基于Pygame中Pygame模塊的大戰(zhàn)外星人實(shí)戰(zhàn)
一,引言
開發(fā)環(huán)境:Pycharm
操作系統(tǒng):Windows 10
Pyhon版本:3.9.9
需要自行安裝Pygame 3(必須)和Python(必須)。
由于多次引用背景參數(shù),建議不要更改文中的背景參數(shù)。本文中的圖片用的是相對引用的方式,如果和我圖片位置放置不同的話需要設(shè)置絕對引用。
二,主要內(nèi)容
主要代碼片段:
import sys
import pygame # 調(diào)用pygame
from settings import Settings # 背景和一些必要值
from ship import Ship # 飛船個人設(shè)置
import game_function as gf # 移動和發(fā)射
# 把整個給gf 并不是按照調(diào)用類的方式用的
from pygame.sprite import Group
from game_stats import GameStats
from Button import Button
from Scoreboard import Scoreboard
def run_game():
pygame.init()
ai_settings = Settings()
pygame.display.set_caption('飛機(jī)大戰(zhàn)1')
stats = GameStats(ai_settings)
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
play_button = Button(ai_settings, screen, 'game')
sb = Scoreboard(ai_settings, screen, stats)
ship = Ship(ai_settings, screen)
bullets_left = Group()
bullets_down = Group()
bullets_right = Group()
bullets = Group()
aliens = Group()
gf.create_fleet(ai_settings, screen ,ship,aliens)
while True:
gf.check_events(ai_settings, stats, play_button,screen,ship, aliens,bullets,bullets_left,bullets_right,
bullets_down)
if stats.game_active:
ship.update() # 這句很重要必須要調(diào)用ship里的判斷
gf.update_bullets(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down) #####
gf.update_aliens(ai_settings, aliens ,stats, screen, ship ,bullets,bullets_down,bullets_left,bullets_right)
gf.update_screen(ai_settings, screen, stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down,play_button
,sb)
run_game()
關(guān)于外星飛船的一些調(diào)用:
import pygame
import sys
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,ai_settings, screen):
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load('外星飛船.png')
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
self.x = float(self.rect.x) # 外星人所在位置
def check_edges(self): # 檢測飛船是否碰到墻壁
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):
self.x += (self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction)
self.rect.x = self.x
def blitme(self):
self.screen.blit(self.image, self.rect)
關(guān)于子彈的一些配置(這里只是向前方向的子彈)?其余各個方向的子彈也是基于這個略改:
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self, ai_settings, screen, ship):
super(Bullet, self).__init__() # pygame2.7需要這么寫
self.screen = screen
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 # 子彈的初始位置
self.y = float(self.rect.y) # 記錄子彈輸出的位置
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
self.y -= self.speed_factor # 讓子彈持續(xù)往上飛
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
關(guān)于可操控飛船的一些設(shè)置(如果要改變背景的長寬比,需要改變飛船的重置位置):
import pygame
class Ship():
def __init__(self, ai_settings, screen):
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load('小飛機(jī).png')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.bottom = self.screen_rect.bottom
self.rect.centerx = self.screen_rect.centerx # x
# self.rect.centery = self.screen_rect.centery # y
self.centerx = float(self.rect.centerx)
self.centery = float(self.rect.centery)
# 記錄飛機(jī)中心點(diǎn)
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right: #小于屏幕右側(cè)
self.centerx += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0: # 大于屏幕左側(cè)0
self.centerx -= self.ai_settings.ship_speed_factor
if self.moving_up and self.rect.top > self.screen_rect.top: # 大于屏幕頂部0
self.centery -= self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom: #小于屏幕底部
self.centery += self.ai_settings.ship_speed_factor
self.rect.centerx = self.centerx
self.rect.centery = self.centery
def center_ship(self): # 讓飛船居中
self.centery = self.screen_rect.bottom-70
self.centerx = self.screen_rect.centerx
def blitme(self):
self.screen.blit(self.image, self.rect)
關(guān)于一些基本的文件設(shè)置和背景設(shè)置:
import pygame
import sys
class Settings():
def __init__(self):
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飛船的速度:
self.ship_limit = 3
# 子彈設(shè)置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullets_allowed = 3 # 限制子彈的數(shù)量
self.fleet_drop_speed = 8
self.score_scale = 2
self.speedup_scale = 1.1
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 1 # 子彈的速度
self.alien_speed_factor = 1 # 飛船速度
self.fleet_direction = 1 # 方向參數(shù)
self.alien_points = 50
def increase_speed(self):
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)
關(guān)于按鍵的一些設(shè)置(這部分我將子彈向下向左向右發(fā)射的按鍵也加入進(jìn)去,如不需要請自行刪減):
import sys
import pygame
from time import sleep # 時間?休眠?
