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;
import pickle # filename = 'file/stats.pkl' # 存储信息到文件 def save_file(obj, filename): statsObj = load_file(filename) if statsObj == 0: # 不存在文件时,直接保存字典 with open(filename, 'wb') as f: pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL) else: # 存在文件时,只修改文件中的最高分 for key, val in statsObj.items(): # 获取文件最高分的值(当文件字段不止一个时候使用) if key == 'highScore': statsObj[key] = obj['highScore'] obj = statsObj with open(filename, 'wb') as f: pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL) # 读取信息 def load_file(filename): try: with open(filename, 'rb') as f: return pickle.load(f) except FileNotFoundError: # 不存在文件则输入错误信息 msg = "Sorry, the file " + filename + " does not exist." print(msg) return 0 # 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;
import file as f class Settings(): 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) if statsObj == 0: # 不存在文件则显示最高分0 highScore = 0 else: for key, val in statsObj.items(): # 获取文件最高分的值(当文件字段不止一个时候使用) if key == 'highScore': highScore = val self.high_score = highScore def initialize_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 def increase_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) def reset_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;
import pygame import random from pygame.sprite import Sprite class Enemy(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 def move(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;
import pygame from pygame.sprite import Sprite class Player(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 def rotate(self, angle): # 图片旋转 self.image = pygame.transform.rotate(self.image, angle) def scale(self, multiple): # 图片缩放 self.image = pygame.transform.smoothscale(self.image, (multiple, multiple)) def update(self): if self.move_left and self.rect.left > self.screen_rect.left: self.rect.centerx -= self.settings.player_move_speed if self.move_right and self.rect.right < self.screen_rect.right: self.rect.centerx += self.settings.player_move_speed if self.move_down and self.rect.bottom < self.screen_rect.bottom: self.rect.centery += self.settings.player_move_speed if self.move_up and self.rect.top > 0: self.rect.centery -= self.settings.player_move_speed def draw_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;
import pygame from pygame.sprite import Sprite class Bullet(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 def update(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 def draw_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;
import pygame.font class Button(): 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) 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,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”;
import pygame.font from pygame.sprite import Group from player import Player class Scoreboard(): """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() def prep_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 def prep_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 def prep_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 def prep_players(self): """ 显示还余下多少艘飞船 """ self.players = Group() for player_number in range(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) def show_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);
import sys import pygame from bullet import Bullet from enemy import Enemy import file as f # 事件 def check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound): """ 响应按键和鼠标事件 """ for event in pygame.event.get(): if event.type == pygame.QUIT: save_file(settings) sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound) elif event.type == pygame.KEYUP: check_keyup_events(event, player) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y) def check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound): """ 响应按键 """ if event.key == pygame.K_DOWN: player.move_down = True elif event.key == pygame.K_UP: player.move_up = True elif event.key == pygame.K_LEFT: player.move_left = True elif event.key == pygame.K_RIGHT: player.move_right = True elif event.key == pygame.K_SPACE: fireSound.play() # 点击空格键创建一颗子弹 fire_bullet(settings, screen, player, bullets) elif event.key == pygame.K_p: start_game(settings, scoreboard) elif event.key == pygame.K_q: save_file(settings) sys.exit() def check_keyup_events(event, player): """ 响应松开 """ if event.key == pygame.K_DOWN: player.move_down = False elif event.key == pygame.K_UP: player.move_up = False elif event.key == pygame.K_LEFT: player.move_left = False elif event.key == pygame.K_RIGHT: player.move_right = False def check_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) if button_clicked and not settings.game_active: start_game(settings, scoreboard) def start_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() def save_file(settings): # 保持文件 obj = {'highScore': settings.high_score} f.save_file(obj, settings.filename) # 敌机 def update_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 if settings.enemy_frequency % settings.enemy_frequency_space == 0: enemy1 = Enemy(enemy_down_imgs, settings) enemies.add(enemy1) settings.enemy_frequency += 1 if settings.enemy_frequency >= 100: settings.enemy_frequency = 0 for enemy in enemies: # 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 if pygame.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 if enemy.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) if enemies1_down: explosiveSound.play() # 计算分数并渲染 for enemys in enemies1_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 if settings.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 if settings.enemy_frequency_space > 10: settings.enemy_frequency_space -= 10 # 遍历key值 返回的碰撞敌机 for enemy_down in enemies1_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 for enemy_down in enemies_down: if enemy_down.down_index == 0: pass if enemy_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 def fire_bullet(settings, screen, player, bullets): """创建子弹""" new_bullet = Bullet(settings, screen, player) bullets.add(new_bullet) def update_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 for bullet in bullets.copy(): if bullet.rect.top < screen.get_rect().top: bullets.remove(bullet) # 分数 def check_high_score(settings, scoreboard): """检查是否诞生了新的最高得分""" if settings.score > settings.high_score: settings.high_score = settings.score scoreboard.prep_high_score() # 屏幕 def update_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 for bullet in bullets.sprites(): bullet.draw_bullet() # 渲染记分牌信息 scoreboard.show_score() # if settings.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 if not settings.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;
import pygame from pygame.sprite import Group from settings import Settings from button import Button from player import Player import game_functions as gf from scoreboard import Scoreboard def run_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) while True: # 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) if settings.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“python shootingenemy.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。
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RTX 5090要首发 性能要翻倍!三星展示GDDR7显存
三星在GTC上展示了专为下一代游戏GPU设计的GDDR7内存。
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