python实现飞机大战游戏(pygame版)
简介
使用python实现pygame版的飞机大战游戏;
环境:Windows系统+python3.8.0
游戏规则:
1.点击“PLAY”或者按键“P”开始游戏;
2.敌机根据设置频率从顶部随机位置生成,生成后向下移动;
3.飞船在底部中间生成,玩家使用上下左右键控制飞船移动,敲击空格键发射子弹;
4.子弹打到敌机,该敌机产生爆炸效果并累计分数到右上角;
5.消灭10只飞机后,等级升高,敌机生成频率变快,下落速度也变快;
6.当三条命都消失了,游戏结束。
游戏运行效果如下:
实现过程
1.新建文件“file.py”,用来存储信息到文件和读取文件的信息,本例用来存储和读取最高分;
importpickle
#filename='file/stats.pkl'
#存储信息到文件
defsave_file(obj,filename):
statsObj=load_file(filename)
ifstatsObj==0:
#不存在文件时,直接保存字典
withopen(filename,'wb')asf:
pickle.dump(obj,f,pickle.HIGHEST_PROTOCOL)
else:
#存在文件时,只修改文件中的最高分
forkey,valinstatsObj.items():
#获取文件最高分的值(当文件字段不止一个时候使用)
ifkey=='highScore':
statsObj[key]=obj['highScore']
obj=statsObj
withopen(filename,'wb')asf:
pickle.dump(obj,f,pickle.HIGHEST_PROTOCOL)
#读取信息
defload_file(filename):
try:
withopen(filename,'rb')asf:
returnpickle.load(f)
exceptFileNotFoundError:
#不存在文件则输入错误信息
msg="Sorry,thefile"+filename+"doesnotexist."
print(msg)
return0
#obj={'highScore':20,'points':5}
#obj={'highScore':50}
#save_file(obj,filename)
#filedata=load_file(filename)
#print(filedata)
2.k新建文件settings.py,用来定义一些必须的基本属性和初始值;
importfileasf classSettings(): def__init__(self): self.screen_width=480 self.screen_height=660 self.bg_color=(230,230,230) #子弹设置(宽、高、颜色、最大数量) self.bullet_width=5 self.bullet_height=15 self.bullet_color=255,255,255 #敌机移动频率 self.enemy_frequency=0 #加快游戏节奏的速度 self.speedup_scale=1.1 #分数的提高速度 self.score_scale=1.5 self.initialize_settings() #初始化统计信息 self.reset_stats() #统计信息文件路径 self.filename='file/stats.pkl' #游戏刚启动时处于非活动状态 self.game_active=False #读取文件的最高分,在任何情况下都不应重置最高得分 statsObj=f.load_file(self.filename) ifstatsObj==0: #不存在文件则显示最高分0 highScore=0 else: forkey,valinstatsObj.items(): #获取文件最高分的值(当文件字段不止一个时候使用) ifkey=='highScore': highScore=val self.high_score=highScore definitialize_settings(self): """初始化随游戏进行而变化的设置""" self.player_move_speed=2.5 self.bullet_speed=3 self.enemy_move_speed=1 #记分 self.one_points=50 defincrease_speed(self): """提高速度设置""" #self.player_move_speed*=self.speedup_scale self.bullet_speed*=self.speedup_scale self.enemy_move_speed*=self.speedup_scale self.one_points=int(self.one_points*self.score_scale) defreset_stats(self): """初始化在游戏运行期间可能变化的统计信息""" #可射失的数量 self.player_limit=3 #射击分数 self.score=0 #等级 self.level=1 #打中多少矩形升一级 self.level_number=10 #生成敌机频率间隔 self.enemy_frequency_space=50
3.新建文件enemy.py,用来定义敌机类(位置topleft随机生成)和声明方法move;
importpygame
importrandom
frompygame.spriteimportSprite
classEnemy(Sprite):
def__init__(self,enemy_down_imgs,settings):
super(Enemy,self).__init__()
self.image=pygame.image.load('images/enemy1.png')
self.rect=self.image.get_rect()
self.rect.topleft=[random.randint(0,settings.screen_width-self.rect.width),0]
self.down_imgs=enemy_down_imgs
self.speed=settings.enemy_move_speed
self.down_index=0
#敌机移动,边界判断及删除在游戏主循环里处理
defmove(self):
self.rect.top+=self.speed
4.新建文件player.py,用来定义玩家类(可上下左右移动)和相应的方法;
importpygame
frompygame.spriteimportSprite
classPlayer(Sprite):
def__init__(self,settings,screen):
super(Player,self).__init__()
self.settings=settings
self.screen=screen
self.screen_rect=self.screen.get_rect()
#引入飞船图片并定位
self.image=pygame.image.load('images/player.png')
self.rect=self.image.get_rect()
self.rect.centerx=self.screen_rect.centerx
self.rect.bottom=self.screen_rect.bottom
#移动标志
self.move_left=False
self.move_right=False
self.move_down=False
self.move_up=False
defrotate(self,angle):
#图片旋转
self.image=pygame.transform.rotate(self.image,angle)