from bullet import Bullet
from bulletRIGHT import BulletRight
from bulletDOWN import BulletDown
from bulletLEFT import BulletLeft
from alien import Alien
def check_keydown_events(event,ai_settings, screen,ship, bullets,bullets_left,bullets_right,bullets_down):
if event.key == pygame.K_d:
ship.moving_right = True
elif event.key == pygame.K_a:
ship.moving_left = True
elif event.key == pygame.K_w:
ship.moving_up = True
elif event.key == pygame.K_q: # p鍵退出
sys.exit()
elif event.key == pygame.K_s:
ship.moving_down = True
elif event.key == pygame.K_UP:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_DOWN:
fire_bullet_down(ai_settings, screen, ship,bullets_down)
elif event.key == pygame.K_LEFT:
fire_bullet_left(ai_settings, screen, ship,bullets_left)
elif event.key == pygame.K_RIGHT:
fire_bullet_right(ai_settings, screen, ship,bullets_right)
def check_keyup_events(event, ship):
if event.key == pygame.K_d:
ship.moving_right = False
elif event.key == pygame.K_a:
ship.moving_left = False
elif event.key == pygame.K_w:
ship.moving_up = False
elif event.key == pygame.K_s:
ship.moving_down = False
def check_events(ai_settings, stats, play_button,screen,ship, aliens,bullets,bullets_left,bullets_right,bullets_down):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN: # 注意這個位置是type并不是key
check_keydown_events(event,ai_settings, screen,ship, bullets,bullets_left,bullets_right,bullets_down)
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, ship, aliens, bullets, bullets_left, bullets_right,
bullets_down,
play_button, mouse_x, mouse_y)
def check_play_button(ai_settings,screen,stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down,
play_button, mouse_x,mouse_y):
# if play_button.rect.collidepoint(mouse_x, mouse_y):
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings() # 重置速度
pygame.mouse.set_visible(False) # 隱藏光標(biāo)
stats.reset_stats()
stats.game_active = True
aliens.empty()
bullets.empty()
bullets_down.empty()
bullets_left.empty()
bullets_right.empty()
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_bullets(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullets_alien_collisions(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down)
def check_bullets_alien_collisions(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down):
# print(len(bullets)) # 此句顯示未刪除的子彈數(shù)量以確保前幾句正確刪除子彈
collections = pygame.sprite.groupcollide(bullets, aliens,True,True ) # 子彈與外星飛船同歸于盡
if collections:
stats.score += ai_settings.alien_points
sb.prep_score()
sb.prep_level()
if len(aliens) == 0: # 如果外星人被打光重置外星人
bullets.empty()
ai_settings.increase_speed()
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship ,aliens)
bullets_down.update()
for bullet_down in bullets_down.copy():
if bullet_down.rect.top >= ai_settings.screen_height:
bullets_down.remove(bullet_down)
print(len(bullets_down)) # 此句顯示未刪除的子彈數(shù)量以確保前幾句正確刪除子彈
collections = pygame.sprite.groupcollide(bullets_down, aliens, True, True)
if collections:
stats.score += ai_settings.alien_points
sb.prep_score()
bullets_left.update()
for bullet_left in bullets_left.copy():
if bullet_left.rect.right <= 0:
bullets_left.remove(bullet_left)
# print(len(bullets_left)) # 此句顯示未刪除的子彈數(shù)量以確保前幾句正確刪除子彈
collections = pygame.sprite.groupcollide(bullets_left, aliens, True, True)
if collections:
stats.score += ai_settings.alien_points
sb.prep_score()
bullets_right.update()
for bullet_right in bullets_right.copy():
if bullet_right.rect.left >= ai_settings.screen_width:
bullets_right.remove(bullet_right)
# print(len(bullets_right)) # 此句顯示未刪除的子彈數(shù)量以確保前幾句正確刪除子彈
collections = pygame.sprite.groupcollide(bullets_right, aliens, True, True)
if collections:
stats.score += ai_settings.alien_points
sb.prep_score()
def update_screen(ai_settings, screen, stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down,play_button
,sb): # 顯示
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
for bullet in bullets_right.sprites():
bullet.draw_bullet()
for bullet in bullets_left.sprites():
bullet.draw_bullet()
for bullet in bullets_down.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def create_fleet(ai_settings, screen ,ship,aliens):
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)
