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python实现飞机大战游戏(pygame版)

(编辑:jimmy 日期: 2024/11/19 浏览:3 次 )

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,敲击空格键发射子弹;

4.子弹打到敌机,该敌机产生爆炸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)
 # 子弹设置(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“bullet.py”,用来定义子弹类(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):
 """ 一个对飞船发射的子弹进行管理的类 """
 def __init__(self, settings, screen, player):
 """ 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, settings.bullet_width, settings.bullet_height)
 self.rect.centerx = player.rect.centerx
 # 飞船顶部
 self.rect.bottom = player.rect.top
 # 存储用小数表示的子弹位置
 self.y = float(self.rect.y)
 self.color = settings.bullet_color
 self.speed = settings.bullet_speed
 def update(self):
 """向上移动子弹"""
 # 更新表示子弹位置的小数值(子弹往右)
 self.y -= self.speed
 # 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.新建文件“button.py”,用来定义按钮类和相应方法,本例使用于绘制“PLAY”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“scoreboard.py”,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“最高分”、右上角的“积分”和“等级”;

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“game_functions.py”,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子弹
 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)
 # 敌机被子弹击中效果处理
 # 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)
 # 敌机被子弹击中效果显示
 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) 
 
# 子弹
def fire_bullet(settings, screen, player, bullets):
 """创建子弹"""
 new_bullet = Bullet(settings, screen, player)
 bullets.add(new_bullet)
def update_bullets(screen, 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()
 # 绘制子弹到屏幕 
 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()
 # 清空矩形列表和子弹列表
 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,并加载爆炸声音乐
 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)
 # 爆炸声
 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)
 # 创建子弹的编组
 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)
 # 更新子弹位置
 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“python shootingenemy.py”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、子弹射中敌机的爆炸声和爆炸效果、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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javascript经典小游戏汇总

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一文看懂荣耀MagicBook Pro 16
荣耀猎人回归!七大亮点看懂不只是轻薄本,更是游戏本的MagicBook Pro 16.
人们对于笔记本电脑有一个固有印象:要么轻薄但性能一般,要么性能强劲但笨重臃肿。然而,今年荣耀新推出的MagicBook Pro 16刷新了人们的认知——发布会上,荣耀宣布猎人游戏本正式回归,称其继承了荣耀 HUNTER 基因,并自信地为其打出“轻薄本,更是游戏本”的口号。
众所周知,寻求轻薄本的用户普遍更看重便携性、外观造型、静谧性和打字办公等用机体验,而寻求游戏本的用户则普遍更看重硬件配置、性能释放等硬核指标。把两个看似难以相干的产品融合到一起,我们不禁对它产生了强烈的好奇:作为代表荣耀猎人游戏本的跨界新物种,它究竟做了哪些平衡以兼顾不同人群的各类需求呢?
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