python实现飞船大战

本文实例为大家分享了python实现飞船大战的具体代码,供大家参考,具体内容如下

上篇博文我们一起实现了贪吃蛇与坦克大战

200行python代码实现贪吃蛇游戏

效果图

按住上下左右键可以让贪吃蛇运动

python制作坦克大战

效果图

可以按住上下左右方向键以及WSAD让坦克运动
按0和j可以发射子弹。
具体代码与图片音源文件可以从我的GitHub地址获取,欢迎star

接下来我们来实现一个飞船大战的游戏

创建飞船类

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):

  def __init__(self, ai_settings, screen):
    """Initialize the ship, and set its starting position."""
    super(Ship, self).__init__()
    self.screen = screen
    self.ai_settings = ai_settings

    # Load the ship image, and get its rect.
    self.image = pygame.image.load('images/ship.bmp')
    self.rect = self.image.get_rect()
    self.screen_rect = screen.get_rect()

    # Start each new ship at the bottom center of the screen.
    self.rect.centerx = self.screen_rect.centerx
    self.rect.bottom = self.screen_rect.bottom

    # Store a decimal value for the ship's center.
    self.center = float(self.rect.centerx)

    # Movement flags.
    self.moving_right = False
    self.moving_left = False

  def center_ship(self):
    """Center the ship on the screen."""
    self.center = self.screen_rect.centerx

  def update(self):
    """Update the ship's position, based on movement flags."""
    # Update the ship's center value, not the 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

    # Update rect object from self.center.
    self.rect.centerx = self.center

  def blitme(self):
    """Draw the ship at its current location."""
    self.screen.blit(self.image, self.rect)

创建设置类

class Settings():
  """A class to store all settings for Alien Invasion."""

  def __init__(self):
    """Initialize the game's static settings."""
    # Screen settings.
    self.screen_width = 1200
    self.screen_height = 800
    self.bg_color = (230, 230, 230)

    # Ship settings.
    self.ship_limit = 3

    # Bullet settings.
    self.bullet_width = 3
    self.bullet_height = 15
    self.bullet_color = 60, 60, 60
    self.bullets_allowed = 3

    # Alien settings.
    self.fleet_drop_speed = 10

    # How quickly the game speeds up.
    self.speedup_scale = 1.1
    # How quickly the alien point values increase.
    self.score_scale = 1.5

    self.initialize_dynamic_settings()

  def initialize_dynamic_settings(self):
    """Initialize settings that change throughout the game."""
    self.ship_speed_factor = 1.5
    self.bullet_speed_factor = 3
    self.alien_speed_factor = 1

    # Scoring.
    self.alien_points = 50

    # fleet_direction of 1 represents right, -1 represents left.
    self.fleet_direction = 1

  def increase_speed(self):
    """Increase speed settings and alien point values."""
    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)

创建子弹类

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
  """A class to manage bullets fired from the ship."""

  def __init__(self, ai_settings, screen, ship):
    """Create a bullet object, at the ship's current position."""
    super(Bullet, self).__init__()
    self.screen = screen

    # Create bullet rect at (0, 0), then set correct position.
    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

    # Store a decimal value for the bullet's position.
    self.y = float(self.rect.y)

    self.color = ai_settings.bullet_color
    self.speed_factor = ai_settings.bullet_speed_factor

  def update(self):
    """Move the bullet up the screen."""
    # Update the decimal position of the bullet.
    self.y -= self.speed_factor
    # Update the rect position.
    self.rect.y = self.y

  def draw_bullet(self):
    """Draw the bullet to the screen."""
    pygame.draw.rect(self.screen, self.color, self.rect)

创建游戏功能类

import sys
from time import sleep

import pygame

from bullet import Bullet
from alien import Alien

def check_keydown_events(event, ai_settings, screen, ship, bullets):
  """Respond to keypresses."""
  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_bullet(ai_settings, screen, ship, bullets)
  elif event.key == pygame.K_q:
    sys.exit()

def check_keyup_events(event, ship):
  """Respond to key releases."""
  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):
  """Respond to keypresses and mouse events."""
  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):
  """Start a new game when the player clicks Play."""
  button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
  if button_clicked and not stats.game_active:
    # Reset the game settings.
    ai_settings.initialize_dynamic_settings()

    # Hide the mouse cursor.
    pygame.mouse.set_visible(False)

    # Reset the game statistics.
    stats.reset_stats()
    stats.game_active = True

    # Reset the scoreboard images.
    sb.prep_score()
    sb.prep_high_score()
    sb.prep_level()
    sb.prep_ships()

    # Empty the list of aliens and bullets.
    aliens.empty()
    bullets.empty()

    # Create a new fleet and center the ship.
    create_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()

def fire_bullet(ai_settings, screen, ship, bullets):
  """Fire a bullet, if limit not reached yet."""
  # Create a new bullet, add to bullets group.
  if len(bullets) < ai_settings.bullets_allowed:
    new_bullet = Bullet(ai_settings, screen, ship)
    bullets.add(new_bullet)

def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
    play_button):
  """Update images on the screen, and flip to the new screen."""
  # Redraw the screen, each pass through the loop.
  screen.fill(ai_settings.bg_color)

