python飞机大战没有运行界面_python3实现飞机大战

本文实例为大家分享了python3实现飞机大战的具体代码,供大家参考,具体内容如下

以下是亲测Python飞机大战全部代码,在保证有pygame环境支持并且有Python3解释器的话完全没问题!

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运行效果如下图:

#!/usr/bin/env python3

# -*- coding: utf-8 -*-

# 导入需要使用的模块

import pygame

from pygame.locals import *

from sys import exit

import random

# 设置屏幕大小的变量

SCREEN_WIDTH = 480

SCREEN_HEIGHT = 800

import codecs

# 子弹类

class Bullet(pygame.sprite.Sprite):

def __init__(self,bullet_img,init_pos):

# 实现父类的初始化方法

pygame.sprite.Sprite.__init__(self)

self.image = bullet_img

self.rect = self.image.get_rect()

self.rect.midbottom = init_pos

self.speed = 10

def move(self):

self.rect.top -= self.speed

# 玩家飞机类

class Player(pygame.sprite.Sprite):

def __init__(self,plane_img,player_rect,init_pos):

pygame.sprite.Sprite.__init__(self)

self.image=[]

for i in range(len(player_rect)):

self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())

self.rect = player_rect[0]

self.rect.topleft = init_pos

self.speed = 8

self.bullets = pygame.sprite.Group() #玩家飞机发射子弹的集合

self.img_index = 0

self.is_hit = False

# 发射子弹

def shoot(self,bullet_img):

bullet = Bullet(bullet_img,self.rect.midtop)

self.bullets.add(bullet) # 将子弹放入玩家飞机的子弹集合

# 向上移动

def moveUp(self):

if self.rect.top <= 0:

self.rect.top = 0

else:

self.rect.top -= self.speed

# 向下移动

def moveDown(self):

if self.rect.top >= SCREEN_HEIGHT - self.rect.height:

self.rect.top = SCREEN_HEIGHT - self.rect.height

else:

self.rect.top += self.speed

# 向左移动

def moveLeft(self):

if self.rect.left <= 0:

self.rect.left = 0

else:

self.rect.left -= self.speed

# 向右移动

def moveRight(self):

if self.rect.left >= SCREEN_WIDTH - self.rect.width:

self.rect.left = SCREEN_WIDTH - self.rect.width

else:

self.rect.left += self.speed

# 敌机类

class Enemy(pygame.sprite.Sprite):

# 飞机的图片 敌机坠毁的图片 敌机的位置

def __init__(self,enemy_img,enemy_down_imgs,init_pos):

pygame.sprite.Sprite.__init__(self)

self.image = enemy_img

self.rect = self.image.get_rect()

self.rect.topleft = init_pos

self.down_imgs = enemy_down_imgs

self.speed = 2

self.down_index = 0

# 移动

def move(self):

self.rect.top += self.speed

# 对文件的操作

# 写入文本

# 要写入的内容,写入方式,写入文件所在的位置

def write_txt(contert, strim, path):

f = codecs.open(path,strim, 'utf8')

f.write(str(contert))

f.close()

# 读取文本

def read_txt(path):

with open(path,'r',encoding='utf8') as f:

lines = f.readlines()

return lines

# 初始化pygame

pygame.init()

# 设置游戏界面的大小,背景图片,标题

# 界面startGame(

screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))

# 标题

pygame.display.set_caption('飞机大战')

# 图标

ic_launcher = pygame.image.load('resources/image/ic_launcher.png').convert_alpha()

pygame.display.set_icon(ic_launcher)

# 背景图

background = pygame.image.load('resources/image/background.png').convert()

# 游戏结束

game_over = pygame.image.load('resources/image/gameover.png')

# 飞机及子弹的图片

plane_img = pygame.image.load('resources/image/shoot.png')

def startGame():

# 1.设置玩家飞机不同状态的图片列表,多张图片展示为动画效果

player_rect = []

# 玩家飞机的图片

player_rect.append(pygame.Rect(0,99,102,126))

player_rect.append(pygame.Rect(165,360,102,126))

# 玩家飞机爆炸的图片

player_rect.append(pygame.Rect(165,234,102,126))

player_rect.append(pygame.Rect(330,634,102,126))

player_rect.append(pygame.Rect(330,498,102,126))

player_rect.append(pygame.Rect(432,624,102,126))

player_pos = [200,600]

# 生成玩家飞机类

player = Player(plane_img,player_rect,player_pos)

# 加入子弹的图片

bullet_rect = pygame.Rect(69,77,10,21)

bullet_img = plane_img.subsurface(bullet_rect)

# 加入敌机图片

enemy1_rect = pygame.Rect(534,612,57,43) #没有爆炸前的图片

enemy1_img = plane_img.subsurface(enemy1_rect)

enemy1_down_imgs = [] #飞机销毁后的图片

enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,347,57,43)))

enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873,679,57,43)))

enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,296,57,43)))

enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930,697,57,43)))

