飞机大战游戏的设计与开发
摘要:在未来的世界里,地球已经不能使人类居住下去,于是人们开始向月球移民,在移民过程中,发现了比我们快一步的生物居住在那,双方都行驶战斗机开始了一场激烈的战斗,多次战斗无果,势均力敌......协商后我们派出3台己方战斗机与敌机开战,这次的游戏不光光是个人荣辱的游戏,更是我们占领月球的一次关键决定,请用最珍贵的三条己方飞机寿命攻击敌机,获得相应的分数,时间越久难度越大,游戏中也会有空投的补给包,控制好自己手中的飞机,与身边的伙伴来进行分数的比拼吧!
关键词:Python;Pygame;飞机大战游戏
需求分析
通过对武汉软件工程学院计算机学院的日常休闲娱乐生活进行调研、分析了解到同学们对得分比拼类游戏非常感兴趣,结合未来世界人类居住的星球不在只是地球,可能有月球,甚至更多。我们便结合了大众需求,研发了这款名叫“飞机大战”的游戏,游戏画风清新可爱,易懂易上手,得分情况清晰可见,更容易使玩家在游戏中体验感足,具有较强的新鲜感。
1.1飞机大战游戏的功能分析
飞机大战游戏的主要功能是:
玩家进入游戏,即可体验就开始进行游戏
玩家可通过↑↓←→键来操控己方飞机移动,灵敏的躲过敌方的攻击,并利用自动发出的子弹攻击敌方。
游戏左上角有实时的得分情况,摧毁敌机越多,得分越高。
右上角有一个暂停按键,方便随时暂停,得分依然还在。
右下角有三条生命,触碰到敌机,便会丢失一条生命,全部丢失之后,游戏结束,需重新的挑战游戏。
1.2飞机大战游戏的功能图
根据以上需求分析,飞机大战游戏功能如图1-1所示。
图1-1
概要设计
2.1游戏主窗口设计
本游戏为宽400,长700的页面,游戏最上方有游戏名称“飞机大战”显示,右上角会有一个X键用来关闭游戏,也有暂停键,可随时暂停游戏,游戏背景选用清新风的月球图案。
详细功能设计及代码实现
3.1开发环境安装
本系统是以Windows系统为操作平台,用Python编程语言来实现本系统所需功能,本机配置如下:
处理器:Intel(R) Core(TM) i5-11300H
主频:3.11 GHz
内存:16.0 GB
硬盘:512G
编程语言:Python
编程环境:Window10系统
编程软件:Pycharm 2021.3.2
3.2准备基本工作
#会调用的函数
import pygame
import sys
import traceback
from pygame.locals import *
import myplane
import enemy
import bullet
import supply
import random
3.3 页面设计
pygame.init()
bg_size = width, height = 400, 700
#设置页面的为宽400,长700的大小
screen = pygame.display.set_mode(bg_size)
#调用窗口界面
pygame.display.set_caption("飞机大战")
#设置游戏最上方名称“飞机大战”的显示
background =pygame.image.load("images/background.png").convert()
#游戏背景调用的图片
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
#设置血条的颜色
3.4音乐设计
#调用音乐文件
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)
def main():
global each
#声明一个全局变量:each
pygame.mixer.music.play(-1)
#播放音乐,-1代表无线循环
clock = pygame.time.Clock()
#设置时钟变量,控制游戏执行频率
3.5 飞机设计
#有三种小中大类型的敌机
def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.MidEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_big_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.BigEnemy(bg_size)
group1.add(e1)
group2.add(e1)
# 绘制大型敌机,利用全局变量each
for each in big_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit, each.rect)
#即获取矩形的方法就是函数get_rect()
each.hit = False
else:
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
# 绘制血槽
pygame.draw.line(screen, BLACK,
(each.rect.left, each.rect.top - 5),
(each.rect.right, each.rect.top - 5),
2)
energy_remain = each.energy / enemy.BigEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
#生命大于20%显示绿色,否则就显示红色
pygame.draw.line(screen, energy_color,
(each.rect.left, each.rect.top - 5),
(each.rect.left + each.rect.width * energy_remain,
each.rect.top - 5),2)
else:
if not (delay % 3):
#当到了第3秒的时候
if e3_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
# destroy 只是终止主循环并删除所有小部件
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
me_down_sound.stop()
score += 10000
each.reset()
# 绘制中型敌机
for each in mid_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False
else:
screen.blit(each.image1, each.rect)
# 绘制血槽
pygame.draw.line(screen, BLACK,
(each.rect.left, each.rect.top - 5),
(each.rect.right, each.rect.top - 5),2)
energy_remain = each.energy / enemy.MidEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
pygame.draw.line(screen, energy_color,
(each.rect.left, each.rect.top - 5),
(each.rect.left + each.rect.width * energy_remain,
each.rect.top - 5),
2)
else:
if not (delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play()
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
e2_destroy_index = (e2_destroy_index + 1) % 4
if e2_destroy_index == 0:
score += 5000
each.reset()
# 绘制小型敌机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image1, each.rect)
else:
if not (delay % 3):
if e1_destroy_index == 0:
enemy1_down_sound.play()
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
e1_destroy_index = (e1_destroy_index + 1) % 4
if e1_destroy_index == 0:
score += 1000
each.reset()
#改变飞机坐标
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]:
me.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]:
me.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]:
me.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
me.moveRight()
#改变飞机的坐标
#创建速度方法
def inc_speed(target, inc):
for each in target:
each.speed += inc
