经典游戏
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 = 1200self.screen_height = 800self.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 = screenself.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.centerxself.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 = Falseself.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 = Trueelif event.key == pygame.K_LEFT:ship.moving_left = Trueelif 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 Spriteclass Bullet(Sprite):def __init__(self,ai_settings,screen,ship):super(Bullet,self).__init__()self.screen = screenself.rect = pygame.Rect(0, 0, ai_settings.bullet_width,ai_settings.bullet_height)self.rect.centerx = ship.rect.centerxself.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_colorself.speed_factor = ai_settings.bullet_speed_factordef 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.ydef 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 Scoreboarddef 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 = 1200self.screen_height = 800self.bg_color = (230,230,230) # 背景颜色self.ship_limit = 3self.bullet_width = 3 # 可以改变self.bullet_height = 15self.bullet_color = 60,60,60self.bullets_allowed = 3self.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 = 1.5self.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 = 1.5self.bullet_speed_factor = 3self.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 = 50def increase_speed(self):# 提高速度设置self.ship_speed_factor *= self.speedup_scaleself.bullet_speed_factor *= self.speedup_scaleself.alien_speed_factor *= self.speedup_scaleself.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 Spriteclass 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 = screenself.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.centerxself.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 = Falseself.moving_left = Falsedef 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rectif self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.ai_settings.ship_speed_factorif 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.centerdef 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 Spriteclass 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 = screenself.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.widthself.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.xdef check_edges(self):# 如果外星人位于屏幕边缘,就返回Truescreen_rect = self.screen.get_rect()if self.rect.right >= screen_rect.right:return Trueelif self.rect.left <= 0:return True
5----子弹类
import pygame
from pygame.sprite import Spriteclass Bullet(Sprite):def __init__(self,ai_settings,screen,ship):super(Bullet,self).__init__()self.screen = screenself.rect = pygame.Rect(0, 0, ai_settings.bullet_width,ai_settings.bullet_height)self.rect.centerx = ship.rect.centerxself.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_colorself.speed_factor = ai_settings.bullet_speed_factordef 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.ydef draw_bullet(self):pygame.draw.rect(self.screen,self.color,self.rect)
6---按钮类
import pygame.fontclass Button():def __init__(self,ai_settings,screen,msg):# 初始化按钮的属性self.screen = screenself.screen_rect = screen.get_rect()# 设置按钮的尺寸和其他属性self.width, self.height = 200, 50self.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.centerdef 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 Aliendef check_keydown_events(event,ai_settings,screen,ship,bullets): # 响应按键if event.key == pygame.K_RIGHT:ship.moving_right = Trueelif event.key == pygame.K_LEFT:ship.moving_left = Trueelif 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 = Falseelif 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_pointssb.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 += 1sb.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_widthnumber_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.widthalien.x = alien_width + 2 * alien_width * alien_numberalien.rect.x = alien.xalien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numberaliens.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1stats.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 = Falsepygame.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_speedai_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.scoresb.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_settingsself.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 = 0def 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_limitself.score = 0self.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 = screenself.screen_rect = screen.get_rect()self.ai_settings = ai_settingsself.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 - 20self.score_rect.top = 20def 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.centerxself.high_score_rect.top = self.score_rect.topdef 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.rightself.level_rect.top = self.score_rect.bottom + 10def 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.widthship.rect.y = 10self.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!!!
经典游戏
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 = 1200self.screen_height = 800self.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 = screenself.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.centerxself.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 = Falseself.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 = Trueelif event.key == pygame.K_LEFT:ship.moving_left = Trueelif 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 Spriteclass Bullet(Sprite):def __init__(self,ai_settings,screen,ship):super(Bullet,self).__init__()self.screen = screenself.rect = pygame.Rect(0, 0, ai_settings.bullet_width,ai_settings.bullet_height)self.rect.centerx = ship.rect.centerxself.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_colorself.speed_factor = ai_settings.bullet_speed_factordef 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.ydef 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 Scoreboarddef 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 = 1200self.screen_height = 800self.bg_color = (230,230,230) # 背景颜色self.ship_limit = 3self.bullet_width = 3 # 可以改变self.bullet_height = 15self.bullet_color = 60,60,60self.bullets_allowed = 3self.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 = 1.5self.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 = 1.5self.bullet_speed_factor = 3self.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 = 50def increase_speed(self):# 提高速度设置self.ship_speed_factor *= self.speedup_scaleself.bullet_speed_factor *= self.speedup_scaleself.alien_speed_factor *= self.speedup_scaleself.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 Spriteclass 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 = screenself.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.centerxself.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 = Falseself.moving_left = Falsedef 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rectif self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.ai_settings.ship_speed_factorif 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.centerdef 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 Spriteclass 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 = screenself.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.widthself.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.xdef check_edges(self):# 如果外星人位于屏幕边缘,就返回Truescreen_rect = self.screen.get_rect()if self.rect.right >= screen_rect.right:return Trueelif self.rect.left <= 0:return True
5----子弹类
import pygame
from pygame.sprite import Spriteclass Bullet(Sprite):def __init__(self,ai_settings,screen,ship):super(Bullet,self).__init__()self.screen = screenself.rect = pygame.Rect(0, 0, ai_settings.bullet_width,ai_settings.bullet_height)self.rect.centerx = ship.rect.centerxself.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_colorself.speed_factor = ai_settings.bullet_speed_factordef 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.ydef draw_bullet(self):pygame.draw.rect(self.screen,self.color,self.rect)
6---按钮类
import pygame.fontclass Button():def __init__(self,ai_settings,screen,msg):# 初始化按钮的属性self.screen = screenself.screen_rect = screen.get_rect()# 设置按钮的尺寸和其他属性self.width, self.height = 200, 50self.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.centerdef 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 Aliendef check_keydown_events(event,ai_settings,screen,ship,bullets): # 响应按键if event.key == pygame.K_RIGHT:ship.moving_right = Trueelif event.key == pygame.K_LEFT:ship.moving_left = Trueelif 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 = Falseelif 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_pointssb.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 += 1sb.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_widthnumber_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.widthalien.x = alien_width + 2 * alien_width * alien_numberalien.rect.x = alien.xalien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numberaliens.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1stats.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 = Falsepygame.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_speedai_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.scoresb.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_settingsself.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 = 0def 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_limitself.score = 0self.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 = screenself.screen_rect = screen.get_rect()self.ai_settings = ai_settingsself.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 - 20self.score_rect.top = 20def 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.centerxself.high_score_rect.top = self.score_rect.topdef 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.rightself.level_rect.top = self.score_rect.bottom + 10def 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.widthship.rect.y = 10self.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!!!