python实战===如何优雅的打飞机
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python实战===如何优雅的打飞机
小編覺得挺不錯的,現(xiàn)在分享給大家,幫大家做個參考.
?這是一個打飛機(jī)的游戲,結(jié)構(gòu)如下:
其中images中包含的素材為
命名為alien.png
? ?命名為ship.png
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游戲效果運(yùn)行是這樣的:
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敵軍,也就是體型稍微大點(diǎn)的,在上方左右移動,并且有規(guī)律向下移動。我軍目標(biāo),消滅所有飛機(jī)。但是屏幕上最多只展現(xiàn)3顆子彈。
一旦,我軍飛機(jī)與敵軍飛機(jī)碰撞,或者敵軍飛機(jī)抵達(dá)底部。我軍損失一條生命,一共三條。
敵軍飛機(jī)全部消滅完,則到下一關(guān),移動速度會更快。
我軍每消滅一架敵軍飛機(jī)獲得積分,積分最高者會在界面顯示。
游戲源碼如下:
#alien_invasion.py#主程序文件""" 創(chuàng)建Pygame窗口響應(yīng)以及用戶輸入 """import pygame from settings import Settings from ship import Ship import game_functions as gf from pygame.sprite import Group from alien import Alien from game_stats import GameStats from button import Button from Scoreboard import Scoreboarddef run_game():#初始化游戲并且創(chuàng)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 Invasion")#創(chuàng)建play按鈕play_button = Button(ai_settings, screen, "PLAY~")#創(chuàng)建一個用戶存儲游戲統(tǒng)計信息的實(shí)例stats = GameStats(ai_settings)sb = Scoreboard(ai_settings, screen, stats)#創(chuàng)建一艘飛船ship = Ship(ai_settings,screen)#創(chuàng)建一個用戶存儲子彈的編組bullets = Group()#創(chuàng)建一個外星人aliens = Group()#創(chuàng)建外星人群 gf.create_fleet(ai_settings, screen,ship, aliens)#開始游戲主循環(huán)while True:#監(jiān)視鍵盤和鼠標(biāo)事件 gf.check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets)if stats.game_active:ship.update()#刪除已消失的子彈 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)#讓最近繪制的屏幕可見 pygame.display.flip()run_game()
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#alien.pyimport pygame from pygame.sprite import Spriteclass Alien(Sprite):def __init__(self,ai_settings, screen ):"""初始化外星人并且設(shè)置起始位置"""super().__init__()self.screen = screenself.ai_settings = ai_settings#加載外星人圖像,并且設(shè)置其rect屬性self.image = pygame.image.load("images/alien.png")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.widthself.rect.y = self.rect.height#存儲外星人的準(zhǔn)確位置self.x = float(self.rect.x)def blitme(self):"""在指定位置繪制外星人"""self.screen.blit(self.image, self.rect)def check_edges(self):"""如果外星人出于屏幕邊緣,就返回True"""screen_rect = self.screen.get_rect()if self.rect.right >= screen_rect.right:return Trueelif self.rect.left <= 0:return Truedef update(self):"""向左或者右移動的外星人"""self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)self.rect.x = self.x?
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#bullet.pyimport pygame from pygame.sprite import Sprite class Bullet(Sprite):"""一個對飛船發(fā)射的子彈進(jìn)行管理的類""""""Bullet類繼承了我們從模塊pygame.sprite中導(dǎo)入的Sprite類"""def __init__(self, ai_settings, screen, ship):"""在飛船所處的位置創(chuàng)建一個子彈對象""""""為創(chuàng)建子彈實(shí)例,需要向__init__()傳遞ai_settings、screen和ship實(shí)例,還調(diào)用了super()來繼承Sprite。"""super().__init__()self.screen = screen"""在(0.0)處創(chuàng)建一個表示子彈的矩形,再設(shè)置正確的位置我們創(chuàng)建了子彈的屬性rect。子彈并非基于圖像的,因此我們必須使用pygame.Rect()類從空白開始創(chuàng)建一個矩形"""self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)self.rect.centerx = ship.rect.centerx #將子彈的centerx設(shè)置為飛船的rect.centerxself.rect.top = ship.rect.top #子彈的rect的top屬性設(shè)置為飛船的rect的top屬性#存儲用小數(shù)表示的子彈位置self.y = float(self.rect.y)self.color = ai_settings.bullet_colorself.speed_factor = ai_settings.bullet_speed_factordef update(self):"""向上移動子彈"""#更新表示移動子彈的位置的小數(shù)值self.y -= self.speed_factor#更新表示子彈的rect的位置self.rect.y = self.ydef draw_bullet(self):"""在屏幕上繪制子彈"""pygame.draw.rect(self.screen, self.color, self.rect)?
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#button.pyimport pygame.fontclass Button():def __init__(self, ai_settings, screen, msg):"""初始化按鈕的屬性"""self.screen = screenself.screen_rect = screen.get_rect()#設(shè)置按鈕的尺寸和其他屬性self.width, self.height = 200, 50self.button_color = (0, 250, 0)self.text_color = (255, 255, 255)self.font = pygame.font.SysFont(None, 48)#創(chuàng)建按鈕的rect對象,并且讓它居中self.rect = pygame.Rect(0, 0, self.width, self.height)self.rect.center = self.screen_rect.center#按鈕的標(biāo)簽只需要創(chuàng)建一次 self.prep_msg(msg)def prep_msg(self, msg):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.centerdef 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)?
