python實現(xiàn)飛機大戰(zhàn)游戲(pygame版)
簡介
使用python實現(xiàn)pygame版的飛機大戰(zhàn)游戲;
環(huán)境:Windows系統(tǒng)+python3.8.0
游戲規(guī)則:
1.點擊“PLAY”或者按鍵“P”開始游戲;
2.敵機根據(jù)設置頻率從頂部隨機位置生成,生成后向下移動;
3.飛船在底部中間生成,玩家使用上下左右鍵控制飛船移動,敲擊空格鍵發(fā)射子彈;
4.子彈打到敵機,該敵機產(chǎn)生爆炸效果并累計分數(shù)到右上角;
5.消滅10只飛機后,等級升高,敵機生成頻率變快,下落速度也變快;
6.當三條命都消失了,游戲結束。
游戲運行效果如下:

實現(xiàn)過程
1.新建文件“file.py”,用來存儲信息到文件和讀取文件的信息,本例用來存儲和讀取最高分;
import pickle
# filename = 'file/stats.pkl'
# 存儲信息到文件
def save_file(obj, filename):
statsObj = load_file(filename)
if statsObj == 0:
# 不存在文件時,直接保存字典
with open(filename, 'wb') as f:
pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)
else:
# 存在文件時,只修改文件中的最高分
for key, val in statsObj.items():
# 獲取文件最高分的值(當文件字段不止一個時候使用)
if key == 'highScore':
statsObj[key] = obj['highScore']
obj = statsObj
with open(filename, 'wb') as f:
pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)
# 讀取信息
def load_file(filename):
try:
with open(filename, 'rb') as f:
return pickle.load(f)
except FileNotFoundError:
# 不存在文件則輸入錯誤信息
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.k新建文件settings.py,用來定義一些必須的基本屬性和初始值;
import file as f class Settings(): def __init__(self): self.screen_width = 480 self.screen_height = 660 self.bg_color = (230, 230, 230) # 子彈設置(寬、高、顏色、最大數(shù)量) self.bullet_width = 5 self.bullet_height = 15 self.bullet_color = 255, 255, 255 # 敵機移動頻率 self.enemy_frequency = 0 # 加快游戲節(jié)奏的速度 self.speedup_scale = 1.1 # 分數(shù)的提高速度 self.score_scale = 1.5 self.initialize_settings() # 初始化統(tǒng)計信息 self.reset_stats() # 統(tǒng)計信息文件路徑 self.filename = 'file/stats.pkl' # 游戲剛啟動時處于非活動狀態(tài) self.game_active = False # 讀取文件的最高分,在任何情況下都不應重置最高得分 statsObj = f.load_file(self.filename) if statsObj == 0: # 不存在文件則顯示最高分0 highScore = 0 else: for key, val in statsObj.items(): # 獲取文件最高分的值(當文件字段不止一個時候使用) if key == 'highScore': highScore = val self.high_score = highScore def initialize_settings(self): """初始化隨游戲進行而變化的設置""" self.player_move_speed = 2.5 self.bullet_speed = 3 self.enemy_move_speed = 1 # 記分 self.one_points = 50 def increase_speed(self): """提高速度設置""" # 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): """初始化在游戲運行期間可能變化的統(tǒng)計信息""" # 可射失的數(shù)量 self.player_limit = 3 # 射擊分數(shù) self.score = 0 # 等級 self.level = 1 # 打中多少矩形升一級 self.level_number = 10 # 生成敵機頻率間隔 self.enemy_frequency_space = 50
3.新建文件enemy.py,用來定義敵機類(位置topleft隨機生成)和聲明方法move;
import pygame
import random
from pygame.sprite import Sprite
class 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
# 敵機移動,邊界判斷及刪除在游戲主循環(huán)里處理
def move(self):
self.rect.top += self.speed4.新建文件player.py,用來定義玩家類(可上下左右移動)和相應的方法;
import pygame
from pygame.sprite import Sprite
class Player(Sprite):
def __init__(self, settings, screen):
super(Player, self).__init__()
self.settings = settings
self.screen = screen
self.screen_rect = self.screen.get_rect()
# 引入飛船圖片并定位
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
# 移動標志
self.move_left = False
self.move_right = False
self.move_down = False
self.move_up = False
def rotate(self, angle):
# 圖片旋轉
self.image = pygame.transform.rotate(self.image, angle)
def scale(self, multiple):
# 圖片縮放
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):
"""繪制飛船到屏幕"""
self.screen.blit(self.image, self.rect)5.新建文件“bullet.py”,用來定義子彈類(位置在飛船的頂部,并往上移動)和相應的方法;
import pygame from pygame.sprite import Sprite class Bullet(Sprite): """ 一個對飛船發(fā)射的子彈進行管理的類 """ def __init__(self, settings, screen, player): """ 在飛船所處的位置創(chuàng)建一個子彈對象 """ super(Bullet, self).__init__() self.screen = screen # 在 (0,0) 處創(chuàng)建一個表示子彈的矩形,再設置正確的位置 self.rect = pygame.Rect(0, 0, settings.bullet_width, settings.bullet_height) self.rect.centerx = player.rect.centerx # 飛船頂部 self.rect.bottom = player.rect.top # 存儲用小數(shù)表示的子彈位置 self.y = float(self.rect.y) self.color = settings.bullet_color self.speed = settings.bullet_speed def update(self): """向上移動子彈""" # 更新表示子彈位置的小數(shù)值(子彈往右) self.y -= self.speed # 更新表示子彈的rect的位置 self.rect.y = self.y def draw_bullet(self): """在屏幕上繪制子彈""" pygame.draw.rect(self.screen, self.color, self.rect)
6.新建文件“button.py”,用來定義按鈕類和相應方法,本例使用于繪制“PLAY”按鈕;
import pygame.font class Button(): def __init__(self, screen, msg): """初始化按鈕的屬性""" self.screen = screen self.screen_rect = screen.get_rect() # 設置按鈕的尺寸和其他屬性 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) # 創(chuàng)建按鈕的rect對象,并使其居中 self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center # 按鈕的標簽只需創(chuàng)建一次 self.prep_msg(msg) def prep_msg(self, msg): """將msg渲染為圖像,并使其在按鈕上居中""" 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): # 繪制一個用顏色填充的按鈕,再繪制文本 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”,用來定義記分板,本例使用于繪制左上角飛船(生命數(shù))、頂部中間的“最高分”、右上角的“積分”和“等級”;
import pygame.font
from pygame.sprite import Group
from player import Player
class Scoreboard():
"""顯示得分信息的類"""
def __init__(self, settings, screen):
"""初始化顯示得分涉及的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.settings = settings
# 顯示得分信息時使用的字體設置
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 30)
# 飛船縮放值
self.scaleValue = 20
# 準備初始得分圖像\最高得分\等級
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_players()
def prep_score(self):
"""將得分轉換為渲染的圖像"""
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)
# 將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):
""" 將最高得分轉換為渲染的圖像 """
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)
# 將最高得分放在屏幕頂部中央
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圖像"""
self.level_image = self.font.render(str(self.settings.level), True, self.text_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_players(self):
""" 顯示還余下多少艘飛船 """
self.players = Group()
for player_number in range(self.settings.player_limit):
player = Player(self.settings, self.screen)
# 縮放球大小并賦值位置
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)
# 繪制飛船
self.players.draw(self.screen)8.新建文件“game_functions.py”,存放跟游戲有關的所有業(yè)務邏輯函數(shù)(代碼有詳細的注釋信息);
import sys
import pygame
from bullet import Bullet
from enemy import Enemy
import file as f
# 事件
def check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound):
""" 響應按鍵和鼠標事件 """
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):
""" 響應按鍵 """
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()
# 點擊空格鍵創(chuàng)建一顆子彈
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):
""" 響應松開 """
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 = False
def check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y):
"""在玩家單擊Play按鈕時開始新游戲"""
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):
"""開始游戲"""
# 重置游戲設置
settings.initialize_settings()
# 隱藏光標
pygame.mouse.set_visible(False)
# 重置游戲統(tǒng)計信息
settings.reset_stats()
settings.game_active = True
# 重置記分牌圖像
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)
# 敵機
def update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound):
# 生成敵機,需要控制生成頻率
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:
# 移動敵機
enemy.move()
# 敵機與玩家飛機碰撞效果處理 兩個精靈之間的圓檢測
if pygame.sprite.collide_circle(enemy, player):
enemies_down.add(enemy)
enemies.remove(enemy)
settings.player_limit -= 1
scoreboard.prep_players()
break
# 移動出屏幕后刪除飛機
if enemy.rect.top < 0:
enemies.remove(enemy)
# 敵機被子彈擊中效果處理
# 將被擊中的敵機對象添加到擊毀敵機 Group 中,用來渲染擊毀動畫
# 方法groupcollide()是檢測兩個精靈組中精靈們的矩形沖突
enemies1_down = pygame.sprite.groupcollide(enemies, bullets, True, True)
