pygame开发飞机大战外星人游戏

主函数

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

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 Invasion")

    # 创建Play按钮
    play_button = Button(ai_settings, screen, "Play")

    # 创建一个用于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)

    # 创建一艘飞船
    ship = Ship(ai_settings, screen)
    # 创建一个用于存储子弹的数组
    bullets = Group()
    aliens = Group()

    # 创建外星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # 开始游戏主循环
    while True:
        gf.check_events(ai_settings, screen, stats, 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, stats, screen, ship, aliens, bullets)

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


run_game()

设置函数,存放游戏各种设置信息

class Settings():
    """存储《外星人》的所有设置类"""

    def __init__(self):
        """初始化游戏设置"""
        # 屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)

        # 飞船的设置
        self.ship_speed_factor = 1.5
        self.ship_limit = 3

        # 子弹设置
        self.bullet_speed_factor = 3
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 6

        # 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_direction为1表示向右,-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)

飞船类,主要利用外接矩形的方法处理飞船的位置(包括移动接受移动操作)

import pygame


class Ship():

    def __init__(self, ai_settings, screen):
        """初始化飞船并设置其初始位置"""
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载飞船图像并获取外接矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # 将每艘新飞船放在屏幕底中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        # 在飞船的属性center中存储飞船中心位置
        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机位置"""
        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 更改rect对象
        self.rect.centerx = self.center

    def blitme(self):
        """在指定位置绘制飞船"""
        self.screen.blit(self.image, self.rect)

    def center_ship(self):
        """让飞机在屏幕上居中"""
        self.center = self.screen_rect.centerx

外星人类,利用外接矩形原理控制外星人的位置,同时具有边缘检测功能(继承pygame的Sprite类用来类似列表管理外星人)

import pygame
from pygame.sprite import Sprite


class Alien(Sprite):
    """表示单个外星人"""

    def __init__(self, ai_settings, screen, aliens):
        """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右上角附近
        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 blitme(self):
        """在指定位置绘制外星人"""
        self.screen.blit(self.image, self.rect)

    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

子弹类,管理子弹的移动,显示,绘制,从Pygame的Sprite类继承

import pygame
from pygame.sprite import Sprite


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

        # 子弹位置用小数存储表示
        self.y =float(self.rect.y)
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        """向上移动子弹"""
        # 跟新表示子弹位置的小数值
        self.y -=self.speed_factor
        #跟新表示子弹包围盒的位置
        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)

开始窗口类,存放开始窗口的位置和显示开始窗口,使用pygame中的font函数

import pygame.font


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)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)

        # 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)

游戏状态类,存放游戏当前状态信息,可不断优化

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()

        # 游戏刚启动时处于活动状态
        self.game_active = False

    def reset_stats(self):
        """"初始化在游戏运行期间可能发生变化的统计信息"""
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0

得分显示类,显示得分列表和窗口显示位置,使用pygame中font函数

import pygame.font


class Scoreboard():
    """现实得分信息类"""

    def prep_score(self):
        """将得分转化为一副渲染的图像"""
        rounder_score = int(round(self.stats.score, -1))
        score_str = "{:,}".format(rounder_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 __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)

        # 准备初始得分图像
        self.prep_score()

    def show_score(self):
        """在屏幕上显示得分"""
        self.screen.blit(self.score_image, self.score_rect)



游戏主功能函数,包括按键响应,事件监听,船和外星人碰撞,子弹和外星人碰撞,一系列业务逻辑

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


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """按下响应按键"""
    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_bullet(ai_settings,screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()


def check_keyup_events(event, ship):
    """松开响应按键"""
    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, 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.KEYDOWN:
            check_keydown_events(event, ai_settings, screen, ship, bullets)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y)


def check_play_button(ai_settings, screen, stats, 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

        # 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 update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
    """跟新屏幕上的图像,并切换到新的屏幕"""
    # 每次循环时都重画屏幕
    screen.fill(ai_settings.bg_color)
    # 在飞船和外星人后面重绘子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)

