Python training program - how to fly gracefully?(python练手项目-如何优雅的打飞机 )

By @baymaxos3/16/2018programming

准备用python写一个打飞机的游戏,相信能够写完这个项目,我对python的学习应该也算可以了。

首先,我们要使用python的一个pygame的库来写,这个库的安装比较简单就是普通的pip安装就可以了。

先安装pip3 sudo apt install pip3

再装 sudo pip3 install pygame

先看一下项目结构

print ("打飞机游戏")
加载背景音乐
播放背景音乐(设置单曲循环)
加载我方飞机
interval=0————设置敌方飞机的刷新时间
while True:
    if 用户点击关闭按钮:
        退出程序
    interval+=1 
    if interval==50:
        加载敌方飞机
        interval=0
    敌方飞机移动
    屏幕刷新
    if 用户鼠标发生移动:
        鼠标位置==我方飞机的位置
        屏幕刷新
    if 我方飞机的位置==敌方飞机的位置:
        播放撞机音乐
        加载飞机爆炸的图片
        print ("游戏结束")
        关闭背景音乐(设置淡出)

敌军,也就是体型稍微大点的,在上方左右移动,并且有规律向下移动。我军目标,消灭所有飞机。但是屏幕上最多只展现3颗子弹。

一旦,我军飞机与敌军飞机碰撞,或者敌军飞机抵达底部。我军损失一条生命,一共三条。

敌军飞机全部消灭完,则到下一关,移动速度会更快。

我军每消灭一架敌军飞机获得积分,积分最高者会在界面显示。

游戏源码如下:


#alien_invasion.py  
#主程序文件

"""
创建Pygame窗口响应以及用户输入
"""

import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from button import Button
from Scoreboard import Scoreboard

def run_game():

#初始化游戏并且创建一个屏幕对象
pygame.init()

ai_settings = Settings()

screen = pygame.display.set_mode(
    (ai_settings.screen_width, ai_settings.screen_height))

pygame.display.set_caption("Alien Invasion")

#创建play按钮
play_button = Button(ai_settings, screen, "PLAY~")

#创建一个用户存储游戏统计信息的实例
stats = GameStats(ai_settings)

sb = Scoreboard(ai_settings, screen, stats)

#创建一艘飞船
ship = Ship(ai_settings,screen)

#创建一个用户存储子弹的编组
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:
        ship.update()

    
        #删除已消失的子弹
        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)

    #让最近绘制的屏幕可见
    pygame.display.flip()

run_game()


#alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
def init(self,ai_settings, screen ):
"""初始化外星人并且设置起始位置"""
super().init()
self.screen = screen
self.ai_settings = ai_settings

    #加载外星人图像,并且设置其rect属性
    self.image = pygame.image.load("images/alien.png")
    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.width
    self.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):
    """如果外星人出于屏幕边缘,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):
    """向左或者右移动的外星人"""
    self.x += (self.ai_settings.alien_speed_factor * 
        self.ai_settings.fleet_direction)
    self.rect.x = self.x


#bullet.py


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"""
"""Bullet类继承了我们从模块pygame.sprite中导入的Sprite类"""

def __init__(self, ai_settings, screen, ship):
    """在飞船所处的位置创建一个子弹对象"""

    """为创建子弹实例,需要向__init__()传递
    ai_settings、screen和ship实例,还调用了super()来继承Sprite。
    """
    super().__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
    我们创建了子弹的属性rect。子弹并非基于图像的,因此我们必须使用pygame.Rect()
    类从空白开始创建一个矩形
    """
    self.rect = pygame.Rect(
        0,0,ai_settings.bullet_width,ai_settings.bullet_height)
    self.rect.centerx = ship.rect.centerx  #将子弹的centerx设置为飞船的rect.centerx
    self.rect.top = ship.rect.top         #子弹的rect的top属性设置为飞船的rect的top属性


    #存储用小数表示的子弹位置
    self.y = float(self.rect.y)

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


def update(self):
    """向上移动子弹"""
    #更新表示移动子弹的位置的小数值
    self.y -= self.speed_factor
    #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)


#button.py


import pygame.font

class Button():
def init(self, ai_settings, 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 = 200, 50
    self.button_color = (0, 250, 0)
    self.text_color = (255, 255, 255)
    self.font = pygame.font.SysFont(None, 48)

    #创建按钮的rect对象,并且让它居中
    self.rect = pygame.Rect(0, 0, self.width, self.height)
    self.rect.center = self.screen_rect.center


    #按钮的标签只需要创建一次
    self.prep_msg(msg)


def prep_msg(self, msg):

    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)


#game_functions.py


import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_keydown_events(event, ai_settings,screen,ship,bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
#向右→移动
ship.moving_right = True
elif event.key == pygame.K_LEFT:
#向左移动
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()

def check_keyup_events(event, ship):
"""响应松开"""
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):
"""响应和鼠标按键"""
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):

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
    stats.reset_start()
    stats.game_active = True

    #重置记分牌图像
    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):
"""更新屏幕的图像,并且切换到新的屏幕"""
#每次循环时都会重新绘屏
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()

ship.blitme()
aliens.draw(screen)
#显示得分
sb.show_score()

# 如果游戏处于非活动状态,就绘制Play按钮
if not stats.game_active:
    play_button.draw_button()

#让最近绘制的屏幕可见
pygame.display.flip()

def update_bullets(ai_settings, screen,stats, sb, ship, aliens, bullets):
"""更新子弹的位置,并且删除已消失的子弹
在for循环中,不应从列表或编组中删除条目,因此必须遍历编组的副本。
我们使用了方法copy()来设置for循环
"""
bullets.update()
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_bullet_alien_collisions(
ai_settings, screen, stats, sb, ship, aliens, bullets):
#检查子弹是否打中飞机
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
ai_settings.increase_speed() #新游戏加速
#print(ai_settings.alien_speed_factor)
create_fleet(ai_settings, screen, ship, aliens)

    stats.level += 1
    sb.prep_level()

