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: