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500行python代碼實現飛機大戰

瀏覽:2日期:2022-07-27 15:49:26

本文實例為大家分享了python代碼實現飛機大戰的具體代碼,供大家參考,具體內容如下

import pygameimport sysfrom pygame.sprite import Spritefrom pygame.sprite import Groupfrom time import sleepimport pygame.font# 修改游戲的一些新設置class Settings(): '''存儲《外星人入侵》的所有設置的類''' 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) # 淺灰色 # 飛船的設置,移動1.5像素 self.ship_limit = 3 # 子彈設置---創建寬3像素、高15像素的深灰色子彈 self.bullet_speed_factor = 3 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 3 # 外星人設置 self.fleet_drop_speed = 10 # 以什么樣的速度加快游戲節奏 self.speedup_scale = 1.1 # 外星人點數的提高速度 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_direcction為1表示向右,為-1表示向左 self.fleet_direction = 1 # 計分 self.alien_points = 50 def increase_speed(self): '''提高速度設置和外星人點數''' 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)# 創建一個ship類class Ship(Sprite): def __init__(self, ai_settings, screen): '''初始化飛船并設置其起始位置''' super(Ship, self).__init__() self.screen = screen self.ai_settings = ai_settings # 加載飛船圖像并獲取其外接矩形 self.image = pygame.image.load(’images/ship.bmp’) self.rect = self.image.get_rect() # 以矩形形式來獲取相應的surface屬性 self.screen_rect = screen.get_rect() # 將每艘新飛船放在屏幕底部中央 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----在后面加快游戲節奏時更細致地控制飛船的速度 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 center_ship(self): '''將飛船在屏幕居中''' self.center = self.screen_rect.centerx def blitme(self): '''在指定位置繪制飛船''' self.screen.blit(self.image, self.rect)# 創建一個Alien類class Alien(Sprite): '''表示單個外星人的類''' def __init__(self, ai_settings, screen): '''初始化外星人并設置其起始位置''' super(Alien, self).__init__() self.screen = screen self.ai_settings = ai_settings # 加載外星人圖像,并設置其rect屬性 self.image = pygame.image.load(’images/alien.bmp’) 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 # 存儲外星人的準確位置 self.x = float(self.rect.x) def check_edges(self): '''如果外星人位于屏幕邊緣,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): '''向左或向右移動外星人''' self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x def blitme(self): '''在指定位置繪制外星人''' self.screen.blit(self.image, self.rect)def get_number_aliens_x(ai_settings, alien_width): '''計算每行可容納多少個外星人''' available_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(available_space_x / (2 * alien_width)) return number_aliens_xdef get_number_rows(ai_settings, ship_height, alien_height): '''計算屏幕可容納多少行外星人''' available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(available_space_y / (2 * alien_height)) return number_rowsdef create_alien(ai_settings, screen, aliens, alien_number, row_number): '''創建一個外星人并將其放在當前行''' 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 create_fleet(ai_settings, screen, ship, aliens): '''創建外星人群''' # 創建一個外星人,并計算一行可容納多少個外星人 # 外星人間距為外星人寬度 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) # 創建外星人群 for row_number in range(number_rows): for alien_number in range(number_aliens_x): # 創建一個外星人并將其加入當前行 create_alien(ai_settings, screen, aliens, alien_number, row_number)class Bullet(Sprite): '''一個對飛船發射的子彈進行管理的類''' def __init__(self, ai_settings, screen, ship): '''在飛船所處的位置創建一個子彈對象''' super(Bullet, self).__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 self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height) self.rect.centerx = ship.rect.centerx self.rect.top = ship.rect.top # 存儲用小數表示的子彈位置 self.y = float(self.rect.y) # 設置子彈射出的顏色和速度 self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): '''向上移動子彈''' # 更新表示子彈位置的小數值 self.y -= self.speed_factor # 更新表示子彈的rect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)# 管理事件,設置兩個函數,一個處理KEYDOWN事件,一個處理KEYUP事件def check_keydown_events(event, ai_settings, screen, ship, bullets): '''響應按鍵''' if event.key == pygame.K_RIGHT: ship.moving_right = True elif event.key == pygame.K_LEFT: ship.moving_left = True elif event.key == pygame.K_SPACE: fire_bullets(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 = Falsedef check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets): '''響應按鍵和鼠標事件''' 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)def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y): '''在玩家單擊Play按鈕時開始新游戲''' 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) # 重置游戲統計信息 stats.reset_stats() 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,并讓飛船居中 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship()def fire_bullets(ai_settings, screen, ship, bullets): '''如果還沒有到達限制,就發射一顆子彈''' # 創建一顆子彈,并將其加入到編組bullets中 if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet)def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): '''響應子彈和外星人的碰撞''' # 如果是這樣,就刪除相應的子彈和外星人 collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if len(aliens) == 0: # 消除已有的子彈,加快游戲節奏,并創建一群新的外星人 # 如wan果整群外星人都被消滅,就提高一個等級 bullets.empty() ai_settings.increase_speed() # 提高等級 stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) if collisions: for aliens in collisions.