python的飞机大战的完整代码

alien.py

import pygame
from pygame.sprite import Sprite
class Alien(Sprite):"""表示单个外星人的类"""def __init__(self, ai_settings, screen):"""初始化外星人并设置其他位置"""super(Alien, self).__init__()self.screen = screenself.ai_settings = ai_settings# 加载外星人图像,并设置其rect属性self.image = pygame.image.load('images/alien.png')self.image = pygame.transform.scale(self.image, (80, 60))self.rect = self.image.get_rect()# 每个外星人最初都在屏幕左上角附近self.rect.x = self.rect.widthself.rect.y = self.rect.height# 存储外星人的准确位置self.x = float(self.rect.x)def blitme(self):"""在指定位置绘制外星人"""self.screen.blit(self.image, self.rect)def check_edges(self):"""如果外星人位于屏幕边缘,就返回True"""screen_rect = self.screen.get_rect()if self.rect.right >= screen_rect.right:return Trueelif self.rect.left <= 0:return Truedef update(self):"""向右移动外星人"""self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)self.rect.x = self.x

alien_invasion.py

import pygamefrom work.settings import Settings
from work.game_stats import GameStats
from work.button import Button
from work.ship import Ship
from pygame.sprite import Group
import work.game_functions as gf
from work.scoreboard import Scoreboarddef run_game():# 初始化背景设置pygame.init()# 全局设置ai_settings = Settings()# 创建screen显示窗口screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))# 标题pygame.display.set_caption('傻瓜飞机')# 新建Play按钮play_button = Button(ai_settings, screen, "Play")# 创建一个用于存储游戏统计信息的实例,并创建记分牌stats = GameStats(ai_settings)sb = Scoreboard(ai_settings, screen, stats)# 创建飞船ship = Ship(ai_settings, screen)# 创建子弹编组bullets = Group()# 创建一个外星人aliens = Group()# 创建外星人群gf.create_fleet(ai_settings, screen, ship, aliens)# 开始游戏主循环while True:# 监视键盘和鼠标事件gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)if stats.game_active:# 移动飞船gf.update_ship(ship)# 更新子弹位置gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)# 更新外星人gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)# 更新屏幕gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()

bullet.py

import pygame
from pygame.sprite import Sprite
import timeclass Bullet(Sprite):'''飞船子弹进行管理'''def __init__(self, ai_settings, screen, ship):super(Bullet, self).__init__()self.screen = screen# 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)# 设置中心点x轴坐标跟飞船一致self.rect.centerx = ship.rect.centerx# 设置y轴坐标顶部跟飞船一致self.rect.top = ship.rect.top# 设置成小数进行计算self.top = float(self.rect.top)self.color = ai_settings.bullet_colorself.speed_factor = ai_settings.bullet_speed_factordef update(self):self.top -= self.speed_factorself.rect.top = self.topprint(self.rect.top)def draw_bullet(self):pygame.draw.rect(self.screen, self.color, self.rect)

button.py

import pygame.fontclass Button():def __init__(self, ai_settings, screen, msg):"""初始化按钮属性"""self.screen = screenself.screen_rect = screen.get_rect()# 设置按钮的尺寸和其他属性self.width, self.height = 200, 50self.button_color = (0, 255, 0)self.text_color = (255, 255, 255)self.font = pygame.font.SysFont(None, 48)# 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.centerdef 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)

