这篇文章主要介绍“如何使用Pygame模块实现大战外星人游戏”,在日常操作中,相信很多人在如何使用Pygame模块实现大战外星人游戏问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”如何使用Pygame模块实现大战外星人游戏”的疑惑有所帮助!接下来,请跟着小编一起来学习吧!
开发环境:Pycharm
操作系统:Windows 10
Pyhon版本:3.9.9
需要自行安装Pygame 3(必须)和Python(必须)。
由于多次引用背景参数,建议不要更改文中的背景参数。本文中的图片用的是相对引用的方式,如果和我图片位置放置不同的话需要设置绝对引用。
主要代码片段:
import sys import pygame # 调用pygame from settings import Settings # 背景和一些必要值 from ship import Ship # 飞船个人设置 import game_function as gf # 移动和发射 # 把整个给gf 并不是按照调用类的方式用的 from pygame.sprite import Group from game_stats import GameStats from Button import Button from Scoreboard import Scoreboard def run_game(): pygame.init() ai_settings = Settings() pygame.display.set_caption('飞机大战1') stats = GameStats(ai_settings) screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) play_button = Button(ai_settings, screen, 'game') sb = Scoreboard(ai_settings, screen, stats) ship = Ship(ai_settings, screen) bullets_left = Group() bullets_down = Group() bullets_right = Group() bullets = Group() aliens = Group() gf.create_fleet(ai_settings, screen ,ship,aliens) while True: gf.check_events(ai_settings, stats, play_button,screen,ship, aliens,bullets,bullets_left,bullets_right, bullets_down) if stats.game_active: ship.update() # 这句很重要必须要调用ship里的判断 gf.update_bullets(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down) ##### gf.update_aliens(ai_settings, aliens ,stats, screen, ship ,bullets,bullets_down,bullets_left,bullets_right) gf.update_screen(ai_settings, screen, stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down,play_button ,sb) run_game()
关于外星飞船的一些调用:
import pygame import sys from pygame.sprite import Sprite class Alien(Sprite): def __init__(self,ai_settings, screen): super(Alien, self).__init__() self.screen = screen self.ai_settings = ai_settings self.image = pygame.image.load('外星飞船.png') self.rect = self.image.get_rect() self.rect.x = self.rect.width self.rect.y = self.rect.height self.x = float(self.rect.x) # 外星人所在位置 def check_edges(self): # 检测飞船是否碰到墙壁 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): self.x += (self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction) self.rect.x = self.x def blitme(self): self.screen.blit(self.image, self.rect)
关于子弹的一些配置(这里只是向前方向的子弹) 其余各个方向的子弹也是基于这个略改:
import pygame from pygame.sprite import Sprite class Bullet(Sprite): def __init__(self, ai_settings, screen, ship): super(Bullet, self).__init__() # pygame2.7需要这么写 self.screen = screen 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 # 子弹的初始位置 self.y = float(self.rect.y) # 记录子弹输出的位置 self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): self.y -= self.speed_factor # 让子弹持续往上飞 self.rect.y = self.y def draw_bullet(self): pygame.draw.rect(self.screen, self.color, self.rect)
关于可操控飞船的一些设置(如果要改变背景的长宽比,需要改变飞船的重置位置):
import pygame class Ship(): def __init__(self, ai_settings, screen): self.screen = screen self.ai_settings = ai_settings self.image = pygame.image.load('小飞机.png') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() self.rect.bottom = self.screen_rect.bottom self.rect.centerx = self.screen_rect.centerx # x # self.rect.centery = self.screen_rect.centery # y self.centerx = float(self.rect.centerx) self.centery = float(self.rect.centery) # 记录飞机中心点 self.moving_right = False self.moving_left = False self.moving_up = False self.moving_down = False def update(self): if self.moving_right and self.rect.right < self.screen_rect.right: #小于屏幕右侧 self.centerx += self.ai_settings.ship_speed_factor if self.moving_left and self.rect.left > 0: # 大于屏幕左侧0 self.centerx -= self.ai_settings.ship_speed_factor if self.moving_up and self.rect.top > self.screen_rect.top: # 大于屏幕顶部0 self.centery -= self.ai_settings.ship_speed_factor if self.moving_down and self.rect.bottom < self.screen_rect.bottom: #小于屏幕底部 self.centery += self.ai_settings.ship_speed_factor self.rect.centerx = self.centerx self.rect.centery = self.centery def center_ship(self): # 让飞船居中 self.centery = self.screen_rect.bottom-70 self.centerx = self.screen_rect.centerx def blitme(self): self.screen.blit(self.image, self.rect)
关于一些基本的文件设置和背景设置:
import pygame import sys class Settings(): def __init__(self): self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) # 飞船的速度: self.ship_limit = 3 # 子弹设置 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = (60, 60, 60) self.bullets_allowed = 3 # 限制子弹的数量 self.fleet_drop_speed = 8 self.score_scale = 2 self.speedup_scale = 1.1 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): self.ship_speed_factor = 1.5 self.bullet_speed_factor = 1 # 子弹的速度 self.alien_speed_factor = 1 # 飞船速度 self.fleet_direction = 1 # 方向参数 self.alien_points = 50 def increase_speed(self): 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)
