飞机大战Python全代码 + 图片

  • 1.主要是参考《Python编程从入门到实践》作者:Eric Matthes这本书。
  • 2.我大约敲了两天,看到小游戏可以run时,有一点点小成就感。
  • 3.主要是想学习一下python。
  • 4.我把外星人的图片更改了(着实感觉原alien有点丑),但书籍中的图片我也保存了下来。
  • 5.你需要将所有的文件放在一个文件夹里,并运行其中的alien_invasion.py

 

 1.主函数(文件名 alien_invasion.py) 

import sys
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard

def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
            (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    #创建Play按钮
    play_button = Button(ai_settings, screen, "Play")

    #创建一个用于存储游戏统计信息的实例
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    #创建一艘飞船,一个子弹编组,一个外星人编组
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    #创建外星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)

    #开始游戏主循环
    while True:
        #监视键盘和鼠标事件
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
        if stats.game_active:
            ship.updata()
            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)

run_game()

 

 2.所有设置的类(文件名 settings.py)

class Settings():
    """ 存储《飞机大战》的所有设置类"""
    def __init__(self):
        """初始化游戏的静态设置"""
        #屏幕设置
        self.screen_width = 1100
        self.screen_height = 688
        self.bg_color = (230, 230, 230)

        #外星人设置
        self.fleet_drop_speed = 10

        #加快游戏节奏的速度
        self.speedup_scale = 1.1
        #外星人分数的提高速度
        self.score_scale = 1.5

        self.initialize_dynamic_settings()

        # 飞船的设置
        self.ship_limit = 3

        #子弹设置
        self.bullet_width = 5
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullet_allowed = 10

    def initialize_dynamic_settings(self):
        """初始化随游戏进行而变化的设置"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1

        # 一个外星人分值
        self.alien_points = 50

        # fleet_direction为1表示向右,-1表示向左
        self.fleet_direction = 1

    def increase_speed(self):
        """提高速度设置和外星人点数"""
        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)

 

3.飞船的类(文件名 ship.py)

import pygame
from pygame.sprite  import Sprite

class Ship():
    def __init__(self,ai_settings, screen):
        """初始化飞船图像并设置其初始值"""
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #加载飞船图像并获取其外界矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # 将每艘飞船放在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        #在飞船的树形center中存储小数值
        self.center = float(self.rect.centerx)

        # 移动标志
        self.moving_right = False
        self.moving_left = False

    def updata(self):
        """根据移动标志调整飞船的位置"""
        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

        # 根据self.centex更新rect对象
        self.rect.centerx = self.center

    def blitme(self):
        """在指定位置绘制飞船"""
        self.screen.blit(self.image, self.rect)

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

 

4.最重要的一个,游戏主功能(文件名 game_functions.py)

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

def get_number_aliens_x(ai_settings, alien_width):
    """计算一行可容纳多少个外星人"""
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x

def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕可容纳多少行外星人"""
    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 creat_alien(ai_settings, screen, aliens, alien_number, row_number):
    # 创建一个外星人并将其加入当前行
    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_sittings, screen, ship, aliens):
    #外星人间距为外星人宽度
    alien = Alien(ai_sittings, screen)
    number_aliens_x = get_number_aliens_x(ai_sittings, alien.rect.width)
    number_rows = get_number_rows(ai_sittings, ship.rect.height, alien.rect.height)

    #创建外星人群
    for row_number in range(number_rows):
        #创建第一个外星人
        for alien_number in range(number_aliens_x):
            creat_alien(ai_sittings, screen, aliens, alien_number, row_number)


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    if event.key == pygame.K_RIGHT:
        # 向右移动飞船
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        #创建新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):
    """如果还没到达限制,就发射一颗子弹"""
    #创建新子弹并将其加入到编组bullets中
    if len(bullets) < ai_settings.bullet_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def check_keyup_events(event, ship):
    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):
    """响应按键和鼠标事件"""
    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):
    """在玩家单击Play按钮时开始游戏"""
    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

        #重置记分牌图像
        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
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

def update_screen(ai_settings, screen, stats, sb, ship, alien, bullets, play_button):
    """更新屏幕上的图像,并切换到新屏幕"""
    screen.fill(ai_settings.bg_color)

