python實戰===如何優雅的打飛機


 這是一個打飛機的游戲,結構如下:

其中images中包含的素材為

  命名為alien.png

      命名為ship.png

 

游戲效果運行是這樣的:

 

敵軍,也就是體型稍微大點的,在上方左右移動,並且有規律向下移動。我軍目標,消滅所有飛機。但是屏幕上最多只展現3顆子彈。

一旦,我軍飛機與敵軍飛機碰撞,或者敵軍飛機抵達底部。我軍損失一條生命,一共三條。

敵軍飛機全部消滅完,則到下一關,移動速度會更快。

我軍每消滅一架敵軍飛機獲得積分,積分最高者會在界面顯示。

游戲源碼如下:

#alien_invasion.py  
#主程序文件
""" 創建Pygame窗口響應以及用戶輸入 """ import pygame from settings import Settings from ship import Ship import game_functions as gf from pygame.sprite import Group from alien import Alien from game_stats import GameStats from button import Button from Scoreboard import Scoreboard def run_game(): #初始化游戲並且創建一個屏幕對象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") #創建play按鈕 play_button = Button(ai_settings, screen, "PLAY~") #創建一個用戶存儲游戲統計信息的實例 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) #創建一艘飛船 ship = Ship(ai_settings,screen) #創建一個用戶存儲子彈的編組 bullets = Group() #創建一個外星人 aliens = Group() #創建外星人群 gf.create_fleet(ai_settings, screen,ship, aliens) #開始游戲主循環 while True: #監視鍵盤和鼠標事件 gf.check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets) if stats.game_active: ship.update() #刪除已消失的子彈 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) #讓最近繪制的屏幕可見 pygame.display.flip() run_game()

 

 

#alien.py

import pygame
from pygame.sprite import Sprite


class Alien(Sprite):
    def __init__(self,ai_settings, screen ):
        """初始化外星人並且設置起始位置"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #加載外星人圖像,並且設置其rect屬性
        self.image = pygame.image.load("images/alien.png")
        self.rect = self.image.get_rect()

        #每個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

        #存儲外星人的准確位置
        self.x = float(self.rect.x)


    def blitme(self):
        """在指定位置繪制外星人"""
        self.screen.blit(self.image, self.rect)

    def check_edges(self):
        """如果外星人出於屏幕邊緣,就返回True"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >=  screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

    def update(self):
        """向左或者右移動的外星人"""
        self.x += (self.ai_settings.alien_speed_factor * 
            self.ai_settings.fleet_direction)
        self.rect.x = self.x

 

 

#bullet.py


import pygame
from   pygame.sprite   import Sprite  

class Bullet(Sprite):
    """一個對飛船發射的子彈進行管理的類"""
    """Bullet類繼承了我們從模塊pygame.sprite中導入的Sprite類"""

    def __init__(self, ai_settings, screen, ship):
        """在飛船所處的位置創建一個子彈對象"""

        """為創建子彈實例,需要向__init__()傳遞
        ai_settings、screen和ship實例,還調用了super()來繼承Sprite。
        """
        super().__init__()
        self.screen = screen

        """
        在(0.0)處創建一個表示子彈的矩形,再設置正確的位置
        我們創建了子彈的屬性rect。子彈並非基於圖像的,因此我們必須使用pygame.Rect()
        類從空白開始創建一個矩形
        """
        self.rect = pygame.Rect(
            0,0,ai_settings.bullet_width,ai_settings.bullet_height)
        self.rect.centerx = ship.rect.centerx  #將子彈的centerx設置為飛船的rect.centerx
        self.rect.top = ship.rect.top         #子彈的rect的top屬性設置為飛船的rect的top屬性


        #存儲用小數表示的子彈位置
        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor


    def update(self):
        """向上移動子彈"""
        #更新表示移動子彈的位置的小數值
        self.y -= self.speed_factor
        #更新表示子彈的rect的位置
        self.rect.y = self.y

    def draw_bullet(self):
        """在屏幕上繪制子彈"""
        pygame.draw.rect(self.screen, self.color, self.rect)