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens , alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width): # 外星飛船數(shù)量
available_space_x = ai_settings.screen_width - 1* alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
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_height): # 計算可容納多少外星人
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 check_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1 # 將移動距離變?yōu)樨?fù)
def ship_hit(ai_settings, stats, screen, ship , aliens , bullets,bullets_down,bullets_left,bullets_right): # 響應(yīng)外星人撞擊飛船
if stats.ships_left > 0:
stats.ships_left -= 1 # 將ship_left減1
# 清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
bullets_down.empty()
bullets_left.empty()
bullets_right.empty()
create_fleet(ai_settings, screen , ship , aliens) # 重置飛船和外星人
ship.center_ship()
sleep(0.5) # 暫停
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, stats,screen, ship, aliens,bullets)
break
def update_aliens(ai_settings, aliens ,stats, screen, ship ,bullets,bullets_down,bullets_left,bullets_right): # 更新外星飛船的位置
check_fleet_edges(ai_settings, aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
print('GG')
ship_hit(ai_settings, stats, screen, ship , aliens , bullets,bullets_down,bullets_left,bullets_right)
def fire_bullet(ai_settings, screen, ship, bullets): # 前方子彈
if len(bullets) < ai_settings.bullets_allowed: # 已經(jīng)產(chǎn)生的子彈少于設(shè)置的數(shù)時發(fā)射才有效果
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet) #
def fire_bullet_down(ai_settings, screen, ship,bullets_down): # 后方子彈
if len(bullets_down) < ai_settings.bullets_allowed: # 已經(jīng)產(chǎn)生的子彈少于設(shè)置的數(shù)時發(fā)射才有效果
new_bullet_down = BulletDown(ai_settings, screen, ship)
bullets_down.add(new_bullet_down) #
def fire_bullet_left(ai_settings, screen, ship,bullets_left): # 左方子彈
if len(bullets_left) < ai_settings.bullets_allowed: # 已經(jīng)產(chǎn)生的子彈少于設(shè)置的數(shù)時發(fā)射才有效果
new_bullet_left = BulletLeft(ai_settings, screen, ship)
bullets_left.add(new_bullet_left) #
def fire_bullet_right(ai_settings, screen, ship,bullets_right): # 右方子彈
if len(bullets_right) < ai_settings.bullets_allowed: # 已經(jīng)產(chǎn)生的子彈少于設(shè)置的數(shù)時發(fā)射才有效果
new_bullet_right = BulletRight(ai_settings, screen, ship)
bullets_right.add(new_bullet_right) #
關(guān)于字體和開始按鍵的一些設(shè)置:
import pygame.font
class Button():
def __init__(self, ai_settings, screen ,msg):
self.screen = screen
self.screen_rect = screen.get_rect()
self.width, self.height = 200,50
self.button_color = (28, 136 ,121)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
self.rect = pygame.Rect(0,0, self.width,self.height)
self.rect.center = self.screen_rect.center
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() # 關(guān)于字的一些設(shè)置
self.msg_image_rect.center = self.rect.center
def draw_button(self):
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
一些分?jǐn)?shù)顯示和等級顯示代碼:
from settings import Settings
from ship import Ship
class GameStats():
def __init__(self, ai_settings):
self.ai_settings = ai_settings
self.reset_stats()
self.game_active = False
def reset_stats(self):
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
關(guān)于等級難度提升的一些設(shè)置:
import pygame.font # 字體
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
def __init__(self,ai_settings, screen, stats):
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
self.prep_score()
self.prep_level() # 等級
def prep_level(self):
level_str = str(self.stats.level)
self.level_image = self.font.render(level_str, True, self.text_color,self.ai_settings.bg_color)
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_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)
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.level_image, self.level_rect)
效果展示:
開始狀態(tài):

點(diǎn)擊Game進(jìn)行開始(開始后鼠標(biāo)自動消失)

點(diǎn)擊上下左右鍵發(fā)射子彈(設(shè)置屏幕同一方向只能存在三顆)

消滅飛船后難度提升 (死亡三次后從新開始成績清空)
?游戲介紹:
按game進(jìn)行游戲,游戲開始后鼠標(biāo)自動消失,用WSED來控制飛船飛行方向,用上下左右箭頭來控制子彈設(shè)計方向。外星人會以S型的飛行方式向玩家飛來,當(dāng)外星人碰到玩家玩家就會損失一條命,玩家飛船共三條命,外星人碰到玩家后玩家位置和外星人位置就會重置,分?jǐn)?shù)不會重置,當(dāng)外星人沖過玩家到達(dá)下方玩家也會被判定丟失一條命然后位置重置。每消滅一個外星人右上角就會進(jìn)行積分,當(dāng)把框中的外星人全部消滅,外星人重新刷新。外星人速度和能力會以兩倍的實(shí)力增長,玩家受到的分?jǐn)?shù)獎勵也會增加,當(dāng)玩家三條命都丟失時游戲結(jié)束。
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