    #在飞船和外星人后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()
    alien.draw(screen)

    #显示得分
    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
    pygame.display.flip()

def update_bullets(ai_settings, screen, stats, sb, ship, aliens, 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()
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    #print(len(bullets))

    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外星人
    #如果击中,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
            sb.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
        #如果整群外星人都被消灭就提高一个等级
        bullets.empty()
        ai_settings.increase_speed()

        #提高等级
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)

def check_fleet_edges(ai_settings, aliens):
    """有外星人到达边缘时采取相应措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    """将整群外星人下移,并改变它们的方向"""
    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):
    """响应被外星人撞到的飞船"""
    if stats.ships_left > 0:
        # Decrement ships_left.
        stats.ships_left -= 1

        #更新记分牌
        sb.prep_ships()
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)

    # 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
    create_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()

    # 暂停
    sleep(0.5)

def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """检查是否有外星人到达屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 像飞船被撞到一样处理
            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
            break

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()

    #检查外乡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)

    #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_high_score(stats, sb):
    """检查是够诞生了最高得分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

 

5.子弹管理的类(文件名 bullet.py)

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, ai_settings, screen, ship):
        """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, ai_settings.bullet_width,
                    ai_settings.bullet_height)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top

        #存储用小数表示的子弹位置
        self.y = float(self.rect.y)

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

    def update(self):
        """向上移动子弹"""
        #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.y
    def draw_bullet(self):
        """在屏幕上绘制子弹"""
        pygame.draw.rect(self.screen, self.color, self.rect)

 

6.外星人的类(alien.py)

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """表示单个外星人的类"""

    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 = screen
        self.ai_settings = ai_settings

        #加载外星人图像,并设置其rect属性
        self.image = pygame.image.load('images/aliens.bmp')
        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.width
        self.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 check_edges(self):
        """Return True if alien is at edge of screen."""
        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):
        """向右移动外星人"""
        self.x += (self.ai_settings.alien_speed_factor *
                        self.ai_settings.fleet_direction)
        self.rect.x = self.x

 

7.游戏统计信息的类(文件名 game_stats.py)

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_settings
        self.reset_stats()
        
        # 游戏刚启动时处于活动状态
        self.game_active = False

        #在任何情况都不重置最高得分
        self.high_score = 0
        
    def reset_stats(self):
        """初始化随游戏运行可能变化的统计信息"""
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1

 

8.按钮的类(文件名 button.py)

import pygame.font

class Button():

    def __init__(self, ai_settings, 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它属性
        self.width, self.height = 200, 50
        self.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)

 

9.显示得分的类(文件名 scoreboard.py)

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):
        """初始化显示得分的属性"""
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats

        # 显示得分时使用的字体设置
        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 = "Score: {:,}".format(rounded_score)
        self.score_image = 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_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20

    def prep_high_score(self):
        """将最高得分转换为一幅渲染的图像"""
        high_score = int(round(self.stats.high_score, -1))
        high_score_str = "High score:{:,}".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.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.stats.level), True,
                self.text_color, self.ai_settings.bg_color)

        # 将等级放在得分下面
        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):
        """显示剩余多少飞船."""
        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.width
            ship.rect.y = 10
            self.ships.add_internal(ship)

    def show_score(self):
        """在屏幕上显示飞船和得分"""
        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.ships.draw(self.screen)

 

10.飞船和外星人的图片如下,并且你需要将它们放在同一个文件夹里并命名为 images

    命名为 alien.bmp

   命名为aliens.bmp

   命名为 ship.bmp

 

 

运行时的页面就下面这样的呢

飞机大战Python全代码 + 图片_第1张图片

 鼠标点击Play开始,Q键可以结束游戏

右上角数字1表示等级,随着清理完一次飞船,等级+1

随着游戏的进行,外星人的速度越来越快,且得分也越来越高

总共有三条命,用完则此局结束

速度,得分和子弹的设置都在代码settings里

 

谢谢大家!

如果你觉得还不错,可以点个关注点个赞嘛谢谢!

 

你可能感兴趣的:(python,飞机大战游戏)