关于按键的一些设置(这部分我将子弹向下向左向右发射的按键也加入进去,如不需要请自行删减):
import sys import pygame from time import sleep # 时间?休眠? from bullet import Bullet from bulletRIGHT import BulletRight from bulletDOWN import BulletDown from bulletLEFT import BulletLeft from alien import Alien def check_keydown_events(event,ai_settings, screen,ship, bullets,bullets_left,bullets_right,bullets_down): if event.key == pygame.K_d: ship.moving_right = True elif event.key == pygame.K_a: ship.moving_left = True elif event.key == pygame.K_w: ship.moving_up = True elif event.key == pygame.K_q: # p键退出 sys.exit() elif event.key == pygame.K_s: ship.moving_down = True elif event.key == pygame.K_UP: fire_bullet(ai_settings, screen, ship, bullets) elif event.key == pygame.K_DOWN: fire_bullet_down(ai_settings, screen, ship,bullets_down) elif event.key == pygame.K_LEFT: fire_bullet_left(ai_settings, screen, ship,bullets_left) elif event.key == pygame.K_RIGHT: fire_bullet_right(ai_settings, screen, ship,bullets_right) def check_keyup_events(event, ship): if event.key == pygame.K_d: ship.moving_right = False elif event.key == pygame.K_a: ship.moving_left = False elif event.key == pygame.K_w: ship.moving_up = False elif event.key == pygame.K_s: ship.moving_down = False def check_events(ai_settings, stats, play_button,screen,ship, aliens,bullets,bullets_left,bullets_right,bullets_down): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: # 注意这个位置是type并不是key check_keydown_events(event,ai_settings, screen,ship, bullets,bullets_left,bullets_right,bullets_down) 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, ship, aliens, bullets, bullets_left, bullets_right, bullets_down, play_button, mouse_x, mouse_y) def check_play_button(ai_settings,screen,stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down, play_button, mouse_x,mouse_y): # if play_button.rect.collidepoint(mouse_x, mouse_y): button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: ai_settings.initialize_dynamic_settings() # 重置速度 pygame.mouse.set_visible(False) # 隐藏光标 stats.reset_stats() stats.game_active = True aliens.empty() bullets.empty() bullets_down.empty() bullets_left.empty() bullets_right.empty() create_fleet(ai_settings,screen,ship,aliens) ship.center_ship() def update_bullets(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down): bullets.update() for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullets_alien_collisions(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down) def check_bullets_alien_collisions(sb,screen,stats, ship ,ai_settings,aliens, bullets,bullets_left,bullets_right,bullets_down): # print(len(bullets)) # 此句显示未删除的子弹数量以确保前几句正确删除子弹 collections = pygame.sprite.groupcollide(bullets, aliens,True,True ) # 子弹与外星飞船同归于尽 if collections: stats.score += ai_settings.alien_points sb.prep_score() sb.prep_level() if len(aliens) == 0: # 如果外星人被打光重置外星人 bullets.empty() ai_settings.increase_speed() stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship ,aliens) bullets_down.update() for bullet_down in bullets_down.copy(): if bullet_down.rect.top >= ai_settings.screen_height: bullets_down.remove(bullet_down) print(len(bullets_down)) # 此句显示未删除的子弹数量以确保前几句正确删除子弹 collections = pygame.sprite.groupcollide(bullets_down, aliens, True, True) if collections: stats.score += ai_settings.alien_points sb.prep_score() bullets_left.update() for bullet_left in bullets_left.copy(): if bullet_left.rect.right <= 0: bullets_left.remove(bullet_left) # print(len(bullets_left)) # 此句显示未删除的子弹数量以确保前几句正确删除子弹 collections = pygame.sprite.groupcollide(bullets_left, aliens, True, True) if collections: stats.score += ai_settings.alien_points sb.prep_score() bullets_right.update() for bullet_right in bullets_right.copy(): if bullet_right.rect.left >= ai_settings.screen_width: bullets_right.remove(bullet_right) # print(len(bullets_right)) # 此句显示未删除的子弹数量以确保前几句正确删除子弹 collections = pygame.sprite.groupcollide(bullets_right, aliens, True, True) if collections: stats.score += ai_settings.alien_points sb.prep_score() def update_screen(ai_settings, screen, stats,ship,aliens, bullets,bullets_left,bullets_right,bullets_down,play_button ,sb): # 显示 screen.fill(ai_settings.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() for bullet in bullets_right.sprites(): bullet.draw_bullet() for bullet in bullets_left.sprites(): bullet.draw_bullet() for bullet in bullets_down.