 

 

#button.py


import pygame.font

class Button():
    def __init__(self, ai_settings, screen, msg):
        """初始化按鈕的屬性"""
        self.screen = screen
        self.screen_rect = screen.get_rect()

        #設置按鈕的尺寸和其他屬性
        self.width, self.height = 200, 50
        self.button_color = (0, 250, 0)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)

        #創建按鈕的rect對象,並且讓它居中
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center


        #按鈕的標簽只需要創建一次
        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):
        # 繪制一個用顏色填充的按鈕,再繪制文本
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

 

 

#game_functions.py


import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_keydown_events(event, ai_settings,screen,ship,bullets):
    """響應按鍵"""
    if event.key == pygame.K_RIGHT:
        #向右→移動
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        #向左移動
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        # 創建一顆子彈,並將其加入到編組bullets中
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()


def check_keyup_events(event, ship):
    """響應松開"""
    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):
    """響應和鼠標按鍵"""
    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)

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:
        # 重置游戲設置
        ai_settings.initialize_dynamic_settings()
        # 隱藏光標
        pygame.mouse.set_visible(False)
        #重置游戲
        stats.reset_start()
        stats.game_active = True

        #重置記分牌圖像
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()


        # 清空外星人列表和子彈列表
        aliens.empty()
        bullets.empty()

        # 創建一群新的外星人,並讓飛船居中
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()



def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,play_button):
    """更新屏幕的圖像,並且切換到新的屏幕"""
    #每次循環時都會重新繪屏
    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()
    aliens.draw(screen)
    #顯示得分
    sb.show_score()
    
    # 如果游戲處於非活動狀態,就繪制Play按鈕
    if not stats.game_active:
        play_button.draw_button()

    #讓最近繪制的屏幕可見
    pygame.display.flip()
def update_bullets(ai_settings, screen,stats, sb, ship, aliens, bullets):
    """更新子彈的位置,並且刪除已消失的子彈
    在for循環中,不應從列表或編組中刪除條目,因此必須遍歷編組的副本。
    我們使用了方法copy()來設置for循環
    """
    bullets.update()
    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):
    #檢查子彈是否打中飛機
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if len(aliens) == 0:
        #刪除現有的子彈並新建一群外星人
        bullets.empty()
        ai_settings.increase_speed()  #新游戲加速
        #print(ai_settings.alien_speed_factor)
        create_fleet(ai_settings, screen, ship, aliens)

        stats.level += 1
        sb.prep_level()

    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_high_score(stats, sb)




def fire_bullet(ai_settings, screen, ship, bullets):
    """如果還沒有到達限制,就發射一顆子彈"""
    #創建新子彈,並將其加入到編組bullets中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)



def create_fleet(ai_settings, screen, ship, aliens):
    """創建外星人群"""
    #創建一個外星人並且計算一行可以容納多少個外星人
    #外星人間距為外星人的寬度
    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)



    #創建第一行外星人
    for row_number in range(number_rows):

        for alien_number in  range(number_aliens_x):
            #創建一個外星人,並將其加入當前行列
            create_alien(ai_settings, screen, aliens, alien_number, row_number)



def get_number_aliens_x(ai_settings, alien_width):
    """計算每行可以容納多少飛機"""
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x



def create_alien(ai_settings, screen, aliens, alien_number, row_number):  #這里的row_number來自哪里?
    """創建一個外星人並把它放在當前行列"""
    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)



def get_number_rows(ai_settings, ship_height, alien_hight):
    """計算屏幕可以容納幾行外星人"""
    available_space_y = (
        ai_settings.screen_height - (3*alien_hight) - ship_height)
    number_rows = int(available_space_y / (2*alien_hight))
    return number_rows


def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """更新外星人的位置"""
    check_fleet_edges(ai_settings,aliens)
    aliens.update()

    #檢測外星人和飛船之間的碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)

    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)


def check_fleet_edges(ai_settings, aliens):
    """有外星人撞到邊緣時候采取的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break



def change_fleet_direction(ai_settings,aliens):
    """整體外星人向下移動,並且改變方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """響應被外星人撞到的飛船"""
    #ship_left -1
    if stats.ship_left > 0:
        stats.ship_left -=1