  # Redraw all bullets, behind ship and aliens.
  for bullet in bullets.sprites():
    bullet.draw_bullet()
  ship.blitme()
  aliens.draw(screen)

  # Draw the score information.
  sb.show_score()

  # Draw the play button if the game is inactive.
  if not stats.game_active:
    play_button.draw_button()

  # Make the most recently drawn screen visible.
  pygame.display.flip()

def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
  """Update position of bullets, and get rid of old bullets."""
  # Update bullet positions.
  bullets.update()

  # Get rid of bullets that have disappeared.
  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_high_score(stats, sb):
  """Check to see if there's a new high score."""
  if stats.score > stats.high_score:
    stats.high_score = stats.score
    sb.prep_high_score()

def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
    aliens, bullets):
  """Respond to bullet-alien collisions."""
  # Remove any bullets and aliens that have collided.
  collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

  if collisions:
    for aliens in collisions.values():
      stats.score += ai_settings.alien_points * len(aliens)
      sb.prep_score()
    check_high_score(stats, sb)

  if len(aliens) == 0:
    # If the entire fleet is destroyed, start a new level.
    bullets.empty()
    ai_settings.increase_speed()

    # Increase level.
    stats.level += 1
    sb.prep_level()

    create_fleet(ai_settings, screen, ship, aliens)

def check_fleet_edges(ai_settings, aliens):
  """Respond appropriately if any aliens have reached an edge."""
  for alien in aliens.sprites():
    if alien.check_edges():
      change_fleet_direction(ai_settings, aliens)
      break

def change_fleet_direction(ai_settings, aliens):
  """Drop the entire fleet, and change the fleet's direction."""
  for alien in aliens.sprites():
    alien.rect.y += ai_settings.fleet_drop_speed
  ai_settings.fleet_direction *= -1

def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
  """Respond to ship being hit by alien."""
  if stats.ships_left > 0:
    # Decrement ships_left.
    stats.ships_left -= 1

    # Update scoreboard.
    sb.prep_ships()

  else:
    stats.game_active = False
    pygame.mouse.set_visible(True)

  # Empty the list of aliens and bullets.
  aliens.empty()
  bullets.empty()

  # Create a new fleet, and center the ship.
  create_fleet(ai_settings, screen, ship, aliens)
  ship.center_ship()

  # Pause.
  sleep(0.5)

def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens,
    bullets):
  """Check if any aliens have reached the bottom of the screen."""
  screen_rect = screen.get_rect()
  for alien in aliens.sprites():
    if alien.rect.bottom >= screen_rect.bottom:
      # Treat this the same as if the ship got hit.
      ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
      break

def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
  """
  Check if the fleet is at an edge,
   then update the postions of all aliens in the fleet.
  """
  check_fleet_edges(ai_settings, aliens)
  aliens.update()

  # Look for alien-ship collisions.
  if pygame.sprite.spritecollideany(ship, aliens):
    ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)

  # Look for aliens hitting the bottom of the screen.
  check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)

def get_number_aliens_x(ai_settings, alien_width):
  """Determine the number of aliens that fit in a row."""
  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):
  """Determine the number of rows of aliens that fit on the screen."""
  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):
  """Create an alien, and place it in the row."""
  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):
  """Create a full fleet of aliens."""
  # Create an alien, and find number of aliens in a row.
  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)

  # Create the fleet of aliens.
  for row_number in range(number_rows):
    for alien_number in range(number_aliens_x):
      create_alien(ai_settings, screen, aliens, alien_number,
        row_number)

主函数

import pygame
from pygame.sprite import Group

from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
import game_functions as gf

def run_game():
  # Initialize pygame, settings, and screen object.
  pygame.init()
  ai_settings = Settings()
  screen = pygame.display.set_mode(
    (ai_settings.screen_width, ai_settings.screen_height))
  pygame.display.set_caption("Alien Invasion")

  # Make the Play button.
  play_button = Button(ai_settings, screen, "Play")

  # Create an instance to store game statistics, and a scoreboard.
  stats = GameStats(ai_settings)
  sb = Scoreboard(ai_settings, screen, stats)

  # Set the background color.
  bg_color = (230, 230, 230)

  # Make a ship, a group of bullets, and a group of aliens.
  ship = Ship(ai_settings, screen)
  bullets = Group()
  aliens = Group()