me = myplane.MyPlane(bg_size)
#生成己方飞机
enemies = pygame.sprite.Group()
#讲敌机放进enemies的精灵组里面
# 生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
#添加小型飞机数量15
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 5)
#添加中型的飞机数量为5
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 1)
#添加大型飞机数量为1
# 检测我方飞机是否被撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down and not me.invincible:
me.active = False
for e in enemies_down:
e.active = False
# 绘制己方飞机
if me.active:
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
me_down_sound.play()
if not (delay % 3):
screen.blit(each.destroy_images[me_destroy_index], each.rect)
me_destroy_index = (me_destroy_index + 1) % 4
# 剩余生命数量
if me_destroy_index == 0:
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCEBLE_TIME, 3 * 1000)
#第一个参数传入这个自定义的事件,设定30秒,单位是1000毫秒
3.6子弹设计
# 中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
bullets = []
#创建子弹bullets列表存放子弹
# 如何生成普通子弹
bullet1 = []
#创建己方发射普通子弹列表
bullet1_index = 0
BULLET1_NUM = 4
#己方子弹的数量
for i in range(BULLET1_NUM):
#把发射的子弹加进bullet1列表
bullet1.append(bullet.Bullet1(me.rect.midtop))
#子弹发射的位置在己方飞机正上方
# 生成超级子弹
bullet2 = []
#建立一个bullet2的列表
bullet2_index = 0
BULLET2_NUM = 8
for i in range(BULLET2_NUM // 2):
bullet2.append(bullet.Bullet2((me.rect.centerx-33,me.rect.centery)))
#子弹发射的位置左
bullet2.append(bullet.Bullet2((me.rect.centerx+30,me.rect.centery)))
#子弹发射的位置右
# 标记是否使用超级子弹
is_double_bullet = False
level = 1
if life_num and not paused:
# 绘制全屏炸弹补给并检测是否获得
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image, bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply, me):
get_bomb_sound.play()
if bomb_num < 3:
bomb_num += 1
bomb_supply.active = False
# 发射子弹
if not (delay % 10):
#延迟10
bullet_sound.play()
#发射子弹
if is_double_bullet:
bullets = bullet2
#超级子弹
bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery))
bullets[bullet2_index + 1].reset((me.rect.centerx + 33, me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
else:
bullets = bullet1
#普通子弹
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
# 检测子弹是否击中敌机
for b in bullets:
if b.active:
b.move()
screen.blit(b.image, b.rect)
enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
if enemy_hit:
b.active = False
for e in enemy_hit:
if e in mid_enemies or e in big_enemies:
e.hit = True
e.energy -= 1
if e.energy == 0:
e.active = False
else:
e.active = False
3.7补给包设计
# 全屏炸弹(补给包
bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/font.ttf", 48)
bomb_num = 3
#最多三个炸弹补给包
# 每30秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size)
#显示补给包
bomb_supply = supply.Bomb_Supply(bg_size)
SUPPLY_TIME = USEREVENT
#第一个事件
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
#三十秒触发这个事件
# 绘制全屏炸弹补给并检测是否获得
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply, me):
get_bullet_sound.play()
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLET_TIME,18*1000)
#到18秒时触发事件
bullet_supply.active = False
# 有三次全屏消除敌机的爆炸机会
#绘制剩余炸弹数量
bomb_text = bomb_font.render("x %d" % bomb_num, True, WHITE)
text_rect = bomb_text.get_rect()
screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))
if life_num:
for i in range(life_num):
screen.blit(life_image,
(width - 10 - (i + 1) * life_rect.width,
height - 10 - life_rect.height))
score_text = score_font.render(str("Score: %s" % score), True, WHITE)
screen.blit(score_text, (10, 5))
elif life_num == 0:
#当爆炸包值为0时,结束混音器声音
pygame.mixer.music.stop()
pygame.mixer.stop()
# 停止发放补给
pygame.time.set_timer(SUPPLY_TIME, 0)
if not recorded:
recorded = True
3.8得分设计
running = True
#控制循环
switch_image = True
#控制切换图片
delay = 100
#控制延迟
score = 0
#自己定义的初始分0分
score_font = pygame.font.Font("font/font.ttf", 36)
#显示字体,font:指定字体,字体大小36
# 会根据用户的得分增加难度
if level == 1 and score > 50000:
#当用户的得分达到50000分时
level = 2
#会再升级到等级2
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 3)
#会出现3个小型敌机
add_mid_enemies(mid_enemies, enemies, 2)
#会出现2个中性敌机
add_big_enemies(big_enemies, enemies, 1)
#会出现1个大型敌机
inc_speed(small_enemies, 1)
#提升小型低级的速度
elif level == 2 and score > 300000:
level = 3
#用户得分到了300000时会升级到等级3,会出现5个小型敌机,3个中型敌机,2个大型敌机
