经典游戏----飞机大战

本文介绍了一个使用Python和pygame库开发的飞机大战游戏。游戏包括初始化设置、事件处理、飞船移动、射击、外星人移动以及碰撞检测等功能。玩家可以通过键盘控制飞船移动,按下空格键发射子弹,外星人会自动移动,碰到屏幕边缘会改变方向。游戏还包括分数系统、子弹限制以及外星人群的生成。通过重构代码,实现了游戏功能模块化,提高了代码的可读性和可维护性。
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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

目录

        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!!!

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