        #清空外星人列表和子彈列表
        aliens.empty()
        bullets.empty()

        sb.prep_ships()

        #創建一群新的外星人,並將飛船放到屏幕底端中央
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        #暫停
        sleep(0.5)

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens,
    bullets):
    """檢查是否有外星人到達了屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            #和飛船被撞處理一樣
            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
            break


def check_high_score(stats, sb):
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

 

#game_stats.py


class GameStats():
    """游戲統計信息"""

    def __init__(self,ai_settings):
        """初始化統計信息"""
        self.ai_settings = ai_settings
        self.reset_start()
        #游戲一開始就是非活動狀態
        self.game_active = False
        # 在任何情況下都不應重置最高得分
        self.high_score = 0

    def reset_start(self):
        """初始化在游戲運行期間可能變化的統計信息"""
        self.ship_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1
        

 

 

#Scoreboard.py


import pygame.font
from pygame.sprite import Group
from ship import Ship


class Scoreboard():
    """顯示信息得分的類"""

    def __init__(self, ai_settings, screen, stats):

        self.screen  = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats

        #顯示得分信息時使用的字體設置
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)

        
        #准備初始得分圖像 和最高得分

        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()



    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)

        #將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)
        self.ships.draw(self.screen)


    def prep_high_score(self):
        """渲染最高分為圖像"""
        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)

        #最高得分在頂部中央
        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.screen_rect.top

    def prep_level(self):
        """將等級轉換為渲染的圖像"""
        self.level_image = self.font.render(str(self.stats.level), True, 
            self.text_color, self.ai_settings.bg_color)

        #位置
        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_ships(self):

        self.ships = Group()
        for ship_number in range(self.stats.ship_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)

 

 

#settings.py



class Settings():
    """
    存儲游戲所有設置的類
    """
    def __init__(self):
        """初始化游戲的設置"""
        #屏幕設置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)
        # 飛船的設置
        self.ship_speed_factor = 1.5
        self.ship_limit = 3

        #子彈設置
        self.bullet_speed_factor = 3  
        self.bullet_width = 1    #這里更改子彈的寬度
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 300   #這里更改子彈的個數
        # 外星人設置

        self.fleet_drop_speed = 10         #默認10

        # 以什么樣的速度加快游戲節奏
        self.speedup_scale = 1.1
        #分數的提高速度
        self.score_scale = 1.5

        self.initialize_dynamic_settings()


    def initialize_dynamic_settings(self):
        #初始化隨游戲進行而變化的設置
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1
        # fleet_direction為1表示向右;為-1表示向左
        self.fleet_direction = 1

        #積分
        self.alien_points = 50

    def increase_speed(self):
        #提高速度設置
        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)

 

 

#ship.py



import pygame
from pygame.sprite import Sprite



class Ship(Sprite):

    def __init__(self, ai_settings, screen):
        """初始化飛船並設置其初始位置"""
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #加載飛船圖像並獲取其外接矩形
        self.image = pygame.image.load('images/ship.png')       #加載圖像
        self.rect = self.image.get_rect()           #獲取圖像的大小
        self.screen_rect = screen.get_rect()        #獲取窗口的大小

        #將新船放在屏幕底部中央位置
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        # 在飛船的屬性center中存儲小數值
        self.center = float(self.rect.centerx)

        #移動標志
        self.moving_right = False
        self.moving_left =   False

    def update(self):
        """根據移動標志調整飛船的位置"""
        # 更新飛船的center值,而不是rect
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.center += self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left > 0:
            self.center -= self.ai_settings.ship_speed_factor
        # 根據self.center更新rect對象
        self.rect.centerx = self.center

    def blitme(self):
        """在指定位置繪制飛船"""
        self.screen.blit(self.image, self.rect)

    def center_ship(self):
        """讓飛船在屏幕上居中"""
        self.center = self.screen_rect.centerx

 

 

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