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 500000:
level = 4
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
screen.blit(background, (0, 0))
#重新调用背景
3.9其他设计
# 生命数量
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
#获取图片属性
life_num = 3
# 游戏结束画面
gameover_font = pygame.font.Font("font/font.ttf", 48)
again_image = pygame.image.load("images/again.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
gameover_rect = gameover_image.get_rect()
DOUBLE_BULLET_TIME = USEREVENT + 1
#第二个事件
# 解除我方飞机无敌状态
INVINCEBLE_TIME = USEREVENT + 2#第三个事件
# 阻止重复读取成绩记录文件
recorded = False
# 标志是否暂停游戏
paused = False
#设置初始值false,默认不暂停
paused_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha()
resume_pressed_image = pygame.image.load("images/resume_pressed.png").convert_alpha()
#显示图片
paused_rect = paused_nor_image.get_rect()
#获取图片属性
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
#图片位置
paused_image = paused_nor_image
#切换图片
while running:
#死循环
for event in pygame.event.get():
#获取事件
if event.type == QUIT:
#如果按下×键,就关闭游戏退出
pygame.quit()
#退出
sys.exit()
#关闭游戏
elif event.type == MOUSEBUTTONDOWN:
#获取鼠标事件
ifevent.button==1andpaused_rect.collidepoint(event.pos):
#判断鼠标是否在图片范围内按下
paused = not paused
#如果按下了把flase变成true
if paused:
#如果暂停
pygame.time.set_timer(SUPPLY_TIME, 0)
#停止事件
pygame.mixer.music.pause()
#停止音乐
pygame.mixer.pause()
#停止特效
paused_image = resume_pressed_image
#显示空白屏幕
else:
pygame.time.set_timer(SUPPLY_TIME,30*1000)
#30秒执行补给包事件
pygame.mixer.music.unpause()
#播放音乐
pygame.mixer.unpause()
#播放特效
paused_image = pause_pressed_image
#显示原来游戏界面
elif event.type == MOUSEMOTION:
#获取鼠标事件
if paused_rect.collidepoint(event.pos):
#获取鼠标事件
if paused:
#如果按下
paused_image = resume_pressed_image
#显示深色图片
else:
paused_image = pause_pressed_image
else:
if paused:
#按下
paused_image = resume_nor_image
#显示浅色图片
else:
paused_image = paused_nor_image
elif event.type == KEYDOWN:
#获取键盘事件
if event.key == K_SPACE:
#如果按下空格
if bomb_num:
#全屏炸弹
bomb_num -= 1
#炸弹数量-1
bomb_sound.play()
#播放炸弹特效
for each in enemies:
if each.rect.bottom > 0:
#如果敌机在屏幕范围内 全部死
each.active = False
elif event.type == SUPPLY_TIME:
#如果是这个事件
supply_sound.play()
#那就播放道具的音效
if random.choice([True, False]):
#随机选择炸弹或者生命的重置
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
elif event.type == INVINCEBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCEBLE_TIME, 0)
# 读取历史最高分
with open("record/record.txt", "r") as f:
record_score = int(f.read())
if score > record_score:
with open("record/record.txt", "w") as f:
f.write(str(score))
# 绘制结束画面
record_score_text = score_font.render("Best: %d" % record_score, True, WHITE)
screen.blit(record_score_text, (50, 50))
gameover_text1 = gameover_font.render("Your Score: ", True, WHITE)
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left, gameover_text1_rect.top = \
(width - gameover_text1_rect.width) // 2, height // 2
screen.blit(gameover_text1, gameover_text1_rect)
gameover_text2 = gameover_font.render(str(score), True, WHITE)
gameover_text2_rect = gameover_text2.get_rect()
gameover_text2_rect.left, gameover_text2_rect.top = \
(width - gameover_text2_rect.width) // 2, \
gameover_text1_rect.bottom + 10
screen.blit(gameover_text2, gameover_text2_rect)
again_rect.left, again_rect.top = \
(width - again_rect.width) // 2, \
gameover_text2_rect.bottom + 50
screen.blit(again_image, again_rect)
gameover_rect.left, gameover_rect.top = \
(width - again_rect.width) // 2, \
again_rect.bottom + 10
screen.blit(gameover_image, gameover_rect)
# 检测用户的鼠标操作
# 如果用户按下鼠标左键
if pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
if again_rect.left < pos[0] < again_rect.right and \
again_rect.top < pos[1] < again_rect.bottom:
main()
elif gameover_rect.left < pos[0] < gameover_rect.right and \
gameover_rect.top < pos[1] < gameover_rect.bottom:
pygame.quit()
sys.exit()
#绘制暂停按钮
screen.blit(paused_image, paused_rect)
# 切换图片
if not (delay % 5):
switch_image = not switch_image
delay -= 1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
参考文献
Python快速编程入门第2 版编著:黑马程序员人民邮电出版社
鱼C-小甲鱼 一位来自bilibili的up主 《零基础入门学习Python》中的飞机大战教学视频