game_functions.py

import pygame
import sys
from work.bullet import Bullet
from work.alien import Alien
from time import sleepdef check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):# 监视键盘和鼠标事件for event in pygame.event.get():if event.type == pygame.QUIT:  # 关闭窗口退出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):"""在玩家单击Play按钮时开始游戏"""button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)if button_clicked and not stats.game_active:# 重置游戏设置ai_settings.initialize_dynamic_settings()# 隐藏光标pygame.mouse.set_visible(False)# 重置游戏统计信息stats.reset_stats()stats.game_active = True# 重置计分牌图像sb.prep_score()sb.prep_high_score()sb.prep_level()sb.prep_ships()# 清空外星人列表和子弹列表aliens.empty()bullets.empty()# 创建一群新的外星人,并让飞船居中create_fleet(ai_settings, screen, ship, aliens)ship.center_ship()def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):"""更新屏幕上的图片,并切换到新屏幕"""# 设置背景颜色screen.fill(ai_settings.bg_color)# 绘制飞船ship.blitme()aliens.draw(screen)# 循环子弹组里面的元素,进行绘制 为空时不执行for bullet in bullets.sprites():# 绘制子弹bullet.draw_bullet()# 显示得分sb.show_score()# 如果游戏处于非活跃状态,就显示Play按钮if not stats.game_active:play_button.draw_button()# 显示最新屏幕,擦拭旧屏幕pygame.display.flip()def check_keydown_events(event, ai_settings, screen, ship, bullets):if event.key == pygame.K_RIGHT:ship.moving_right = Trueelif event.key == pygame.K_LEFT:ship.moving_left = Trueelif 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):if event.key == pygame.K_RIGHT:ship.moving_right = Falseelif event.key == pygame.K_LEFT:ship.moving_left = Falsedef update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):"""更新子弹位置,删除子弹"""# 子弹组每个成员执行self.update()操作bullets.update()for bullet in bullets.sprites():# 子弹出界 删除if bullet.rect.bottom <= 0:bullets.remove(bullet)check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):"""响应外星人和子弹的碰撞"""# 删除发生碰撞的子弹和外星人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:# 删除现有的子弹并新建一群外星人,加快游戏进度节奏bullets.empty()ai_settings.increase_speed()# 提高等级stats.level += 1sb.prep_level()create_fleet(ai_settings, screen, ship, aliens)def update_ship(ship):ship.update()def fire_bullet(ai_settings, screen, ship, bullets):# 创建一个子弹对象 加入到子弹组if len(bullets) < ai_settings.bullets_allowed:# 子弹少于允许值时再生成new_bullet = Bullet(ai_settings, screen, ship)bullets.add(new_bullet)def get_number_aliens_x(ai_settings, alien_width):"""计算每行可容纳多少个外星人"""available_space_x = ai_settings.screen_width - 2 * alien_widthnumber_aliens_x = int(available_space_x / (2 * alien_width))return number_aliens_xdef get_number_rows(ai_settings, ship_height, alien_height):"""计算屏幕可容纳多少行外星人"""available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)number_rows = int(available_space_y / (2 * alien_height))return number_rowsdef create_aliens(ai_settings, screen, aliens, alien_number, row_number):"""创建一个外星人并将其放在当前行"""alien = Alien(ai_settings, screen)alien_width = alien.rect.widthalien.x = alien_width + 2 * alien_width * alien_numberalien.rect.x = alien.xalien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numberaliens.add(alien)def create_fleet(ai_settings, screen, ship, aliens):"""创建外星人群"""# 创建一个外星人,并计算一行可以容纳多少个外星人# 外星人间距为外星人宽度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)# 创建第一行外星人for row_number in range(number_rows):for alien_number in range(number_aliens_x):# 创建一个外星人并将其加入当前行create_aliens(ai_settings, screen, aliens, alien_number, row_number)def check_fleet_edges(ai_settings, aliens):"""有外星人到达边缘时采取相应措施"""for alien in aliens.sprites():if alien.check_edges():change_fleet_direction(ai_settings, aliens)breakdef change_fleet_direction(ai_settings, aliens):"""将整群外星人下移,并改变他们的运动方向"""for alien in aliens.sprites():alien.rect.y += ai_settings.fleet_drop_speedai_settings.fleet_direction *= -1def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):"""响应被外星人撞到的飞船"""if stats.ships_left > 0:# 将ship_left减1stats.ships_left -= 1# 更新记分牌sb.prep_ships()# 清空外星人列表和子弹列表aliens.empty()bullets.empty()# 创建一群新的外星人,并将飞船放到屏幕低端中央create_fleet(ai_settings, screen, ship, aliens)ship.center_ship()# 暂停sleep(0.5)else:stats.game_active = Falsepygame.mouse.set_visible(True)def check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets):"""检查是否有外星人到达屏幕低端"""screen_rect = screen.get_rect()for alien in aliens.sprites():if alien.rect.bottom >= screen_rect.bottom:# 像飞船被撞到一样进行处理ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)breakdef update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets):"""更新外星人群中所有外星人的位置"""check_fleet_edges(ai_settings, aliens)aliens.update()# 检测外星人和飞船之间的碰撞if pygame.sprite.spritecollideany(ship, aliens):ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)# 检查是否有外星人到达屏幕低端check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)def check_high_score(stats, sb):"""检查是否诞生了新的最高纪录"""if stats.score > stats.high_score:stats.high_score = stats.scoresb.prep_high_score()

game_stats.py:

class GameStats():"""跟踪游戏的统计信息"""def __init__(self, ai_settings):"""初始化统计信息"""self.ai_settings = ai_settingsself.reset_stats()# 游戏刚启动时处于非活动状态self.game_active = False# 在任何情况下不应该重置最高分self.high_score = 0self.level = 1def reset_stats(self):"""初始化在游戏运行期间可能变化的统计信息"""self.ships_left = self.ai_settings.ship_limitself.score = 0

scoreboard.py

import pygame.font
from pygame.sprite import Groupfrom work.ship import Shipclass Scoreboard():"""显示得分信息的类"""def __init__(self, ai_settings, screen, stats):"""初始化显示得分涉及的属性"""self.screen = screenself.screen_rect = screen.get_rect()self.ai_settings = ai_settingsself.stats = stats# 显示得分信息时使用的字体设置self.text_color = (30, 30, 30)self.font = pygame.font.SysFont(None, 48)# 准备初始化得分图像和当前最高分数self.prep_score()self.prep_high_score()self.prep_level()self.prep_ships()def prep_score(self):"""将得分转换为一幅渲染的图像"""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)# 将得分放在右上角self.score_rect = self.score_image.get_rect()self.score_rect.right = self.screen_rect.right - 20self.score_rect.top = 5def prep_high_score(self):"""将最高得分转换为渲染图像"""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)# 将最高分放在屏幕最中央self.high_score_rect = self.high_score_image.get_rect()self.high_score_rect.centerx = self.screen_rect.centerxself.high_score_rect.top = 5def prep_level(self):"""将等级转换为渲染图像"""self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)# 将得分放在右上角self.level_rect = self.score_image.get_rect()self.level_rect.right = self.screen_rect.rightself.level_rect.top = self.score_rect.bottomdef prep_ships(self):"""显示还剩下多少艘飞船"""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.widthship.rect.y = 10self.ships.add(ship)def show_score(self):"""在屏幕上显示得分和等级"""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)

settings.py

class Settings():"""存储外星人入侵中所有的设置"""def __init__(self):"""初始化设置"""# 屏幕设置self.screen_width = 1200self.screen_height = 600self.bg_color = (230, 230, 230)  # 设置背景色  灰色# 飞船设置self.ship_limit = 3self.ship_image_path = 'images/ship.png'  # 飞船图片路径# 子弹设置self.bullet_width = 3self.bullet_height = 15self.bullet_color = 60, 60, 60self.bullets_allowed = 3  # 允许屏幕中出现子弹的数量# 外星人设置self.fleet_drop_speed = 10# 以什么样的速度加快游戏节奏self.speedup_scale = 1.1# 外星人点数提高速度self.score_scale = 1.5self.initialize_dynamic_settings()def initialize_dynamic_settings(self):"""初始化随游戏进行而变化的设置"""self.ship_speed_factor = 1.5self.bullet_speed_factor = 3self.alien_speed_factor = 1# fleet_direction为1表示向右移,为-1表示向左移self.fleet_direction = 1# 计分self.alien_points = 50def increase_speed(self):"""提高速度设置,外星人点数"""self.ship_speed_factor *= self.speedup_scaleself.bullet_speed_factor *= self.speedup_scaleself.alien_speed_factor *= self.speedup_scaleself.alien_points = int(self.alien_points * self.score_scale)print(self.alien_points)

ship.py:

import pygame
from pygame.sprite import Spriteclass Ship(Sprite):"""飞船所有信息"""def __init__(self, ai_settings, screen):"""初始化飞船,并设置其起始位置"""super(Ship, self).__init__()self.screen = screenself.ai_settings = ai_settings# 加载飞船图片、获取外接矩形self.image = pygame.image.load('images/ship.png')   # 加载图片self.image = pygame.transform.smoothscale(self.image, (150, 180))# 获取图片外接矩形self.rect = self.image.get_rect()# 获取屏幕外接矩形self.screen_rect = screen.get_rect()# 将每搜新飞船放到并木底部中心self.rect.centerx = self.screen_rect.centerxself.rect.bottom = self.screen_rect.bottom# 设置成浮点类型# self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算self.center = float(self.rect.centerx)# 移动标志self.moving_right = Falseself.moving_left = Falsedef blitme(self):"""在指定位置绘制飞船"""self.screen.blit(self.image, self.rect)def update(self):# 向右移动飞船if self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.ai_settings.ship_speed_factor# 向左移动飞船if self.moving_left and self.rect.left > self.screen_rect.left:self.center -= self.ai_settings.ship_speed_factorself.rect.centerx = self.centerdef center_ship(self):"""让飞船在屏幕上居中"""self.center = self.screen_rect.centerx

python的飞机大战相关推荐

  1. python写飞机大战游戏_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 ...

  2. 小甲鱼python游戏代码_【小甲鱼】零基础学习python pygame 飞机大战可执行源代码...

    [实例简介] [小甲鱼]零基础学习python pygame 飞机大战可执行源代码,觉得挺有意思,故此分享. [实例截图] [核心代码] 飞机大战 └── 飞机大战 ├── bullet.py ├── ...

  3. python实现飞机大战游戏

    python实现飞机大战小游戏(含源码+视频资源) 导语: 正文: 1.开发工具 2.环境搭建 3.效果如下 Step1:定义精灵类 Step2:实现游戏主循环 Step3:制作简易的游戏开始和结束界 ...

  4. python制作飞机大战游戏准备工作相关知识点

    python制作飞机大战游戏准备工作相关知识点 1.初始化背景 `import pygame` : 导入pygame模块 `pygame.init()` : 导入并初始化所有 `pygame` 模块, ...

  5. 用python做飞机大战打到不同部位扣分不同_python制作飞机大战需要哪些python术语...

    怎么样用Python写飞机大战游戏 为什么写出来一直都是未响应,哪里写错了吗?就算小编们没能走到最后,小编也不会心存遗憾,你有你的苦辣酸甜,小编有小编的喜怒哀乐,如果小编们不曾相遇,就没有那些美好记忆 ...

  6. Python实现飞机大战-第二部分(附源码、素材、超详细教程)

    飞机大战第二部分 1.前言 2.飞机射击 2.1.添加子弹的相关设置 2.2.创建文件bullet.py 2.3.修改game_functions.py 2.4.修改mian.py 2.5.射击效果 ...

  7. python版飞机大战

    python版飞机大战 用python几百行代码搞定飞机大站游戏. 我们利用pygame包进行飞机大战的游戏开发,所以大家首先得安装好pygame包,本游戏一共封装了8个类,大家可以在GitHub上下 ...

  8. python实现飞机大战游戏_python实现飞机大战小游戏

    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 初学Python,写了一个简单的Python小游戏. 师出bilibili某前辈 pycharm自带了第三方库pyga ...

  9. 飞机大战游戏python_基于Python的飞机大战游戏

    基于 Python 的飞机大战游戏 杨铠 [期刊名称] <电脑迷> [年 ( 卷 ), 期] 2017(000)021 [摘要] 我们每天都享受到科技带来的好处 , 了解计算机编程对每个人 ...

最新文章

  1. ICCV 2019 COCO Mapillary挑战赛冠军团队技术分享
  2. 在 IE8 下 EXT的显示问题
  3. linux怎么编译sharedptr,如何使用智能指针(例如auto_ptr r shared_ptr)在Linux上使用C++生成链接列表数据结构?...
  4. 03-30 兼容性测试
  5. python开发效率怎样_Python 的开发效率真的比 Java高吗?
  6. 计算机游戏攻略67,保卫萝卜2 67攻略水晶萝卜详解
  7. 英语中比较重要的动词
  8. PyTorch 使用 TensorBoard 中的 writer.add_scalar 与 writer.add_scalars 的区别
  9. 关于IE6无法升级为IE7或者IE8的问题
  10. cf1111d(退背包)
  11. 非对称TSP问题(asymmetric travelling salesman problem)与对称TSP问题的转换
  12. JS中for循环绑定事件
  13. 计算机网络(五):IPv6
  14. 信息系统项目管理师第一章复习内容(持续更新中……)
  15. Mybatis注解-注解方式的动态SQL语句
  16. python中rouge是什么程序_rouge与pyrouge使用事项
  17. 祝学校计算机系的新年贺词,新年祝福语:学校新年贺词祝福短信
  18. Inter VT技术(硬件虚拟化检测)
  19. 南方电信电网接口API源码
  20. 2021-03-20

热门文章

  1. 星球大战Java实验报告_一份被隐瞒多年的科学实验报告大揭秘!
  2. 微信小程序之手机号快速注册
  3. OpenCV学习笔记(六)—— OpenCV for Android打开相机
  4. 正则表达式匹配仅包含某些字符或者包含某些字符
  5. 使用非对称加密匿名加好友
  6. 计算机图形学-光栅渲染概述
  7. 常见数据库与数据引擎概念(一)
  8. 初始圈的选择matlab,基于MATLAB的最优算法案例分析——关于徐州潘安湖风景区游览路线设计...
  9. 婚庆APP开发解决方案
  10. 创维电视android,当贝市场创维酷开专用版