if enemies1_down:
explosiveSound.play()
# 計算分數(shù)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)
# 等達到等級數(shù)量升級并渲染新等級
settings.level_number -= 1
if settings.level_number == 0:
settings.increase_speed()
settings.level += 1
scoreboard.prep_level()
# 還原為4(同settings一致)
settings.level_number = 10
# 加快生成敵機
if settings.enemy_frequency_space > 10:
settings.enemy_frequency_space -= 10
# 遍歷key值 返回的碰撞敵機
for enemy_down in enemies1_down:
# 點擊銷毀的敵機到列表
enemies_down.add(enemy_down)
# 敵機被子彈擊中效果顯示
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
#顯示碰撞圖片
screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)
enemy_down.down_index += 1
# 顯示精靈
enemies.draw(screen)
# 子彈
def fire_bullet(settings, screen, player, bullets):
"""創(chuàng)建子彈"""
new_bullet = Bullet(settings, screen, player)
bullets.add(new_bullet)
def update_bullets(screen, bullets):
"""更新子彈的位置,并刪除已消失的子彈"""
# 更新子彈的位置
bullets.update()
# 刪除已消失的子彈并同時更新飛船的生命
for bullet in bullets.copy():
if bullet.rect.top < screen.get_rect().top:
bullets.remove(bullet)
# 分數(shù)
def check_high_score(settings, scoreboard):
"""檢查是否誕生了新的最高得分"""
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):
""" 更新屏幕上的圖像,并切換到新屏幕 """
# 繪制飛船到屏幕
player.draw_player()
# 繪制子彈到屏幕
for bullet in bullets.sprites():
bullet.draw_bullet()
# 渲染記分牌信息
scoreboard.show_score()
#
if settings.player_limit == 0:
settings.game_active = False
settings.reset_stats()
# 清空矩形列表和子彈列表
enemies.empty()
bullets.empty()
screen_rect = screen.get_rect()
player.rect.centerx = screen_rect.centerx
player.rect.bottom = screen_rect.bottom
# 如果游戲處于非活動狀態(tài),就繪制 Play 按鈕
if not settings.game_active:
play_button.draw_button()
# 讓最近繪制的屏幕可見
pygame.display.flip()9.新建文件shootingenemy.py,主函數(shù)用來初始化程序,并同步更新程序的信息;
import pygame
from pygame.sprite import Group
from settings import Settings
from button import Button
from player import Player
import game_functions as gf
from scoreboard import Scoreboard
def run_game():
pygame.init()
# 初始化全部音頻,并加載爆炸聲音樂
pygame.mixer.init()
# 等待1s
pygame.time.delay(1000)
pygame.mixer.music.load('file/bgsound.mp3')
# -1代表無限循環(huán)(背景音樂)
pygame.mixer.music.play(-1)
# 爆炸聲
explosiveSound = pygame.mixer.Sound('file/explosiveSound.wav')
# 槍聲
fireSound = pygame.mixer.Sound('file/fireSound.wav')
# 游戲循環(huán)幀率設置
clock = pygame.time.Clock()
settings = Settings()
screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
# 全屏顯示
# screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
pygame.display.set_caption('飛機大戰(zhàn)')
# 左上角圖標
ic_launcher = pygame.image.load('images/ic_launcher.png').convert_alpha()
pygame.display.set_icon(ic_launcher)
# 背景圖
background = pygame.image.load('images/background.png').convert_alpha()
# 敵機圖片
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')
# 敵機不同狀態(tài)的圖片列表,多張圖片展示為動畫效果
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)
# 儲存敵機
enemies = Group()
# 存儲被擊毀的飛機,用來渲染擊毀動畫
enemies_down = Group()
# 創(chuàng)建Play按鈕
play_button = Button(screen, 'Play')
# 創(chuàng)建飛船
player = Player(settings, screen)
# 創(chuàng)建子彈的編組
bullets = Group()
# 創(chuàng)建記分牌
scoreboard = Scoreboard(settings, screen)
while True:
# 繪制背景
screen.blit(background, (0, 0))
# 控制游戲最大頻率
clock.tick(60)
# 檢查玩家輸入(不加會導致一直加載)
gf.check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound)
if settings.game_active:
# 更新飛船位置
player.update()
# 更新敵機
gf.update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound)
# 更新子彈位置
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目錄路徑下,執(zhí)行命令“python shootingenemy.py”彈出窗口,即可對其操作游玩。
結語
該游戲加入了背景音樂、射擊聲、子彈射中敵機的爆炸聲和爆炸效果、生命數(shù)、積分、等級、最高分和開始按鈕等元素,大家也可以自行加入其它好玩的元素。
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