目录

 

简介

实现过程

结语


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飞机大战 飞机类的设计与实现 python飞机大战教程_初始化

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)
  1. 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
  1. 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
  1. 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)
  1. 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)
  1. 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)
  1. 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)
  1. 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()
  1. 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()
  1. 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。