# 存储敌机的集合

enmies1 = pygame.sprite.Group()

# 存储被击毁的敌机的集合

enemies_down = pygame.sprite.Group()

# 初始子弹射击频率

shoot_frequency = 0

# 初始化敌机生成频率

enemy_frequency = 0

# 玩家飞机被击中后的效果处理

player_down_index = 16

# 设置游戏的帧数

clock = pygame.time.Clock()

# 初始化成绩

score = 0

# 判断循环结束的参数

running = True

while running:

for event in pygame.event.get():

if event.type == pygame.QUIT:

exit()

screen.fill(0)

screen.blit(background,(0,0))

clock.tick(60)

# 生成子弹 判断玩家有没有被击中

if not player.is_hit:

if shoot_frequency % 15 == 0:

player.shoot(bullet_img)

shoot_frequency += 1

if shoot_frequency >= 15:

shoot_frequency = 0

for bullet in player.bullets:

bullet.move()

if bullet.rect.bottom<0:

player.bullets.remove(bullet)

# 显示子弹

player.bullets.draw(screen)

# 生成敌机,..需要控制频率

if enemy_frequency % 50 == 0:

#生成随机的位置

enemy1_pos = [random.randint(0,SCREEN_WIDTH-enemy1_rect.width),0]

# 初始化敌机

enemy1 = Enemy(enemy1_img,enemy1_down_imgs,enemy1_pos)

# 存储到集合中

enmies1.add(enemy1)

enemy_frequency += 1

# 敌机生成到 100 则重新循环

if enemy_frequency >= 100:

enemy_frequency = 0

# 敌机的移动

for enemy in enmies1:

enemy.move()

# 敌机与玩家碰撞效果处理

if pygame.sprite.collide_circle(enemy,player): # pygame判定是否相撞的方法

enemies_down.add(enemy) # 将敌机加入到坠毁的集合中

enmies1.remove(enemy) # 从敌机集合中移除

player.is_hit = True

break

# 移动出屏幕的敌机

if enemy.rect.top < 0:

enmies1.remove(enemy)

# 与子弹碰撞

enemies1_down = pygame.sprite.groupcollide(enmies1,player.bullets,1,1)

for enemy_down in enemies1_down:

enemies_down.add(enemy_down)

# 绘制玩家飞机

if not player.is_hit:

screen.blit(player.image[player.img_index],player.rect)

# 实现飞机动效

player.img_index = shoot_frequency // 8

else:

# 玩家飞机被击毁后的动画效果

player.img_index = player_down_index // 8

screen.blit(player.image[player.img_index],player.rect)

player_down_index += 1

if player_down_index > 47:

running = False

# 敌机被击中的效果

for enemy_down in enemies_down:

if enemy_down.down_index == 0:

pass

if enemy_down.down_index > 7:

enemies_down.remove(enemy_down)

score += 100

continue

# 绘制碰撞动画

screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2],enemy_down.rect)

enemy_down.down_index += 1

# 显示敌机

enmies1.draw(screen)

# 绘制当前得分

score_font = pygame.font.Font(None,36)

score_text = score_font.render(str(score),True,(128,128,128))

text_rect = score_text.get_rect()

text_rect.topleft = [10,10]

screen.blit(score_text,text_rect)

# 获取键盘的输入

key_pressed = pygame.key.get_pressed()

if key_pressed[K_UP] or key_pressed[K_w]:

player.moveUp()

if key_pressed[K_DOWN] or key_pressed[K_s]:

player.moveDown()

if key_pressed[K_LEFT] or key_pressed[K_a]:

player.moveLeft()

if key_pressed[K_RIGHT] or key_pressed[K_d]:

player.moveRight()

pygame.display.update()

# 绘制游戏结束画面

screen.blit(game_over,(0,0))

# 绘制Game Over显示最终分数

font = pygame.font.Font(None,48)

text = font.render("Score:"+str(score),True,(255,0,0))

text_rect = text.get_rect()

text_rect.centerx = screen.get_rect().centerx # x轴位置

text_rect.centery = screen.get_rect().centery + 24 # y轴位置

screen.blit(text,text_rect)

# 使用字体

xtfont = pygame.font.SysFont("jamrul",30)

# 绘制重新开始按钮

textstart = xtfont.render('Start',True,(255,0,0))

text_rect = textstart.get_rect()

text_rect.centerx = screen.get_rect().centerx # x轴位置

text_rect.centery = screen.get_rect().centery + 120 # y轴位置

screen.blit(textstart,text_rect)

# 排行榜按钮

textstart = xtfont.render('Ranking',True,(255,0,0))

text_rect = textstart.get_rect()

text_rect.centerx = screen.get_rect().centerx # x轴位置

text_rect.centery = screen.get_rect().centery + 180 # y轴位置

screen.blit(textstart,text_rect)

