用於儲存子彈的編組
    bullets = Group()
    aliens = Group()

    #建立外星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)

    #開始遊戲主迴圈
    while True:

        gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)

        if stats.game_active:
            ship.update()
            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)



run_game()

game_functions.py

import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien



def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """響應按鍵"""
    if event.key == pygame.K_RIGHT:
        # 向右移動飛船
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()



def fire_bullet(ai_settings, screen, ship, bullets):
    """如果還沒有達到限制,就發射一顆子彈"""
    #建立一顆子彈,並將其加入到編組bullets中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)



def check_keyup_events(event, ship):

    """響應鬆開"""
    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):
    """響應按鍵和滑鼠事件"""
    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按鈕時開始新遊戲"""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        # 重置遊戲設定
        ai_settings.initialize_dynamic_settings()
        # 隱藏游標
        pygame.mouse.set_visible(False)
        # 重置遊戲統計資訊
        stats.reset_stats()
        stats.game_active = True
        # 重置記分牌影象
        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()

        # 建立一群新的外星人並讓飛船居中
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        


def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
    """更新螢幕上的影象,並切換到新螢幕"""

    #每次迴圈時都重繪螢幕
    screen.fill(ai_settings.bg_color)

    #在飛船和外星人後面重繪所有子彈
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()
    aliens.draw(screen)

    # 顯示得分
    sb.show_score()

    # 如果遊戲處於非活動狀態,就繪製Play按鈕
    if not stats.game_active:
        play_button.draw_button()

    #讓最新繪製的螢幕可見
    pygame.display.flip()



def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """更新子彈的位置,並刪除已消失的子彈"""
    #更新子彈的位置
    bullets.update()

    # 刪除已消失的子彈
    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):

    # 響應子彈與外星人的碰撞
    # 刪除相應的子彈和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
            check_high_score(stats, sb)

    if len(aliens) == 0:
        # 如果整群外星人都被消滅,就提高一個等級
        bullets.empty()
        ai_settings.increase_speed()

        # 提高等級
        stats.level += 1
        sb.prep_level()

        create_fleet(ai_settings, screen, ship, aliens)



def get_number_aliens_x(ai_settings, alien_width):
    """計算每行可容納多少個外星人"""
    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):
    """計算螢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):
    """建立一個外星人並將其放在當前行"""
    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):
    """建立外星人群"""
    # 建立一個外星人,並計算一行可容納多少個外星人
    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)




    # 建立外星人群
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
        # 建立一個外星人並將其加入當前行
            create_alien(ai_settings, screen, aliens, alien_number, row_number)



def check_fleet_edges(ai_settings, aliens):
    """有外星人到達邊緣時採取相應的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break



def change_fleet_direction(ai_settings, aliens):
    """將整群外星人下移,並改變他們的方向"""
    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):
    """響應被外星人撞到的飛船"""

    if stats.ships_left > 0:

        # 將ship_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()

        # 建立一群新的外星人,並將飛船放到螢幕底端中央
        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大螢幕低端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 像飛船撞到一樣進行處理
            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於螢幕邊緣,更新外星人群中所有外星人的位置"""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    #檢查外星人與飛船之間的碰撞
    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螢幕底端
    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)


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()

alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """表示單個外星人的類"""

    def __init__(self, ai_settings, screen):
        """初始化外星人並設定其起始位置"""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #載入外星人影象並設定其rect屬性
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        #每個外星人最初都在螢幕左上角附近
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        #儲存外星人的準確位置
        self.x = float(self.rect.x)


    def blitme(self):
        """在指定位置繪製外星人"""
        self.screen.blit(self.image, self.rect)

    def check_edges(self):
        """如果外星人位於螢幕邊緣,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):
        """向左或向右移動外星人"""
        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x

button.py

import pygame.font

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()

        # 設定按鈕的尺寸和其他屬性
        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)

        # 建立按鈕的rect物件,並使其居中
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        # 按鈕的標籤只需建立一次
        self.prep_msg(msg)


    def prep_msg(self, msg):
        """將msg渲染為影象,並使其在按鈕上居中"""
        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):
        # 繪製一個用顏色填充的按鈕,在繪製文字
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    """一個對飛船發射的子彈進行管理的類"""

    def __init__(self, ai_settings, screen, ship):
        """在飛船所處的位置建立一個子彈物件"""
        super(Bullet, self).__init__()
        self.screen = screen

        #在(0,0)處建立一個表示子彈的矩形,再設定正確的位置
        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

        #儲存用小數表示的子彈位置
        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor


    def update(self):
        """向上移動子彈"""
        #更新表示子彈位置的小數值
        self.y -= self.speed_factor
        #更新表示子彈的rect的位置
        self.rect.y = self.y


    def draw_bullet(self):
        """在螢幕上繪製子彈"""
        pygame.draw.rect(self.screen, self.color, self.rect)

scoreboard.py

import pygame.font
from pygame.sprite import Group

from ship import Ship

class Scoreboard():
    """顯示得分資訊的類"""

    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


        # 顯示得分資訊時使用的字型設定
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)


        # 準備最高得分和初始得分影象
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()




    def prep_score(self):
        """將得分轉化為一幅渲染的影象"""
        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)

        # 將得分放在螢幕的右上角
        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):
        """將最高得分轉化為渲染的影象"""
        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)

        # 將最高得分放置在螢幕頂部中央
        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):
        """將等級轉換為渲染的影象"""
        self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_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_ships(self):
        """顯示還餘下多少艘飛船"""
        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):
        """在螢幕上顯示得分"""
        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)

        # 繪製飛船
        self.ships.draw(self.screen)



ship.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
    def __init__(self, ai_settings, screen):
        #初始化飛船並設定其初始位置
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        #將每艘新飛船放在螢幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        #在飛船的屬性center中儲存小數值
        self.center = float(self.rect.centerx)


        #移動標誌
        self.moving_right = False
        self.moving_left = False

    def update(self):

        """根據移動標誌調整飛船位置"""
        #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self.center更新rect物件
        self.rect.centerx = self.center


    def blitme(self):
        self.screen.blit(self.image, self.rect)


    def center_ship(self):
        """讓飛船在螢幕上居中"""
        self.center = self.screen_rect.centerx

settings.py

class Settings():

    def __init__(self):
        """初始化遊戲的靜態設定"""
        # 螢幕設定
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)

        #飛船的設定
        self.ship_limit = 3

        #子彈設定
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 3

        #外星人設定
        self.fleet_drop_speed = 10

        # 加快遊戲的節奏速度
        self.speedup_scale = 1.1
        # 外星人點數的提高速度
        self.score_scale = 1.5

        self.initialize_dynamic_settings()



    def initialize_dynamic_settings(self):
        """初始化隨遊戲進行而變化的設定"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1

        # fleet_direction為1表示向右,為-1表示向左
        self.fleet_direction = 1

        # 記分
        self.alien_points = 50



    def increase_speed(self):
        """提高速度設定和外星人點數"""
        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)

game_stats.py

class GameStats():
    """跟蹤遊戲的統計資訊"""

    def __init__(self, ai_settings):
        """初始化統計資訊"""
        self.ai_settings = ai_settings
        self.reset_stats()

        # 讓遊戲一開始處於非活動狀態
        self.game_active = False

        # 在任何情況下都不應重置最高得分
        self.high_score = 0


    def reset_stats(self):
        """初始化在遊戲期間可能變化的統計資訊"""
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1