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python实现飞船大战

作者:Code进阶狼人  发布时间:2022-09-19 02:17:26 

标签:python,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

python实现飞船大战

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

python实现飞船大战

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 * 。
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 * 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

python实现飞船大战

python实现飞船大战

按住方向键可以移动飞船
按住空格键可以发射 *

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来源:https://blog.csdn.net/liuzuoping/article/details/103334002

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