# 判断得分更新排行榜

# 临时变量

j = 0

# 读取文件

arrayscore = read_txt(r'score.txt')[0].split('mr')

# 循环分数列表在列表里排序

for i in range(0,len(arrayscore)):

if score > int(arrayscore[i]):

# 大于排行榜上的内容 把分数和当前分数进行替换

j = arraysco.re[i]

arrayscore[i] = str(score)

score = 0

# 替换下来的分数移动一位

if int(j) > int(arrayscore[i]):

k = arrayscore[i]

arrayscore[i] = str(j)

j = k

# 循环分数列表 写入文档

for i in range(0,len(arrayscore)):

# 判断列表的第一个分数

if i == 0:

write_txt(arrayscore[i]+'mr','w',r'score.txt')

else:

# 判断是否是最后一个

if (i==9):

# 最近添加内容最后一个分数不加 mr

write_txt(arrayscore[i],'a',r'score.txt')

else:

# 不是最后一个分数,添加的时候加 mr

write_txt(arrayscore[i]+'mr','a',r'score.txt')

# 定义排行榜函数

def gameRanking():

# 绘制背景图片

screen2 = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))

screen2.fill(0)

screen2.blit(background,(0,0))

# 使用系统字体

xtfont = pygame.font.SysFont('jamrul',30)

# 1.绘制标题

textstart = xtfont.render('Ranking',True,(255,0,0))

text_rect = textstart.get_rect()

text_rect.centerx = screen.get_rect().centerx # x轴位置

text_rect.centery = 50 # y轴位置

screen.blit(textstart,text_rect)

# 2.绘制重新开始按钮

textstart = xtfont.render('Start',True,(255,0,0))

text_rect = textstart.get_rect()

text_rect.centerx = screen.get_rect().centerx # x轴位置

text_rect.centery = screen.get_rect().centery + 120 # y轴位置

screen.blit(textstart,text_rect)

# 3.展示排行榜的数据

arrayscore = read_txt(r'score.txt')[0].split('mr')

for i in range(0,len(arrayscore)):

font = pygame.font.Font(None,48)

# 编写排名

k = i+1

text = font.render(str(k) + " "+arrayscore[i],True,(255,0,0))

text_rect = text.get_rect()

text_rect.centerx = screen2.get_rect().centerx

text_rect.centery = 80 + 30*k

# 绘制分数

screen2.blit(text,text_rect)

startGame()

while True:

for event in pygame.event.get():

if event.type == pygame.QUIT:

exit()

# 监控鼠标的点击

elif event.type == pygame.MOUSEBUTTONDOWN:

# 判定重新开始范围

if screen.get_rect().centerx - 70 <= event.pos[0]\

and event.pos[0] <= screen.get_rect().centerx + 50\

and screen.get_rect().centery + 100 <= event.pos[1]\

and screen.get_rect().centery + 140 >= event.pos[1]:

startGame()

# 判定排行榜范围

if screen.get_rect().centerx - 70 <= event.pos[0]\

and event.pos[0] <= screen.get_rect().centerx + 50\

and screen.get_rect().centery + 160 <= event.pos[1]\

and screen.get_rect().centery + 200 >= event.pos[1]:

gameRanking()

pygame.display.update()

