python編程實戰-----飛機大戰

飛機大戰

500行代碼實現飛機大戰

import pygame
import sys
from pygame.sprite import Sprite
from pygame.sprite import Group
from time import sleep
import pygame.font
# 修改遊戲的一些新設置
class Settings():
    """存儲《外星人入侵》的所有設置的類"""
    def __init__(self):
        """初始化遊戲的設置"""
        # 屏幕設置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)  # 淺灰色
        # 飛船的設置,移動1.5像素
        self.ship_limit = 3
        # 子彈設置---創建寬3像素、高15像素的深灰色子彈
        self.bullet_speed_factor = 3
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 3
        # 外星人設置
        self.fleet_drop_speed = 10
        # 以什麼樣的速度加快遊戲節奏
        self.speedup_scale = 1.1
        # 外星人點數的提高速度
        self.score_scale = 1.5
        self.initialize_dynamic_settings()
    def initialize_dynamic_settings(self):
        """初始化隨遊戲進行而變化的設置"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1
        # fleet_direcction爲1表示向右,爲-1表示向左
        self.fleet_direction = 1
        # 計分
        self.alien_points = 50
    def increase_speed(self):
        """提高速度設置和外星人點數"""
        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)


# 創建一個ship類
class Ship(Sprite):
    def __init__(self, ai_settings, screen):
        """初始化飛船並設置其起始位置"""
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        # 加載飛船圖像並獲取其外接矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()  # 以矩形形式來獲取相應的surface屬性
        self.screen_rect = screen.get_rect()
        # 將每艘新飛船放在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom
        # 在飛船的屬性center中存儲小數值----在後面加快遊戲節奏時更細緻地控制飛船的速度
        self.center = float(self.rect.centerx)
        # 移動標誌
        self.moving_right = False
        self.moving_left = False
    def update(self):
        """根據移動標誌調整飛船的位置"""
        # 更新飛船的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
        # 根據self.center更新rect對象
        self.rect.centerx = self.center
    def center_ship(self):
        """將飛船在屏幕居中"""
        self.center = self.screen_rect.centerx
    def blitme(self):
        """在指定位置繪製飛船"""
        self.screen.blit(self.image, self.rect)


# 創建一個Alien類
class Alien(Sprite):
    """表示單個外星人的類"""
    def __init__(self, ai_settings, screen):
        """初始化外星人並設置其起始位置"""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        # 加載外星人圖像,並設置其rect屬性
        self.image = pygame.image.load('images/alien.bmp')
        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.width
        self.rect.y = self.rect.height
        # 存儲外星人的準確位置
        self.x = float(self.rect.x)
    def check_edges(self):
        """如果外星人位於屏幕邊緣,就返回True"""
        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):
        """向左或向右移動外星人"""
        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x
    def blitme(self):
        """在指定位置繪製外星人"""
        self.screen.blit(self.image, self.rect)


def get_number_aliens_x(ai_settings, alien_width):
    """計算每行可容納多少個外星人"""
    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):
    """計算屏幕可容納多少行外星人"""
    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 create_alien(ai_settings, screen, aliens, alien_number, row_number):
    """創建一個外星人並將其放在當前行"""
    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_settings, screen, ship, aliens):
    """創建外星人羣"""
    # 創建一個外星人,並計算一行可容納多少個外星人
    # 外星人間距爲外星人寬度
    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)
    # 創建外星人羣
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            # 創建一個外星人並將其加入當前行
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


class Bullet(Sprite):
    """一個對飛船發射的子彈進行管理的類"""
    def __init__(self, ai_settings, screen, ship):
        """在飛船所處的位置創建一個子彈對象"""
        super(Bullet, self).__init__()
        self.screen = screen
        # 在(0, 0)處創建一個表示子彈的矩形,再設置正確的位置
        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
        # 存儲用小數表示的子彈位置
        self.y = float(self.rect.y)
        # 設置子彈射出的顏色和速度
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor
    def update(self):
        """向上移動子彈"""
        # 更新表示子彈位置的小數值
        self.y -= self.speed_factor
        # 更新表示子彈的rect位置
        self.rect.y = self.y
    def draw_bullet(self):
        """在屏幕上繪製子彈"""
        pygame.draw.rect(self.screen, self.color, self.rect)


# 管理事件,設置兩個函數,一個處理KEYDOWN事件,一個處理KEYUP事件
def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """響應按鍵"""
    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_bullets(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:
        sys.exit()


def check_keyup_events(event, ship):
    """響應鬆開"""
    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):
    """響應按鍵和鼠標事件"""
    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):
    """在玩家單擊Play按鈕時開始新遊戲"""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        # 重置遊戲設置
        ai_settings.initialize_dynamic_settings()
        # 隱藏光標
        pygame.mouse.set_visible(False)
        # 重置遊戲統計信息
        stats.reset_stats()
        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()
        # 創建一羣新的外星人,並讓飛船居中
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()


def fire_bullets(ai_settings, screen, ship, bullets):
    """如果還沒有到達限制,就發射一顆子彈"""
    # 創建一顆子彈,並將其加入到編組bullets中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)