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#game_functions.pyimport sys import pygame from bullet import Bullet from alien import Alien from time import sleepdef check_keydown_events(event, ai_settings,screen,ship,bullets):"""響應(yīng)按鍵"""if event.key == pygame.K_RIGHT:#向右→移動ship.moving_right = Trueelif event.key == pygame.K_LEFT:#向左移動ship.moving_left = Trueelif event.key == pygame.K_SPACE:# 創(chuàng)建一顆子彈,并將其加入到編組bullets中 fire_bullet(ai_settings, screen, ship, bullets)elif event.key == pygame.K_q:sys.exit()def check_keyup_events(event, ship):"""響應(yīng)松開"""if event.key == pygame.K_RIGHT:ship.moving_right = Falseelif event.key == pygame.K_LEFT:ship.moving_left = Falsedef check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets):"""響應(yīng)和鼠標(biāo)按鍵"""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):button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)if button_clicked and not stats.game_active:# 重置游戲設(shè)置 ai_settings.initialize_dynamic_settings()# 隱藏光標(biāo) pygame.mouse.set_visible(False)#重置游戲 stats.reset_start()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(chuàng)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 update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,play_button):"""更新屏幕的圖像,并且切換到新的屏幕"""#每次循環(huán)時都會重新繪屏 screen.fill(ai_settings.bg_color)for bullet in bullets.sprites():bullet.draw_bullet()ship.blitme()aliens.draw(screen)#顯示得分 sb.show_score()# 如果游戲處于非活動狀態(tài),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 update_bullets(ai_settings, screen,stats, sb, ship, aliens, bullets):"""更新子彈的位置,并且刪除已消失的子彈在for循環(huán)中,不應(yīng)從列表或編組中刪除條目,因此必須遍歷編組的副本。我們使用了方法copy()來設(shè)置for循環(huán)"""bullets.update()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 check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):#檢查子彈是否打中飛機(jī)collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)if len(aliens) == 0:#刪除現(xiàn)有的子彈并新建一群外星人 bullets.empty()ai_settings.increase_speed() #新游戲加速#print(ai_settings.alien_speed_factor) create_fleet(ai_settings, screen, ship, aliens)stats.level += 1sb.prep_level()if collisions:for aliens in collisions.values():stats.score += ai_settings.alien_points * len(aliens)sb.prep_score()check_high_score(stats, sb)def fire_bullet(ai_settings, screen, ship, bullets):"""如果還沒有到達(dá)限制,就發(fā)射一顆子彈"""#創(chuàng)建新子彈,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 create_fleet(ai_settings, screen, ship, aliens):"""創(chuàng)建外星人群"""#創(chuàng)建一個外星人并且計算一行可以容納多少個外星人#外星人間距為外星人的寬度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(chuàng)建第一行外星人for row_number in range(number_rows):for alien_number in range(number_aliens_x):#創(chuàng)建一個外星人,并將其加入當(dāng)前行列 create_alien(ai_settings, screen, aliens, alien_number, row_number)def get_number_aliens_x(ai_settings, alien_width):"""計算每行可以容納多少飛機(jī)"""available_space_x = ai_settings.screen_width - 2 * alien_widthnumber_aliens_x = int(available_space_x / (2 * alien_width))return number_aliens_xdef create_alien(ai_settings, screen, aliens, alien_number, row_number): #這里的row_number來自哪里?"""創(chuàng)建一個外星人并把它放在當(dāng)前行列"""alien = Alien(ai_settings, screen)alien_width = alien.rect.widthalien.x = alien_width + 2 * alien_width * alien_numberalien.rect.x = alien.xalien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numberaliens.add(alien)def get_number_rows(ai_settings, ship_height, alien_hight):"""計算屏幕可以容納幾行外星人"""available_space_y = (ai_settings.screen_height - (3*alien_hight) - ship_height)number_rows = int(available_space_y / (2*alien_hight))return number_rowsdef update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):"""更新外星人的位置"""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)check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)def check_fleet_edges(ai_settings, aliens):"""有外星人撞到邊緣時候采取的措施"""for alien in aliens.sprites():if alien.check_edges():change_fleet_direction(ai_settings, aliens)breakdef change_fleet_direction(ai_settings,aliens):"""整體外星人向下移動,并且改變方向"""for alien in aliens.sprites():alien.rect.y += ai_settings.fleet_drop_speedai_settings.fleet_direction *= -1def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):"""響應(yīng)被外星人撞到的飛船"""#ship_left -1if stats.ship_left > 0:stats.ship_left -=1#清空外星人列表和子彈列表 aliens.empty()bullets.empty()sb.prep_ships()#創(chuàng)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 = Falsepygame.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(dá)了屏幕底端"""screen_rect = screen.get_rect()for alien in aliens.sprites():if alien.rect.bottom >= screen_rect.bottom:#和飛船被撞處理一樣 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)breakdef check_high_score(stats, sb):if stats.score > stats.high_score:stats.high_score = stats.scoresb.prep_high_score()?
