最近主要学习python游戏开发,在学习完pygame之后便上手了经典游戏——飞机大战,不过目前还未完成子弹销毁敌机以及游戏触发按钮的内容,暂时存留在这里,后期再进行完善。
(1)alien.invasion.py
import pygame
from settings import Settings
from ship import Ship
from alien import Alien
import game_functions as gf
from bullet import Bullet
from pygame.sprite import Group
# 创建pygame窗口
def run_game():
#初始化游戏创建一个屏幕对象
pygame.init()
ai_settings = Settings() #设置类实例
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("飞机大战")
#创建一艘飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
#创建外星人编组
aliens = Group()
gf.create_fleet(ai_settings,screen,aliens)
#开始游戏的主循环
while True:
#监视键盘和鼠标事件
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings,screen,ship,aliens,bullets)
run_game()
(2)game_funcations.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,ai_settings,screen,ship,bullets):
'''响应按键'''
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_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets):
'''如果还没有到达子弹数目上限,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.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship):
'''响应松开'''
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,ship,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)
def update_screen(ai_settings,screen,ship,aliens,bullets):
'''更新屏幕上的图像,并切换到新屏幕上'''
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(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
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
def create_fleet(ai_settings,screen,aliens):
'''创建外星人群'''
#创建一个外星人,并计算一行可以容纳多少个外星人
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
alien_width = alien.rect.width
available_space_x = ai_settings.screen_width - 2*alien_width
number_aliens_x = int(available_space_x / (2*alien_width))
#创建第一行外星人
for alien_number in range(number_aliens_x):
#创建一个外星人并将其加入当前行
alien = Alien(ai_settings,screen)
alien.x = alien_width + 2*alien_width*alien_number
alien.rect.x = alien.x
aliens.add(alien)
(3)alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,ai_settings,screen):
'''初始化外星人并设置其初始位置'''
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/alien.png')
self.rect = self.image.get_rect()
#每个卫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)
(4)ship.py
import pygame
class Ship():
def __init__(self,ai_settings,screen):
'''初始化飞船并设置其初始位置'''
self.screen = screen
self.ai_settings = ai_settings
#加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.png')
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
#在飞船的属性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 update(self):
'''根据移动标志调整飞船的位置'''
#更新飞船的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
#根据self.center更新rect对象
self.rect.centerx = self.center
def blitme(self):
'''将图像绘制在屏幕上'''
self.screen.blit(self.image,self.rect)
(5)settings.py
class Settings():
'''存储“飞机大战”的所有设置的类'''
def __init__(self):
'''初始化游戏设置'''
#屏幕设置
self.screen_width = 1200
self.screen_height = 700
self.bg_color = (230,230,230)
#飞船的位置
self.ship_speed_factor = 1.5
#子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60,60,60
self.bullets_allowed = 3
(6)bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''对飞船发射的子弹进行管理'''
def __init__(self,ai_settigs,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,在设置正确的位置
self.rect = pygame.Rect(0,0,ai_settigs.bullet_width,ai_settigs.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#存储用小数表示的子弹的位置
self.y = float(self.rect.y)
self.color = ai_settigs.bullet_color
self.speed_factor = ai_settigs.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
#更新子弹的rect位置
self.rect.y = self.y
def draw_bullet(self):
'''屏幕上绘制子弹'''
pygame.draw.rect(self.screen,self.color,self.rect)