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持随便开发网。

import matplotlib.pylab as plt import numpy as np import random from scipy.linalg import norm import PIL.Image class Rbm: def __init__(self,n_visul, n_hidden, max_epoch = 50, batch_size = 110, penalty = 2e-4, anneal = False, w = None, v_bias = None, h_bias = None): self.n_visible = n_visul self.n_hidden = n_hidden self.max_epoch = max_epoch self.batch_size = batch_size self.penalty = penalty self.anneal = anneal if w is None: self.w = np.random.random((self.n_visible, self.n_hidden)) * 0.1 if v_bias is None: self.v_bias = np.zeros((1, self.n_visible)) if h_bias is None: self.h_bias = np.zeros((1, self.n_hidden)) def sigmod(self, z): return 1.0 / (1.0 + np.exp( -z )) def forward(self, vis): #if(len(vis.shape) == 1): #vis = np.array([vis]) #vis = vis.transpose() #if(vis.shape[1] != self.w.shape[0]): vis = vis.transpose() pre_sigmod_input = np.dot(vis, self.w) + self.h_bias return self.sigmod(pre_sigmod_input) def backward(self, vis): #if(len(vis.shape) == 1): #vis = np.array([vis]) #vis = vis.transpose() #if(vis.shape[0] != self.w.shape[1]): back_sigmod_input = np.dot(vis, self.w.transpose()) + self.v_bias return self.sigmod(back_sigmod_input) def batch(self): eta = 0.1 momentum = 0.5 d, N = self.x.shape num_batchs = int(round(N / self.batch_size)) + 1 groups = np.ravel(np.repeat([range(0, num_batchs)], self.batch_size, axis = 0)) groups = groups[0 : N] perm = range(0, N) random.shuffle(perm) groups = groups[perm] batch_data = [] for i in range(0, num_batchs): index = groups == i batch_data.append(self.x[:, index]) return batch_data def rbmBB(self, x): self.x = x eta = 0.1 momentum = 0.5 W = self.w b = self.h_bias c = self.v_bias Wavg = W bavg = b cavg = c Winc = np.zeros((self.n_visible, self.n_hidden)) binc = np.zeros(self.n_hidden) cinc = np.zeros(self.n_visible) avgstart = self.max_epoch - 5; batch_data = self.batch() num_batch = len(batch_data) oldpenalty= self.penalty t = 1 errors = [] for epoch in range(0, self.max_epoch): err_sum = 0.0 if(self.anneal): penalty = oldpenalty - 0.9 * epoch / self.max_epoch * oldpenalty for batch in range(0, num_batch): num_dims, num_cases = batch_data[batch].shape data = batch_data[batch] #forward ph = self.forward(data) ph_states = np.zeros((num_cases, self.n_hidden)) ph_states[ph > np.random.random((num_cases, self.n_hidden))] = 1 #backward nh_states = ph_states neg_data = self.backward(nh_states) neg_data_states = np.zeros((num_cases, num_dims)) neg_data_states[neg_data > np.random.random((num_cases, num_dims))] = 1 #forward one more time neg_data_states = neg_data_states.transpose() nh = self.forward(neg_data_states) nh_states = np.zeros((num_cases, self.n_hidden)) nh_states[nh > np.random.random((num_cases, self.n_hidden))] = 1 #update weight and biases dW = np.dot(data, ph) - np.dot(neg_data_states, nh) dc = np.sum(data, axis = 1) - np.sum(neg_data_states, axis = 1) db = np.sum(ph, axis = 0) - np.sum(nh, axis = 0) Winc = momentum * Winc + eta * (dW / num_cases - self.penalty * W) binc = momentum * binc + eta * (db / num_cases); cinc = momentum * cinc + eta * (dc / num_cases); W = W + Winc b = b + binc c = c + cinc self.w = W self.h_bais = b self.v_bias = c if(epoch > avgstart): Wavg -= (1.0 / t) * (Wavg - W) cavg -= (1.0 / t) * (cavg - c) bavg -= (1.0 / t) * (bavg - b) t += 1 else: Wavg = W bavg = b cavg = c #accumulate reconstruction error err = norm(data - neg_data.transpose()) err_sum += err print epoch, err_sum errors.append(err_sum) self.errors = errors self.hiden_value = self.forward(self.x) h_row, h_col = self.hiden_value.shape hiden_states = np.zeros((h_row, h_col)) hiden_states[self.hiden_value > np.random.random((h_row, h_col))] = 1 self.rebuild_value = self.backward(hiden_states) self.w = Wavg self.h_bais = b self.v_bias = c def visualize(self, X): D, N = X.shape s = int(np.sqrt(D)) if s == int(np.floor(s)): num = int(np.ceil(np.sqrt(N))) a = np.zeros((num*s + num + 1, num * s + num + 1)) - 1.0 x = 0 y = 0 for i in range(0, N): z = X[:,i] z = z.reshape(s,s,order='F') z = z.transpose() a[x*s+1+x - 1:x*s+s+x , y*s+1+y - 1:y*s+s+y ] = z x = x + 1 if(x >= num): x = 0 y = y + 1 d = True else: a = X return a def readData(path): data = [] for line in open(path, 'r'): ele = line.split(' ') tmp = [] for e in ele: if e != '': tmp.append(float(e.strip(' '))) data.append(tmp) return data if __name__ == '__main__': data = readData('data.txt') data = np.array(data) data = data.transpose() rbm = Rbm(784, 100,max_epoch = 50) rbm.rbmBB(data) a = rbm.visualize(data) fig = plt.figure(1) ax = fig.add_subplot(111) ax.imshow(a) plt.title('original data') rebuild_value = rbm.rebuild_value.transpose() b = rbm.visualize(rebuild_value) fig = plt.figure(2) ax = fig.add_subplot(111) ax.imshow(b) plt.title('rebuild data') hidden_value = rbm.hiden_value.transpose() c = rbm.visualize(hidden_value) fig = plt.figure(3) ax = fig.add_subplot(111) ax.imshow(c) plt.title('hidden data') w_value = rbm.w d = rbm.visualize(w_value) fig = plt.figure(4) ax = fig.add_subplot(111) ax.imshow(d) plt.title('weight value(w)') plt.show()
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