  # Create the fleet of aliens.
  gf.create_fleet(ai_settings, screen, ship, aliens)

  # Start the main loop for the game.
  while True:
    gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
      aliens, bullets)

    if stats.game_active:
      ship.update()
      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)

run_game()

创建外星人类

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
  """A class to represent a single alien in the fleet."""

  def __init__(self, ai_settings, screen):
    """Initialize the alien, and set its starting position."""
    super(Alien, self).__init__()
    self.screen = screen
    self.ai_settings = ai_settings

    # Load the alien image, and set its rect attribute.
    self.image = pygame.image.load('images/alien.bmp')
    self.rect = self.image.get_rect()

    # Start each new alien near the top left of the screen.
    self.rect.x = self.rect.width
    self.rect.y = self.rect.height

    # Store the alien's exact position.
    self.x = float(self.rect.x)

  def check_edges(self):
    """Return True if alien is at edge of screen."""
    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):
    """Move the alien right or left."""
    self.x += (self.ai_settings.alien_speed_factor *
            self.ai_settings.fleet_direction)
    self.rect.x = self.x

  def blitme(self):
    """Draw the alien at its current location."""
    self.screen.blit(self.image, self.rect)

创建游戏开始按钮

import pygame.font

class Button():

  def __init__(self, ai_settings, screen, msg):
    """Initialize button attributes."""
    self.screen = screen
    self.screen_rect = screen.get_rect()

    # Set the dimensions and properties of the button.
    self.width, self.height = 200, 50
    self.button_color = (0, 255, 0)
    self.text_color = (255, 255, 255)
    self.font = pygame.font.SysFont(None, 48)

    # Build the button's rect object, and center it.
    self.rect = pygame.Rect(0, 0, self.width, self.height)
    self.rect.center = self.screen_rect.center

    # The button message only needs to be prepped once.
    self.prep_msg(msg)

  def prep_msg(self, msg):
    """Turn msg into a rendered image, and center text on the button."""
    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):
    # Draw blank button, then draw message.
    self.screen.fill(self.button_color, self.rect)
    self.screen.blit(self.msg_image, self.msg_image_rect)

创建游戏状态类

class GameStats():
  """Track statistics for Alien Invasion."""

  def __init__(self, ai_settings):
    """Initialize statistics."""
    self.ai_settings = ai_settings
    self.reset_stats()

    # Start game in an inactive state.
    self.game_active = False

    # High score should never be reset.
    self.high_score = 0

  def reset_stats(self):
    """Initialize statistics that can change during the game."""
    self.ships_left = self.ai_settings.ship_limit
    self.score = 0
    self.level = 1

创建计分板

import pygame.font
from pygame.sprite import Group

from ship import Ship

class Scoreboard():
  """A class to report scoring information."""

  def __init__(self, ai_settings, screen, stats):
    """Initialize scorekeeping attributes."""
    self.screen = screen
    self.screen_rect = screen.get_rect()
    self.ai_settings = ai_settings
    self.stats = stats

    # Font settings for scoring information.
    self.text_color = (30, 30, 30)
    self.font = pygame.font.SysFont(None, 48)

    # Prepare the initial score images.
    self.prep_score()
    self.prep_high_score()
    self.prep_level()
    self.prep_ships()

  def prep_score(self):
    """Turn the score into a rendered image."""
    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)

    # Display the score at the top right of the screen.
    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):
    """Turn the high score into a rendered image."""
    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)

    # Center the high score at the top of the screen.
    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):
    """Turn the level into a rendered image."""
    self.level_image = self.font.render(str(self.stats.level), True,
        self.text_color, self.ai_settings.bg_color)

    # Position the level below the score.
    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):
    """Show how many ships are left."""
    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):
    """Draw score to the screen."""
    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)
    # Draw ships.
    self.ships.draw(self.screen)

程序运行效果如下

点击play

按住方向键可以移动飞船
按住空格键可以发射子弹

更多有趣的经典小游戏实现专题,分享给大家:

C++经典小游戏汇总

python经典小游戏汇总

python俄罗斯方块游戏集合

JavaScript经典游戏 玩不停

java经典小游戏汇总

javascript经典小游戏汇总

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持我们。

(0)

相关推荐

  • python实现飞机大战微信小游戏

    0.前言 我学一种语言,可以说学任何东西都喜欢自己动手实践,总感觉自己动手一遍,就可以理解的更透彻,学python也一样,自己动手写代码,但更喜欢做点小东西出来,一边玩一边学.下面我就展示一下我最近做的一个小游戏. 1.素材准备 首先我们先来预览一下游戏的最终运行界面 根据游戏界面,我们可以清楚的知道必须要先准备游戏背景图片,飞机图片,子弹图片等等.这些素材我已经放到网上, 点我下载 ,里面包括了我的代码和图片素材. 2.代码部分 库依赖: pygame 本游戏主要有两个py文件,主文件plan

  • 人工智能最火编程语言 Python大战Java!