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

def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)

def create_fleet(ai_settings, screen, ship, aliens):
"""创建外星人群"""
#创建一个外星人并且计算一行可以容纳多少个外星人
#外星人间距为外星人的宽度
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,并将其加入当前行列
        create_alien(ai_settings, screen, aliens, alien_number, row_number)

def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可以容纳多少飞机"""
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 create_alien(ai_settings, screen, aliens, alien_number, row_number): #这里的row_number来自哪里?
"""创建一个外星人并把它放在当前行列"""
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 get_number_rows(ai_settings, ship_height, alien_hight):
"""计算屏幕可以容纳几行外星人"""
available_space_y = (
ai_settings.screen_height - (3alien_hight) - ship_height)
number_rows = int(available_space_y / (2
alien_hight))
return number_rows

def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新外星人的位置"""
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, screen, stats, sb, ship, aliens, bullets)

check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)

def check_fleet_edges(ai_settings, aliens):
"""有外星人撞到边缘时候采取的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break

def change_fleet_direction(ai_settings,aliens):
"""整体外星人向下移动,并且改变方向"""
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):
"""响应被外星人撞到的飞船"""
#ship_left -1
if stats.ship_left > 0:
stats.ship_left -=1

    #清空外星人列表和子弹列表
    aliens.empty()
    bullets.empty()

    sb.prep_ships()

    #创建一群新的外星人,并将飞船放到屏幕底端中央
    create_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()

    #暂停
    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):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#和飞船被撞处理一样
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break

def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()


#game_stats.py


class GameStats():
"""游戏统计信息"""

def __init__(self,ai_settings):
    """初始化统计信息"""
    self.ai_settings = ai_settings
    self.reset_start()
    #游戏一开始就是非活动状态
    self.game_active = False
    # 在任何情况下都不应重置最高得分
    self.high_score = 0

def reset_start(self):
    """初始化在游戏运行期间可能变化的统计信息"""
    self.ship_left = self.ai_settings.ship_limit
    self.score = 0
    self.level = 1


#Scoreboard.py


import pygame.font
from pygame.sprite import Group
from ship import Ship

class Scoreboard():
"""显示信息得分的类"""

def __init__(self, ai_settings, screen, stats):

    self.screen  = screen
    self.screen_rect = screen.get_rect()
    self.ai_settings = ai_settings
    self.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)

    
    #准备初始得分图像 和最高得分

    self.prep_score()
    self.prep_high_score()
    self.prep_level()
    self.prep_ships()



def prep_score(self):
    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 show_score(self):
    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)
    self.ships.draw(self.screen)


def prep_high_score(self):
    """渲染最高分为图像"""
    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)

    #最高得分在顶部中央
    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.screen_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.stats.level), True, 
        self.text_color, self.ai_settings.bg_color)

    #位置
    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):

    self.ships = Group()
    for ship_number in range(self.stats.ship_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)


#settings.py



class Settings():
"""
存储游戏所有设置的类
"""
def init(self):
"""初始化游戏的设置"""
#屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船的设置
self.ship_speed_factor = 1.5
self.ship_limit = 3

    #子弹设置
    self.bullet_speed_factor = 3  
    self.bullet_width = 1    #这里更改子弹的宽度
    self.bullet_height = 15
    self.bullet_color = 60, 60, 60
    self.bullets_allowed = 300   #这里更改子弹的个数
    # 外星人设置

    self.fleet_drop_speed = 10         #默认10

    # 以什么样的速度加快游戏节奏
    self.speedup_scale = 1.1
    #分数的提高速度
    self.score_scale = 1.5

    self.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 = 1.5
    self.bullet_speed_factor = 3
    self.alien_speed_factor = 1
    # fleet_direction为1表示向右;为-1表示向左
    self.fleet_direction = 1

    #积分
    self.alien_points = 50

def increase_speed(self):
    #提高速度设置
    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)
    print(self.alien_points)


#ship.py



import pygame
from pygame.sprite import Sprite

class Ship(Sprite):

def __init__(self, ai_settings, screen):
    """初始化飞船并设置其初始位置"""
    super(Ship, self).__init__()
    self.screen = screen
    self.ai_settings = ai_settings

    #加载飞船图像并获取其外接矩形
    self.image = pygame.image.load('images/ship.png')       #加载图像
    self.rect = self.image.get_rect()           #获取图像的大小
    self.screen_rect = screen.get_rect()        #获取窗口的大小

    #将新船放在屏幕底部中央位置
    self.rect.centerx = self.screen_rect.centerx
    self.rect.bottom = self.screen_rect.bottom

    # 在飞船的属性center中存储小数值
    self.center = float(self.rect.centerx)

    #移动标志
    self.moving_right = False
    self.moving_left =   False

def update(self):
    """根据移动标志调整飞船的位置"""
    # 更新飞船的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
    # 根据self.center更新rect对象
    self.rect.centerx = self.center

def blitme(self):
    """在指定位置绘制飞船"""
    self.screen.blit(self.image, self.rect)

def center_ship(self):
    """让飞船在屏幕上居中"""
    self.center = self.screen_rect.centerx

可以说是非常的暴力,非常的简单。

希望不忘初心,再接再厉。

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