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python实现飞机大战游戏(pygame版)

作者:king0964  发布时间:2021-11-11 17:59:24 

标签:python,pygame,飞机大战

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 * ;

4. * 打到敌机,该敌机产生 * 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:

python实现飞机大战游戏(pygame版)

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)
# * 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&ldquo;bullet.py&rdquo;,用来定义 * 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 * 进行管理的类 """
def __init__(self, settings, screen, player):
""" 在飞船所处的位置创建一个 * 对象 """
super(Bullet, self).__init__()
self.screen = screen
# 在 (0,0) 处创建一个表示 * 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 * 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 * """
# 更新表示 * 位置的小数值( * 往右)
self.y -= self.speed
# 更新表示 * 的rect的位置
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上绘制 * """
pygame.draw.rect(self.screen, self.color, self.rect)

6.新建文件&ldquo;button.py&rdquo;,用来定义按钮类和相应方法,本例使用于绘制&ldquo;PLAY&rdquo;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&ldquo;scoreboard.py&rdquo;,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&ldquo;最高分&rdquo;、右上角的&ldquo;积分&rdquo;和&ldquo;等级&rdquo;;


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&ldquo;game_functions.py&rdquo;,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 *
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 * 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 * 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)

# *
def fire_bullet(settings, screen, player, bullets):
"""创建 * """
new_bullet = Bullet(settings, screen, player)
bullets.add(new_bullet)
def update_bullets(screen, bullets):
"""更新 * 的位置,并删除已消失的 * """
# 更新 * 的位置
bullets.update()

# 删除已消失的 * 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 * 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 * 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 * 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)
# * 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 * 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 * 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&ldquo;python shootingenemy.py&rdquo;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、 * 射中敌机的 * 声和 * 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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来源:https://blog.csdn.net/king0964/article/details/104170578

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