defscale(self,multiple):
#图片缩放
self.image=pygame.transform.smoothscale(self.image,(multiple,multiple))
defupdate(self):
ifself.move_leftandself.rect.left>self.screen_rect.left:
self.rect.centerx-=self.settings.player_move_speed
ifself.move_rightandself.rect.right0:
self.rect.centery-=self.settings.player_move_speed
defdraw_player(self):
"""绘制飞船到屏幕"""
self.screen.blit(self.image,self.rect)
5.新建文件“bullet.py”,用来定义子弹类(位置在飞船的顶部,并往上移动)和相应的方法;
importpygame frompygame.spriteimportSprite classBullet(Sprite): """一个对飞船发射的子弹进行管理的类""" def__init__(self,settings,screen,player): """在飞船所处的位置创建一个子弹对象""" super(Bullet,self).__init__() self.screen=screen #在(0,0)处创建一个表示子弹的矩形,再设置正确的位置 self.rect=pygame.Rect(0,0,settings.bullet_width,settings.bullet_height) self.rect.centerx=player.rect.centerx #飞船顶部 self.rect.bottom=player.rect.top #存储用小数表示的子弹位置 self.y=float(self.rect.y) self.color=settings.bullet_color self.speed=settings.bullet_speed defupdate(self): """向上移动子弹""" #更新表示子弹位置的小数值(子弹往右) self.y-=self.speed #更新表示子弹的rect的位置 self.rect.y=self.y defdraw_bullet(self): """在屏幕上绘制子弹""" pygame.draw.rect(self.screen,self.color,self.rect)
6.新建文件“button.py”,用来定义按钮类和相应方法,本例使用于绘制“PLAY”按钮;
importpygame.font classButton(): def__init__(self,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=100,30 self.button_color=(216,30,6) self.text_color=(255,255,255) self.font=pygame.font.SysFont(None,36) #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) defprep_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 defdraw_button(self): #绘制一个用颜色填充的按钮,再绘制文本 self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
7.新建文件“scoreboard.py”,用来定义记分板,本例使用于绘制左上角飞船(生命数)、顶部中间的“最高分”、右上角的“积分”和“等级”;
importpygame.font
frompygame.spriteimportGroup
fromplayerimportPlayer
classScoreboard():
"""显示得分信息的类"""
def__init__(self,settings,screen):
"""初始化显示得分涉及的属性"""
self.screen=screen
self.screen_rect=screen.get_rect()
self.settings=settings
#显示得分信息时使用的字体设置
self.text_color=(255,255,255)
self.font=pygame.font.SysFont(None,30)
#飞船缩放值
self.scaleValue=20
#准备初始得分图像\最高得分\等级
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_players()
defprep_score(self):
"""将得分转换为渲染的图像"""
rounded_score=int(round(self.settings.score,-1))
score_str='{:,}'.format(rounded_score)
self.score_image=self.font.render(score_str,True,self.text_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=10
defprep_high_score(self):
"""将最高得分转换为渲染的图像"""
high_score=int(round(self.settings.high_score,-1))
high_score_str="{:,}".format(high_score)
self.high_score_image=self.font.render(high_score_str,True,self.text_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
defprep_level(self):
"""将等级转换为渲染的图像"""
self.level_image=self.font.render(str(self.settings.level),True,self.text_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
defprep_players(self):
"""显示还余下多少艘飞船"""
self.players=Group()
forplayer_numberinrange(self.settings.player_limit):
player=Player(self.settings,self.screen)
#缩放球大小并赋值位置
player.scale(self.scaleValue)
player.rect.x=10+player.rect.width*player_number*0.5
player.rect.y=self.score_rect.top
self.players.add(player)
defshow_score(self):
"""在屏幕上显示得分"""
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.players.draw(self.screen)
8.新建文件“game_functions.py”,存放跟游戏有关的所有业务逻辑函数(代码有详细的注释信息);
importsys
importpygame
frombulletimportBullet
fromenemyimportEnemy
importfileasf
#事件
defcheck_events(settings,screen,player,play_button,scoreboard,bullets,fireSound):
"""响应按键和鼠标事件"""