    开发者到底应该学习哪种编程语言才能获得机器学习或数据科学这类工作呢?这是一个非常重要的问题.我们在许多论坛上都有讨论过.现在,我可以提供我自己的答案并解释原因,但我们先看一些数据.毕竟,这是机器学习者和数据科学家应该做的事情:看数据,而不是看观点. 话不多说,上数据.我搜索了与"机器学习"和"数据科学"一起使用的技能,搜索选项包括编程语言Java.C.C++和JavaScript.然后还包括了Python和R,因为我们知道它在机器学习和数据科学方面很受欢迎,当然还有

  • python版飞机大战代码分享

    利用pygame实现了简易版飞机大战.源代码如下: # -*- coding:utf-8 -*- import pygame import sys from pygame.locals import * from pygame.font import * import time import random class Hero(object): #玩家 英雄类 def __init__(self, screen_temp): self.x = 210 self.y = 700 self.life

  • python pygame模块编写飞机大战

    本文实例为大家分享了python pygame模块编写飞机大战的具体代码,供大家参考,具体内容如下 该程序没有使用精灵组,而是用列表存储对象来替代精灵组的动画效果.用矩形对象的重叠来判断相撞事件.该程序可以流畅运行,注释较为详细,希望可以帮助大家. import pygame from pygame.locals import * from sys import exit import time import random # 创建子弹类,把子弹的图片转化为图像对象,设定固定的移动速度 clas

  • python实现简单坦克大战

    基于对面向对象编程的思想完成简单的坦克大战游戏.主要目的锻炼面相对象编程思想 同样的在使用python进行游戏编写时需要安装pygame模块 安装方法: pycharm安装方式:File --> setting 游戏中的主要对象有: 坦克父类:BaseTank 我方坦克:HeroTank 敌方坦克:EnemyTank 子弹类:Bullet 爆炸类:Explode 墙类:Wall 主进程:MainGame 定义一个精灵类: # 定义一个精灵类 class BaseItem(Sprite): def

  • python实现飞机大战

    本文实例为大家分享了python实现飞机大战的具体代码,供大家参考,具体内容如下 实现的效果如下: 主程序代码如下: import pygame from plane_sprites import * class PlaneGame(object): """飞机大战主游戏""" def __init__(self): print("游戏初始化") # 1,绘制屏幕窗口 self.screen = pygame.display.

  • 星球大战与Python之间的那些事

    Python与星球大战背后的工业光魔 提起Python语言,很多人会想起系统运维.Web开发等工作.很少有人会知道Python也能够用于电影视觉特效的制作,其中就包括了<星球大战>某些电影特效的制作. 星战之父乔治·卢卡斯于1975年创建了工业光魔(全称:Industrial Light and Magic),从第一部<星球大战>起便参与了电影的特效制作.据Python官网介绍,工业光魔从1996年起开始使用Python语言,取代了此前的Unix shell脚本.工业光魔做出这个决

  • python实现坦克大战

    本文实例为大家分享了python实现坦克大战的具体代码,供大家参考,具体内容如下 本游戏制作代码量较大 具体代码与图片声源可以在我的GitHub中下载 github地址 下面来看看然后利用python做一个坦克大战游戏 创建子弹类 import pygame class Bullet(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.bullet_up = pygame.imag

  • python实现贪吃蛇双人大战

    本文实例为大家分享了python实现贪吃蛇双人大战的具体代码,供大家参考,具体内容如下 晚上家里小朋友要玩贪吃蛇游戏,还要跟我对战,一时半会我没想到去哪里下这样一个游戏,忽然灵机一动,可以自己写一个,顺便还可以跟小朋友展示一下程序员的厉害,于是开工. 原始版本 这是一个很基础的程序,自然不用从头写,在网上随便一搜,找到有人共享的代码,点击链接,据说是来源于<Raspberry Pi 用户指南>的代码,我也没有去查.代码如下: #!/usr/bin/env python import pygam

  • python实现飞机大战游戏

    飞机大战(Python)代码分为两个python文件,工具类和主类,需要安装pygame模块,能完美运行(网上好多不完整的,调试得心累.实现出来,成就感还是满满的),如图所示: 完整代码如下: 1.工具类plane_sprites.py import random import pygame # 屏幕大小的常量 SCREEN_RECT = pygame.Rect(0, 0, 480, 700) # 刷新的帧率 FRAME_PER_SEC = 60 # 创建敌机的定时器常量 CREATE_ENEM

随机推荐