def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """響應子彈和外星人的碰撞"""
    # 如果是這樣,就刪除相應的子彈和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if len(aliens) == 0:
        # 消除已有的子彈,加快遊戲節奏,並創建一羣新的外星人
        # 如wan果整羣外星人都被消滅,就提高一個等級
        bullets.empty()
        ai_settings.increase_speed()
        # 提高等級
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)
    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_high_score(stats, sb)


def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """更新子彈位置,並刪除已消失的子彈"""
    # 更新子彈位置
    bullets.update()
    # 刪除已消失的子彈
    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 change_fleet_direction(ai_settings, aliens):
    """將整羣外星人向下移,並改變它們的方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def check_fleet_edges(ai_settings, aliens):
    """有外星人到達邊緣時採取響應的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """響應被外星人撞到的飛船"""
    if stats.ships_left > 0:
        # 將ships_left減1
        stats.ships_left -= 1
        # 更新記分牌
        sb.prep_ships()
        # 清空外星人列表和子彈列表
        aliens.empty()
        bullets.empty()
        # 創建一羣新的外星人,並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 = False
        pygame.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了屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 像飛船被撞到一樣進行處理
            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
            break


def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """檢查是否有外星人位於屏幕邊緣,並更新整羣外星人的位置"""
    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)
    # 檢查是否有外星人到達屏幕底端
    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)


class GameStats():
    """跟蹤遊戲的統計信息"""
    def __init__(self, ai_settings):
        """初始化統計信息"""
        self.ai_settings = ai_settings
        self.reset_stats()
        # 遊戲剛啓動時處於非活躍狀態,爲了添加Play按鈕
        self.game_active = False
        # 在任何情況下都不應重置最高得分
        self.high_score = 0
    def reset_stats(self):
        """初始化在遊戲運行期間可能變化的統計信息"""
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1


class Scoreboard():
    """顯示得分信息的類"""
    def __init__(self, ai_settings, screen, stats):
        """初始化顯示得分涉及的屬性"""
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats
        # 顯示得分信息時使用的字體設置
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)
        # 準備包含最高得分和當前得分的圖像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()
    def prep_score(self):
        """將得分轉換爲一幅渲染的圖像"""
        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 - 20
        self.score_rect.top = 20
    def prep_high_score(self):
        """將最高得分轉換爲渲染的圖像"""
        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)
        # 將最高得分放在屏幕中央
        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):
        """將等級轉換爲渲染的圖像"""
        self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
        # 將等級放在得分下方
        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_ships(self):
        """顯示還餘下多少艘飛船"""
        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(ship)
    def show_score(self):
        """在屏幕上顯示得分和飛船"""
        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)
        # 繪製飛船
        self.ships.draw(self.screen)


def check_high_score(stats, sb):
    """檢查是否誕生了新的最高得分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()


class Button():
    def __init__(self, ai_settings, screen, msg):
        """初始化按鈕的屬性"""
        self.screen = screen
        self.screen_rect = screen.get_rect()
        # 設置按鈕的尺寸和其他屬性
        self.width, self.height = 200, 50
        self.button_color = (0, 255, 0)  # 亮綠色
        self.text_color = (255, 255, 255)  # 白色
        self.font = pygame.font.SysFont(None, 48)  # 使用默認、48號字體
        # 創建按鈕的rect對象,並使其居中
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center
        # 按鈕的標籤只需創建一次
        self.prep_msg(msg)
    def prep_msg(self, msg):
        """將msg渲染爲圖像,並使其在按鈕上居中"""
        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):
        # 繪製一個用顏色填充的按鈕,再繪製文本
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)


# 更新屏幕上的圖像,並切換到新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
    """更新屏幕上的圖像,並切換到新屏幕"""
    # 每次循環時都重新繪製屏幕
    screen.fill(ai_settings.bg_color)
    # 在飛船和外星人後面重新繪製所有子彈
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    # 顯示得分
    sb.show_score()
    # 如果遊戲處於非活躍狀態,就繪製Play按鈕
    if not stats.game_active:
        play_button.draw_button()
    # 讓最近繪製的屏幕可見
    pygame.display.flip()


def run_game():
    # 初始化遊戲並創建一個屏幕對象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invation")
    # 創建一艘飛船
    ship = Ship(ai_settings, screen)
    # 創建一個外星人
    alien = Alien(ai_settings, screen)
    # 創建一個用於存儲子彈的編組
    bullets = Group()
    # 創建一個外星人編組
    aliens = Group()
    # 創建一個外星人羣
    create_fleet(ai_settings, screen, ship, aliens)
    # 創建存儲遊戲統計信息的實例,並創建記分牌
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    # 創建Play按鈕
    play_button = Button(ai_settings, screen, "Play")
    # 開始遊戲的主循環
    while True:
        check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
        if stats.game_active:
            ship.update()
            update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
            update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets)
        update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)


run_game()

 結果如下圖所示:
在這裏插入圖片描述

發佈了9 篇原創文章 · 獲贊 67 · 訪問量 5680
發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章