    # 显示得分
    sb.show_score()

    # 如果游戏处于非活动状态, 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 update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """跟新子弹的位置, 并删除已消失的子弹"""
    # 跟新子弹的位置
    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 check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """响应子弹和外星人的碰撞"""
    # 删除发生碰撞的子弹和外星人
    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()

    if len(aliens) == 0:
        # 删除现有的子弹并新建一群外星人,同时加快游戏节奏
        bullets.empty()
        ai_settings.increase_speed()
        create_fleet(ai_settings, screen, ship, aliens)


def fire_bullet(ai_settings, screen, ship, bullets):
    """"如果没有达到限制,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 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_row(ai_settings, ship_height, alien_height):
    """计算屏幕可以容纳多少行外星人"""
    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, aliens)
    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的宽度
    alien = Alien(ai_settings, screen, aliens)
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    number_rows = get_number_row(ai_settings, ship.rect.height, alien.rect.height)

    # 创建外形人群
    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 check_fleet_edges(ai_settings, aliens):
    """"有外星人到达边缘时采取相应的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


def change_fleet_direction(ai_settings, aliens):
    """将外星人整体下移,并改变方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    """
    检查是否有外星人到达屏幕边缘
    然后跟新所有外星人的位置
    """
    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, stats, screen, ship, aliens, bullets)

    # 检查是否有外星人到达屏幕底端
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)


def ship_hit(ai_settings, stats, screen, 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

        # 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, stats, screen, ship, aliens, bullets):
    """检查是否有外星人到达屏幕底端"""
    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

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好的,下面是一个简单的飞机大战游戏pygame代码示例,你可以参考一下: ```python import pygame import random pygame.init() # 设置游戏窗口大小 screen = pygame.display.set_mode((480, 700)) # 设置游戏标题 pygame.display.set_caption("飞机大战") # 定义颜色 BLACK = pygame.Color(0, 0, 0) WHITE = pygame.Color(255, 255, 255) GREEN = pygame.Color(0, 255, 0) RED = pygame.Color(255, 0, 0) # 加载背景图片 bg = pygame.image.load("background.png") # 加载飞机图片 player_img = pygame.image.load("player.png") # 加载敌机图片 enemy_img = pygame.image.load("enemy.png") # 加载子弹图片 bullet_img = pygame.image.load("bullet.png") # 设置字体 font = pygame.font.SysFont("arial", 36) # 定义玩家飞机类 class Player(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = player_img self.rect = self.image.get_rect() self.rect.centerx = 240 self.rect.bottom = 680 self.speed = 5 self.bullets = pygame.sprite.Group() def update(self): key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_LEFT]: self.rect.x -= self.speed if key_pressed[pygame.K_RIGHT]: self.rect.x += self.speed if key_pressed[pygame.K_SPACE]: bullet = Bullet(self.rect.centerx, self.rect.top) self.bullets.add(bullet) def draw(self, surface): surface.blit(self.image, self.rect) self.bullets.draw(surface) def shoot(self): bullet = Bullet(self.rect.centerx, self.rect.top) self.bullets.add(bullet) # 定义子弹类 class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = bullet_img self.rect = self.image.get_rect() self.rect.centerx = x self.rect.bottom = y self.speed = -10 def update(self): self.rect.y += self.speed if self.rect.bottom < 0: self.kill() # 定义敌机类 class Enemy(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = enemy_img self.rect = self.image.get_rect() self.rect.x = random.randint(0, 480 - self.rect.width) self.rect.y = random.randint(-100, -50) self.speed = random.randint(3, 8) def update(self): self.rect.y += self.speed if self.rect.top > 700: self.kill() # 创建精灵组 all_sprites = pygame.sprite.Group() enemies = pygame.sprite.Group() player = Player() all_sprites.add(player) # 设置游戏帧率 clock = pygame.time.Clock() FPS = 60 # 游戏循环 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() # 更新玩家飞机 player.update() # 创建敌机 if random.randint(0, 60) == 0: enemy = Enemy() all_sprites.add(enemy) enemies.add(enemy) # 更新所有精灵 all_sprites.update() # 碰撞检测 hits = pygame.sprite.groupcollide(enemies, player.bullets, True, True) for hit in hits: enemy = Enemy() all_sprites.add(enemy) enemies.add(enemy) hits = pygame.sprite.spritecollide(player, enemies, False) if hits: text = font.render("Game Over", True, RED) screen.blit(text, (240 - text.get_rect().width // 2, 300)) pygame.display.update() pygame.time.delay(2000) pygame.quit() exit() # 绘制背景 screen.blit(bg, (0, 0)) # 绘制所有精灵 all_sprites.draw(screen) # 更新屏幕 pygame.display.update() # 控制游戏帧率 clock.tick(FPS) ``` 以上是一个非常简单的飞机大战游戏pygame代码示例,你可以根据自己的需求进行修改和完善。

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