foreventinpygame.event.get():
ifevent.type==pygame.QUIT:
save_file(settings)
sys.exit()
elifevent.type==pygame.KEYDOWN:
check_keydown_events(event,settings,screen,player,scoreboard,bullets,fireSound)
elifevent.type==pygame.KEYUP:
check_keyup_events(event,player)
elifevent.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(settings,play_button,scoreboard,mouse_x,mouse_y)
defcheck_keydown_events(event,settings,screen,player,scoreboard,bullets,fireSound):
"""响应按键"""
ifevent.key==pygame.K_DOWN:
player.move_down=True
elifevent.key==pygame.K_UP:
player.move_up=True
elifevent.key==pygame.K_LEFT:
player.move_left=True
elifevent.key==pygame.K_RIGHT:
player.move_right=True
elifevent.key==pygame.K_SPACE:
fireSound.play()
#点击空格键创建一颗子弹
fire_bullet(settings,screen,player,bullets)
elifevent.key==pygame.K_p:
start_game(settings,scoreboard)
elifevent.key==pygame.K_q:
save_file(settings)
sys.exit()
defcheck_keyup_events(event,player):
"""响应松开"""
ifevent.key==pygame.K_DOWN:
player.move_down=False
elifevent.key==pygame.K_UP:
player.move_up=False
elifevent.key==pygame.K_LEFT:
player.move_left=False
elifevent.key==pygame.K_RIGHT:
player.move_right=False
defcheck_play_button(settings,play_button,scoreboard,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始新游戏"""
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
ifbutton_clickedandnotsettings.game_active:
start_game(settings,scoreboard)
defstart_game(settings,scoreboard):
"""开始游戏"""
#重置游戏设置
settings.initialize_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
settings.reset_stats()
settings.game_active=True
#重置记分牌图像
scoreboard.prep_score()
scoreboard.prep_high_score()
scoreboard.prep_level()
scoreboard.prep_players()
defsave_file(settings):
#保持文件
obj={'highScore':settings.high_score}
f.save_file(obj,settings.filename)
#敌机
defupdate_enemies(settings,screen,scoreboard,enemies,enemies_down,enemy_down_imgs,player,bullets,explosiveSound):
#生成敌机,需要控制生成频率
ifsettings.enemy_frequency%settings.enemy_frequency_space==0:
enemy1=Enemy(enemy_down_imgs,settings)
enemies.add(enemy1)
settings.enemy_frequency+=1
ifsettings.enemy_frequency>=100:
settings.enemy_frequency=0
forenemyinenemies:
#移动敌机
enemy.move()
#敌机与玩家飞机碰撞效果处理两个精灵之间的圆检测
ifpygame.sprite.collide_circle(enemy,player):
enemies_down.add(enemy)
enemies.remove(enemy)
settings.player_limit-=1
scoreboard.prep_players()
break
#移动出屏幕后删除飞机
ifenemy.rect.top<0:
enemies.remove(enemy)
#敌机被子弹击中效果处理
#将被击中的敌机对象添加到击毁敌机Group中,用来渲染击毁动画
#方法groupcollide()是检测两个精灵组中精灵们的矩形冲突
enemies1_down=pygame.sprite.groupcollide(enemies,bullets,True,True)
ifenemies1_down:
explosiveSound.play()
#计算分数并渲染
forenemysinenemies1_down.values():
settings.score+=settings.one_points*len(enemys)
scoreboard.prep_score()
#渲染最高分
check_high_score(settings,scoreboard)
#等达到等级数量升级并渲染新等级
settings.level_number-=1
ifsettings.level_number==0:
settings.increase_speed()
settings.level+=1
scoreboard.prep_level()
#还原为4(同settings一致)
settings.level_number=10
#加快生成敌机
ifsettings.enemy_frequency_space>10:
settings.enemy_frequency_space-=10
#遍历key值返回的碰撞敌机
forenemy_downinenemies1_down:
#点击销毁的敌机到列表
enemies_down.add(enemy_down)
#敌机被子弹击中效果显示
forenemy_downinenemies_down:
ifenemy_down.down_index==0:
pass
ifenemy_down.down_index>7:
enemies_down.remove(enemy_down)
continue
#显示碰撞图片
screen.blit(enemy_down.down_imgs[enemy_down.down_index//2],enemy_down.rect)
enemy_down.down_index+=1
#显示精灵
enemies.draw(screen)
#子弹
deffire_bullet(settings,screen,player,bullets):