#game_stats.pyclass GameStats():"""游戲統(tǒng)計信息"""def __init__(self,ai_settings):"""初始化統(tǒng)計信息"""self.ai_settings = ai_settingsself.reset_start()#游戲一開始就是非活動狀態(tài)self.game_active = False# 在任何情況下都不應(yīng)重置最高得分self.high_score = 0def reset_start(self):"""初始化在游戲運(yùn)行期間可能變化的統(tǒng)計信息"""self.ship_left = self.ai_settings.ship_limitself.score = 0self.level = 1?
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#Scoreboard.pyimport pygame.font from pygame.sprite import Group from ship import Shipclass Scoreboard():"""顯示信息得分的類"""def __init__(self, ai_settings, screen, stats):self.screen = screenself.screen_rect = screen.get_rect()self.ai_settings = ai_settingsself.stats = stats#顯示得分信息時使用的字體設(shè)置self.text_color = (30, 30, 30)self.font = pygame.font.SysFont(None, 48)#準(zhǔn)備初始得分圖像 和最高得分 self.prep_score()self.prep_high_score()self.prep_level()self.prep_ships()def prep_score(self):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 -20self.score_rect.top = 20def show_score(self):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)self.ships.draw(self.screen)def prep_high_score(self):"""渲染最高分為圖像"""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)#最高得分在頂部中央self.high_score_rect = self.high_score_image.get_rect()self.high_score_rect.centerx = self.screen_rect.centerxself.high_score_rect.top = self.screen_rect.topdef prep_level(self):"""將等級轉(zhuǎn)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)#位置self.level_rect = self.level_image.get_rect()self.level_rect.right = self.score_rect.rightself.level_rect.top = self.score_rect.bottom + 10def prep_ships(self):self.ships = Group()for ship_number in range(self.stats.ship_left):ship = Ship(self.ai_settings, self.screen)ship.rect.x = 10 + ship_number * ship.rect.widthship.rect.y = 10self.ships.add(ship)?
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#settings.pyclass Settings():"""存儲游戲所有設(shè)置的類"""def __init__(self):"""初始化游戲的設(shè)置"""#屏幕設(shè)置self.screen_width = 1200self.screen_height = 800self.bg_color = (230, 230, 230)# 飛船的設(shè)置self.ship_speed_factor = 1.5self.ship_limit = 3#子彈設(shè)置self.bullet_speed_factor = 3 self.bullet_width = 1 #這里更改子彈的寬度self.bullet_height = 15self.bullet_color = 60, 60, 60self.bullets_allowed = 300 #這里更改子彈的個數(shù)# 外星人設(shè)置 self.fleet_drop_speed = 10 #默認(rèn)10# 以什么樣的速度加快游戲節(jié)奏self.speedup_scale = 1.1#分?jǐn)?shù)的提高速度self.score_scale = 1.5self.initialize_dynamic_settings()def initialize_dynamic_settings(self):#初始化隨游戲進(jìn)行而變化的設(shè)置self.ship_speed_factor = 1.5self.bullet_speed_factor = 3self.alien_speed_factor = 1# fleet_direction為1表示向右;為-1表示向左self.fleet_direction = 1#積分self.alien_points = 50def increase_speed(self):#提高速度設(shè)置self.ship_speed_factor *= self.speedup_scaleself.bullet_speed_factor *= self.speedup_scaleself.alien_speed_factor *= self.speedup_scaleself.alien_points = int(self.alien_points * self.score_scale)print(self.alien_points)?
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#ship.pyimport pygame from pygame.sprite import Spriteclass Ship(Sprite):def __init__(self, ai_settings, screen):"""初始化飛船并設(shè)置其初始位置"""super(Ship, self).__init__()self.screen = screenself.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.png') #加載圖像self.rect = self.image.get_rect() #獲取圖像的大小self.screen_rect = screen.get_rect() #獲取窗口的大小#將新船放在屏幕底部中央位置self.rect.centerx = self.screen_rect.centerxself.rect.bottom = self.screen_rect.bottom# 在飛船的屬性center中存儲小數(shù)值self.center = float(self.rect.centerx)#移動標(biāo)志self.moving_right = Falseself.moving_left = Falsedef update(self):"""根據(jù)移動標(biāo)志調(diào)整飛船的位置"""# 更新飛船的center值,而不是rectif self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.ai_settings.ship_speed_factorif self.moving_left and self.rect.left > 0:self.center -= self.ai_settings.ship_speed_factor# 根據(jù)self.center更新rect對象self.rect.centerx = self.centerdef blitme(self):"""在指定位置繪制飛船"""self.screen.blit(self.image, self.rect)def center_ship(self):"""讓飛船在屏幕上居中"""self.center = self.screen_rect.centerx?
轉(zhuǎn)載于:https://www.cnblogs.com/botoo/p/7912554.html
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