小伙伴们要的飞机大战代码 简易入门版

# coding=utf-8
import sys
from time import sleep
import pygame.font
import pygame
from pygame.sprite import Sprite, Group




class Settings():
    # 存储游戏所有设置的类
    def __init__(self):
        # 初始化游戏设置
        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 = 2
        self.bullet_width = 20
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullet_allowed = 8
        # 外星人设置
        # self.alien_speed_factor = 1
        self.fleet_drop_speed = 15
        # 以什么样的速度加快游戏节奏
        self.speedup_scale = 1.2
        # 外星人点数的提高速度
        self.score_scale = 1.5


        self.initialize_dynamic_settings()


    def initialize_dynamic_settings(self):
        # 初始化岁游戏进行而变化的设置
        self.ship_speed_factor = 3
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1


        # fleet_direction 为1表示右  为-1表示左
        self.fleet_direction = 1
        # 计分
        self.alien_points = 50


    def increase_speed(self):
        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)




# 飞机类
class Ship(Sprite):
    def __init__(self, ai_setting, screen):     # 初始化飞船位置
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_setting = ai_setting
        # 加载飞船并获取其外接矩形
        self.image = pygame.image.load('images/1523341111093.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()


        # 将每搜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


        self.center = float(self.rect.centerx)


        self.moving_right = False       # 移动标志
        self.moving_left = False


    def update(self):
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.center += self.ai_setting.ship_speed_factor
        if self.moving_left and self.rect.left > 0:
            self.center -= self.ai_setting.ship_speed_factor
        self.rect.centerx = self.center


    def blitme(self):
        self.screen.blit(self.image, self.rect)


    # 让飞船在屏幕上居中
    def center_ship(self):
        self.center = self.screen_rect.centerx




# 子弹类
class Bullet(Sprite):
    def __init__(self, ai_setting, screen, ship):
        super(Bullet, self).__init__()
        self.screen = screen


        self.rect = pygame.Rect(0, 0, ai_setting.bullet_width, ai_setting.bullet_height)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top
        # 存储用小数表示的子弹位置
        self.y = float(self.rect.y)
        self.color = ai_setting.bullet_color
        self.speed_factor =ai_setting.bullet_speed_factor


    def update(self):
        self.y -= self.speed_factor
        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)




# 外星人类
class Alien(Sprite):
    """表示单个外星人的类"""
    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/1523348084127.bmp')
        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)


    # 判断外星 飞机时候到边缘
    def check_edges(self):
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True


    # 向右移动外星人
    def update(self):
        self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction
        self.rect.x = self.x




# 统计信息类
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()
        # 存活状态
        self.game_active = False


        self.high_score = 0


    # 初始化在游戏运行期间可能变化的统计信息
    def reset_stats(self):
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1




# 显示得分类
class Scoreboard():
    def __init__(self, ai_settings, screen, stats):
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats


        # 显示得分信息时的字体
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)


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


    def prep_high_score(self):
        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_score(self):
        rounded_score = int(round(self.stats.score, -1))
        score_str = "{:,}".format(rounded_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 show_score(self):
        self.screen.blit(self.score_image, self.score_rect)
        self.screen.blit(self.high_score_image, self.high_score_rect)
        self.screen.blit(self.level_image, self.level_rect)
        # 绘制飞船
        self.ships.draw(self.screen)


    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


    # 显示还剩下多少飞船
    def prep_ships(self):
        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)




# 计算每行可容纳多少个飞机
def get_number_aliens_x(ai_settings, alien_width):
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x




# 计算可容纳多少行
def get_number_rows(ai_settings, ship_height, alien_height):
    available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows




# 创建单个飞机
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    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)




# 创建外星人群
def create_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
    # 外星人间距为外星人宽度
    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):
            # 创建一个外星人并将其加入当前行
            create_alien(ai_settings, screen, aliens, alien_number, row_number)




# 事件类
def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """响应按键"""
    if event.key == pygame.K_RIGHT:
        # 向右移动
        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()




# 响应子弹
def fire_bullet(ai_settings, screen, ship, bullets):
    # 创建一颗子弹加入编组中
    if len(bullets) < ai_settings.bullet_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):
    # 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.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)




# 在玩家点击play后开始游戏
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        ai_settings.initialize_dynamic_settings()   # 重置游戏设置
        pygame.mouse.set_visible(False)     # 隐藏光标
        stats.reset_stats()
        stats.game_active = True


        # 重置积分牌图像
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()


        # 清空外星人列表可子弹列表
        aliens.empty()
        bullets.empty()


        # 创建新的外星飞机
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()




# 更新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
    # 每次循环时都重新绘制屏幕
    screen.fill(ai_settings.bg_color)
    # 在飞船和外星人后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    sb.show_score()     # 显示得分
    # 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()


    # 让最终绘制的屏幕可见
    pygame.display.flip()  # 绘制空屏幕, 并擦去旧屏幕




# 更新子弹位置并删除消失的子弹
def update_bullets(ai_settings, screen, stats, sb, ship,  aliens, bullets):
    bullets.update()


    # 删除消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    # print(len(bullets))
    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):
    # 检测子弹碰撞 并删除被击中的飞机
    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()
        check_high_score(stats, sb)


    # 如果飞机群被全击落 重新创建外星人
    if len(aliens) == 0:
        bullets.empty()
        ai_settings.increase_speed()
        # 提高等级
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)




# 外星飞机到达边缘时采取的措施
def check_fleet_edges(ai_settings, aliens):
    for alien in aliens:
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break




# 将外星飞机群下移, 并改变方向
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




# 响应被外星飞机撞到的玩飞船
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
    if stats.ships_left > 0:
        stats.ships_left -= 1


        # 更新计分牌
        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
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()
        sleep(0.5)
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)




# 更新外星飞机位置
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    # 检测飞船之间的碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
    # 检查是否有飞机到达底部
    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)




# 查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
            break




# 检查是否产生了最高分
def check_high_score(stats, sb):
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()




# 创建按钮类
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):
        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):
        # 绘制按钮和文本
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)




# 主逻辑
def run_game():
    # 初始化一个屏幕对象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))   # 创建显示窗口
    pygame.display.set_caption("Alien Invasion")
    # 创建按钮
    play_button = Button(ai_settings, screen, "play")


    # 创建飞船
    ship = Ship(ai_settings, screen)
    # 创建子弹编组
    bullets = Group()
    # 创建外星人编组
    aliens = Group()
    # 创建一个外星人群
    create_fleet(ai_settings, screen, ship, aliens)


    # 创建一个存储游戏统计信息的实例
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    # 开始游戏的主循环
    while 1:
        # 监视鼠标和键盘事件
        check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
        if stats.game_active:
            ship.update()
            update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
            update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets)
        update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)




run_game()

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