"""创建子弹"""
new_bullet=Bullet(settings,screen,player)
bullets.add(new_bullet)
defupdate_bullets(screen,bullets):
"""更新子弹的位置,并删除已消失的子弹"""
#更新子弹的位置
bullets.update()
#删除已消失的子弹并同时更新飞船的生命
forbulletinbullets.copy():
ifbullet.rect.topsettings.high_score:
settings.high_score=settings.score
scoreboard.prep_high_score()
#屏幕
defupdate_screen(settings,screen,player,play_button,scoreboard,enemies,bullets):
"""更新屏幕上的图像,并切换到新屏幕"""
#绘制飞船到屏幕
player.draw_player()
#绘制子弹到屏幕
forbulletinbullets.sprites():
bullet.draw_bullet()
#渲染记分牌信息
scoreboard.show_score()
#
ifsettings.player_limit==0:
settings.game_active=False
settings.reset_stats()
#清空矩形列表和子弹列表
enemies.empty()
bullets.empty()
screen_rect=screen.get_rect()
player.rect.centerx=screen_rect.centerx
player.rect.bottom=screen_rect.bottom
#如果游戏处于非活动状态,就绘制Play按钮
ifnotsettings.game_active:
play_button.draw_button()
#让最近绘制的屏幕可见
pygame.display.flip()
9.新建文件shootingenemy.py,主函数用来初始化程序,并同步更新程序的信息;
importpygame
frompygame.spriteimportGroup
fromsettingsimportSettings
frombuttonimportButton
fromplayerimportPlayer
importgame_functionsasgf
fromscoreboardimportScoreboard
defrun_game():
pygame.init()
#初始化全部音频,并加载爆炸声音乐
pygame.mixer.init()
#等待1s
pygame.time.delay(1000)
pygame.mixer.music.load('file/bgsound.mp3')
#-1代表无限循环(背景音乐)
pygame.mixer.music.play(-1)
#爆炸声
explosiveSound=pygame.mixer.Sound('file/explosiveSound.wav')
#枪声
fireSound=pygame.mixer.Sound('file/fireSound.wav')
#游戏循环帧率设置
clock=pygame.time.Clock()
settings=Settings()
screen=pygame.display.set_mode((settings.screen_width,settings.screen_height))
#全屏显示
#screen=pygame.display.set_mode((0,0),pygame.FULLSCREEN)
pygame.display.set_caption('飞机大战')
#左上角图标
ic_launcher=pygame.image.load('images/ic_launcher.png').convert_alpha()
pygame.display.set_icon(ic_launcher)
#背景图
background=pygame.image.load('images/background.png').convert_alpha()
#敌机图片
enemy_img1=pygame.image.load('images/enemy1.png')
enemy_img2=pygame.image.load('images/enemy2.png')
enemy_img3=pygame.image.load('images/enemy3.png')
enemy_img4=pygame.image.load('images/enemy4.png')
#敌机不同状态的图片列表,多张图片展示为动画效果
enemy_down_imgs=[]
enemy_down_imgs.append(enemy_img1)
enemy_down_imgs.append(enemy_img2)
enemy_down_imgs.append(enemy_img3)
enemy_down_imgs.append(enemy_img4)
#储存敌机
enemies=Group()
#存储被击毁的飞机,用来渲染击毁动画
enemies_down=Group()
#创建Play按钮
play_button=Button(screen,'Play')
#创建飞船
player=Player(settings,screen)
#创建子弹的编组
bullets=Group()
#创建记分牌
scoreboard=Scoreboard(settings,screen)
whileTrue:
#绘制背景
screen.blit(background,(0,0))
#控制游戏最大频率
clock.tick(60)
#检查玩家输入(不加会导致一直加载)
gf.check_events(settings,screen,player,play_button,scoreboard,bullets,fireSound)
ifsettings.game_active:
#更新飞船位置
player.update()
#更新敌机
gf.update_enemies(settings,screen,scoreboard,enemies,enemies_down,enemy_down_imgs,player,bullets,explosiveSound)
#更新子弹位置
gf.update_bullets(screen,bullets)
#更新屏幕信息
gf.update_screen(settings,screen,player,play_button,scoreboard,enemies,bullets)
run_game(),
10.在文件shootingenemy.py目录路径下,执行命令“pythonshootingenemy.py”弹出窗口,即可对其操作游玩。
结语
该游戏加入了背景音乐、射击声、子弹射中敌机的爆炸声和爆炸效果、生命数、积分、等级、最高分和开始按钮等元素,大家也可以自行加入其它好玩的元素。
更多关于python游戏的精彩文章请点击查看以下专题:
python俄罗斯方块游戏集合
python经典小游戏汇总
python微信跳一跳游戏集合
更多有趣的经典小游戏实现专题,分享给大家:
C++经典小游戏汇总
JavaScript经典游戏玩不停
java经典小游戏汇总
javascript经典小游戏汇总
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毛票票。
声明:本文内容来源于网络,版权归原作者所有,内容由互联网用户自发贡献自行上传,本网站不拥有所有权,未作人工编辑处理,也不承担相关法律责任。如果您发现有涉嫌版权的内容,欢迎发送邮件至:czq8825#qq.com(发邮件时,请将#更换为@)进行举报,并提供相关证据,一经查实,本站将立刻删除涉嫌侵权内容。