由于我们是用Python来制作游戏,我们需要安装一些必要的模块,如:pygame
安装方法:
pip install pygame
1 构建游戏窗口界面
2 基础设置类
3 在屏幕上绘制飞船
4 模块的重构(让代码简洁)
5 飞船移动(响应按键)
我们首先定义一个游戏界面并设置一个游戏对象
def run_game():
pygame.init()
screen = pygame.display.set_mode((1200,800))
pygame.display.set_caption("飞机大战")
之后我们还需要构建一个主题程序
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.fill(bg_color)
pygame.display.flip()
然后我们来设置背景颜色,在pygame中,颜色是以RGB值指定的.这种颜色由红色,绿色和蓝色值组成,其中每个值的可能取值范围都为0~255.
颜色值(255,0,0)表示红色
颜色值(0,255,0)表示绿色
颜色值(0,0,255)表示蓝色
我们的参数是(230,230,230),当红色,绿色和蓝色的参数一样时呈现浅灰色.
bg_color = (230,230,230)
我们继续给它创建设置类
class Settings():
# 储存<<飞机大战>>所有设置的类
def __init__(self):
# 初始化游戏设置
# 屏幕大小
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230,230,230)
创建ship(飞船)类
class Ship(Sprite):
def __init__(self,ai_settings,screen):
# 初始化飞船设置并设置其初始位置
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/image.png')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每艘新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飞船的属性center中储存小数值
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = False
我们在屏幕上绘制飞船,并调用其方法blitme()
ship = Ship(screen)
ship.blitme()
重构:模块 game_functions
把一些函数放在一起
def check_keydown_events(event,ai_settings,screen,ship,bullets): # 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:
# 创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit()
然后我们再来控制飞船移动
def check_events(ai_settings, screen,stats,sb,play_button, ship,aliens,bullets): # 管理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN: # 响应按键
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP: # 允许不断移动
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)
在上面的代码中我们控制了飞船的左右移动,使其既不会出界也能长按移动.
我们现在来设置射击子弹的函数
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super(Bullet,self).__init__()
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
# 储存用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
# 更新表示子弹位置的小数值
self.y -= self.speed_factor
# 更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
然后就是碰撞检测和外星人的调用,最后我还将界面优化,还有一些不让子弹出界和多子弹碰撞的bug修改
源码我放在下面了,需要的自取,记得点个小赞
1------主程序
import sys
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf # 别名
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() # 初始化背景设置
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("飞机大战")
# 创建Play按钮
play_button = Button(ai_settings, screen, "Start!")
# 创建一个用于储存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)
# 创建一个飞船
ship = Ship(ai_settings,screen)
# 创建一个用于储存子弹的编组
bullets = Group()
# 创建一个外新人编组
aliens = Group()
# 创建外星人群
gf.creat_fleet(ai_settings, screen,ship,aliens)
# 游戏的主循环
while True:
gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
# 确定应运行游戏的哪些部分
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)
# print(len(bullets))
# 监视键盘和鼠标事件
# for event in pygame.event.get():
# if event.type == pygame.QUIT:
# sys.exit()
# # 将飞船绘制到屏幕上
# ship.blitme()
run_game()
2----设置类
class Settings():
# 储存<<飞机大战>>所有设置的类
def __init__(self):
# 初始化游戏设置
# 屏幕大小
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230,230,230) # 背景颜色
self.ship_limit = 3
self.bullet_width = 3 # 可以改变
self.bullet_height = 15
self.bullet_color = 60,60,60
self.bullets_allowed = 3
self.fleet_drop_speed = 10 # 外星人速度
# 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表示向右移,为-1表示向左移
self.fleet_direction = 1
# 计分
self.alien_points = 50
def increase_speed(self):
# 提高速度设置
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)
'''
在Pygame中,颜色是以RGB值指定的。这种颜色由红色、绿色和蓝色值组成,其中每个值的可能取值范围都为0~255。颜色值(255, 0, 0)表示红色,(0, 255, 0)表示绿色,而(0, 0, 255)表示蓝色
'''
3---飞船类
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self,ai_settings,screen):
# 初始化飞船设置并设置其初始位置
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/image.png')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每艘新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飞船的属性center中储存小数值
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船的位置
# 更新飞船的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
# 根据self.center更新rect对象
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image,self.rect)
def center_ship(self):
# 让飞船在屏幕上方
self.center = self.screen_rect.centerx
4---外星人类
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self, ai_settings, screen):
# 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,并设置其rect属性
self.image = pygame.image.load('images/11221.png')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕左上角附近
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 update(self):
# 向右或向左移动外星人
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
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
5----子弹类
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super(Bullet,self).__init__()
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
# 储存用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
# 更新表示子弹位置的小数值
self.y -= self.speed_factor
# 更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
6---按钮类
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
# 按钮的标签只需要创建一次
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,在绘制文本
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
7----游戏功能类(这个最麻烦,光是重构设置就用了我大半天)
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): # 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:
# 创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship): # 响应松开
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): # 管理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN: # 响应按键
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP: # 允许不断移动
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):
# 在玩家单击start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
# 重置得分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 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
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_bullets(ai_settings, screen,stats,sb,ship, aliens, bullets):
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):
# 检查是否有子弹击中了外星人
# 如果是这样,就删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
# stats.score += ai_settings.alien_points
sb.prep_score()
check_high_score(stats,sb)
if len(aliens) == 0:
# 删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
creat_fleet(ai_settings,screen,ship,aliens)
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 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)
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 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 响应被外星人撞到的飞船
if stats.ships_left > 0:
# 将ship_left减1
stats.ships_left -= 1
# 更新记分牌
sb.prep_ships()
# 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
creat_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, screen, stats, sb, ship, aliens, bullets):
# 检查是否有外星人抵达屏幕
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被外星人撞到一样处理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def creat_fleet(ai_settings,screen,ship,aliens):
# 创建一个外星人,并计算一行可容纳多少个外星人
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)
# 创建第一行外星人
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_rows(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 update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 检查是否有外星人位于屏幕边缘,并更新整群外星人的位置
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, screen, stats, sb, ship, aliens, bullets)
# print("飞船没了!!!")
# 检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
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):
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_high_score(stats,sb):
# 检查是否诞生了新的最高得分
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button): # 更新屏幕
# 每次循环都要重绘屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
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(不断更新屏幕)
pygame.display.flip()
8---跟踪游戏信息类(实现游戏的优化)
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()
# 让游戏一开始处于非活动状态
self.game_active = False
# 在任何情况下都不应重置最高得分
self.high_score = 0
def reset_stats(self):
# 初始化在游戏运行期间可能变化的统计信息
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
9---得分信息类
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
# 显示得分信息的类
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)
# 准备包含最高得分和当前得分的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
# 将得分转换为一幅渲染的图像
rounded_score = int(round(self.stats.score,-1))
score_str = "{:,}".format(rounded_score)
self.score_iamge = 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_iamge.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def show_score(self):
# 在屏幕上显示当前得分和最高得分
self.screen.blit(self.score_iamge, self.score_rect)
self.screen.blit(self.high_score_image, self.high_score_rect)
# 绘制飞船
self.ships.draw(self.screen)
def prep_high_score(self):
# 将最高得分转换为渲染的图像
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)
# 将最高得分放在屏幕顶部中央
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):
# 将等级转换为渲染的图像
self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
# 将等级放在得分下方
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):
# 显示还余下多少飞船
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)
10---两张图片
按我的方式来一个一个创建,运行主程序就行
最后最后,一定记得要三联!!!