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats, sb)def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): '''更新子彈位置,并刪除已消失的子彈''' # 更新子彈位置 bullets.update() # 刪除已消失的子彈 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 change_fleet_direction(ai_settings, aliens): '''將整群外星人向下移,并改變它們的方向''' for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1def check_fleet_edges(ai_settings, aliens): '''有外星人到達邊緣時采取響應的措施''' for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) breakdef ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): '''響應被外星人撞到的飛船''' if stats.ships_left > 0: # 將ships_left減1 stats.ships_left -= 1 # 更新記分牌 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,并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: # 像飛船被撞到一樣進行處理 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) breakdef update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): '''檢查是否有外星人位于屏幕邊緣,并更新整群外星人的位置''' 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) # 檢查是否有外星人到達屏幕底端 check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)class GameStats(): '''跟蹤游戲的統計信息''' def __init__(self, ai_settings): '''初始化統計信息''' self.ai_settings = ai_settings self.reset_stats() # 游戲剛啟動時處于非活躍狀態,為了添加Play按鈕 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_stats(self): '''初始化在游戲運行期間可能變化的統計信息''' self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1class Scoreboard(): '''顯示得分信息的類''' def __init__(self, ai_settings, screen, stats): '''初始化顯示得分涉及的屬性''' 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) # 準備包含最高得分和當前得分的圖像 self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): '''將得分轉換為一幅渲染的圖像''' 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 prep_high_score(self): '''將最高得分轉換為渲染的圖像''' 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) # 將最高得分放在屏幕中央 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): '''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) # 將等級放在得分下方 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_ships(self): '''顯示還余下多少艘飛船''' 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.width ship.rect.y = 10 self.ships.add(ship) def show_score(self): '''在屏幕上顯示得分和飛船''' 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) # 繪制飛船 self.ships.draw(self.screen)def check_high_score(stats, sb): '''檢查是否誕生了新的最高得分''' if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()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, 255, 0) # 亮綠色 self.text_color = (255, 255, 255) # 白色 self.font = pygame.font.SysFont(None, 48) # 使用默認、48號字體 # 創建按鈕的rect對象,并使其居中 self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center # 按鈕的標簽只需創建一次 self.prep_msg(msg) def prep_msg(self, msg): '''將msg渲染為圖像,并使其在按鈕上居中''' 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): # 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)# 更新屏幕上的圖像,并切換到新屏幕def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): '''更新屏幕上的圖像,并切換到新屏幕''' # 每次循環時都重新繪制屏幕 screen.fill(ai_settings.bg_color) # 在飛船和外星人后面重新繪制所有子彈 for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) # 顯示得分 sb.show_score() # 如果游戲處于非活躍狀態,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 run_game(): # 初始化游戲并創建一個屏幕對象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption('Alien Invation') # 創建一艘飛船 ship = Ship(ai_settings, screen) # 創建一個外星人 alien = Alien(ai_settings, screen) # 創建一個用于存儲子彈的編組 bullets = Group() # 創建一個外星人編組 aliens = Group() # 創建一個外星人群 create_fleet(ai_settings, screen, ship, aliens) # 創建存儲游戲統計信息的實例,并創建記分牌 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # 創建Play按鈕 play_button = Button(ai_settings, screen, 'Play') # 開始游戲的主循環 while True: 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()

結果如下圖所示:

500行python代碼實現飛機大戰

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以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持好吧啦網。

標簽: Python 編程
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