Python打飛機小遊戲
阿新 • • 發佈:2018-12-04
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