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) sb.show_score() if not stats.game_active: play_button.draw_button() pygame.display.flip() def create_fleet(ai_settings, screen ,ship,aliens): 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) 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) def get_number_aliens_x(ai_settings, alien_width): # 外星飞船数量 available_space_x = ai_settings.screen_width - 1* alien_width number_alien_x = int(available_space_x / (2 * alien_width)) return number_alien_x def create_alien(ai_settings, screen, aliens, alien_number, row_number): 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_height): # 计算可容纳多少外星人 available_space_y = (ai_settings.screen_height - (3*alien_height) - ship_height ) number_rows = int(available_space_y/(2*alien_height)) return number_rows def check_fleet_edges(ai_settings, aliens): for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 # 将移动距离变为负 def ship_hit(ai_settings, stats, screen, ship , aliens , bullets,bullets_down,bullets_left,bullets_right): # 响应外星人撞击飞船 if stats.ships_left > 0: stats.ships_left -= 1 # 将ship_left减1 # 清空外星人列表和子弹列表 aliens.empty() bullets.empty() bullets_down.empty() bullets_left.empty() bullets_right.empty() create_fleet(ai_settings, screen , ship , aliens) # 重置飞船和外星人 ship.center_ship() sleep(0.5) # 暂停 else: stats.game_active = False pygame.mouse.set_visible(True) def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets): screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: ship_hit(ai_settings, stats,screen, ship, aliens,bullets) break def update_aliens(ai_settings, aliens ,stats, screen, ship ,bullets,bullets_down,bullets_left,bullets_right): # 更新外星飞船的位置 check_fleet_edges(ai_settings, aliens) aliens.update() if pygame.sprite.spritecollideany(ship, aliens): print('GG') ship_hit(ai_settings, stats, screen, ship , aliens , bullets,bullets_down,bullets_left,bullets_right) def fire_bullet(ai_settings, screen, ship, bullets): # 前方子弹 if len(bullets) < ai_settings.bullets_allowed: # 已经产生的子弹少于设置的数时发射才有效果 new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) # def fire_bullet_down(ai_settings, screen, ship,bullets_down): # 后方子弹 if len(bullets_down) < ai_settings.bullets_allowed: # 已经产生的子弹少于设置的数时发射才有效果 new_bullet_down = BulletDown(ai_settings, screen, ship) bullets_down.add(new_bullet_down) # def fire_bullet_left(ai_settings, screen, ship,bullets_left): # 左方子弹 if len(bullets_left) < ai_settings.bullets_allowed: # 已经产生的子弹少于设置的数时发射才有效果 new_bullet_left = BulletLeft(ai_settings, screen, ship) bullets_left.add(new_bullet_left) # def fire_bullet_right(ai_settings, screen, ship,bullets_right): # 右方子弹 if len(bullets_right) < ai_settings.bullets_allowed: # 已经产生的子弹少于设置的数时发射才有效果 new_bullet_right = BulletRight(ai_settings, screen, ship) bullets_right.add(new_bullet_right) #
关于字体和开始按键的一些设置:
import pygame.font class Button(): def __init__(self, ai_settings, screen ,msg): self.screen = screen self.screen_rect = screen.get_rect() self.width, self.height = 200,50 self.button_color = (28, 136 ,121) self.text_color = (255, 255, 255) self.font = pygame.font.SysFont(None, 48) self.rect = pygame.Rect(0,0, self.width,self.height) self.rect.center = self.screen_rect.center 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() # 关于字的一些设置 self.msg_image_rect.center = self.rect.center def draw_button(self): self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)
一些分数显示和等级显示代码:
from settings import Settings from ship import Ship class GameStats(): def __init__(self, ai_settings): self.ai_settings = ai_settings self.reset_stats() self.game_active = False def reset_stats(self): self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
关于等级难度提升的一些设置:
import pygame.font # 字体 from pygame.sprite import Group from ship import Ship class Scoreboard(): def __init__(self,ai_settings, screen, stats): self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) self.prep_score() self.prep_level() # 等级 def prep_level(self): level_str = str(self.stats.level) self.level_image = self.font.render(level_str, True, self.text_color,self.ai_settings.bg_color) 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_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) 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.level_image, self.level_rect)
开始状态:
点击Game进行开始(开始后鼠标自动消失)
点击上下左右键发射子弹(设置屏幕同一方向只能存在三颗)
消灭飞船后难度提升 (死亡三次后从新开始成绩清空)
按game进行游戏,游戏开始后鼠标自动消失,用WSED来控制飞船飞行方向,用上下左右箭头来控制子弹设计方向。外星人会以S型的飞行方式向玩家飞来,当外星人碰到玩家玩家就会损失一条命,玩家飞船共三条命,外星人碰到玩家后玩家位置和外星人位置就会重置,分数不会重置,当外星人冲过玩家到达下方玩家也会被判定丢失一条命然后位置重置。每消灭一个外星人右上角就会进行积分,当把框中的外星人全部消灭,外星人重新刷新。外星人速度和能力会以两倍的实力增长,玩家受到的分数奖励也会增加,当玩家三条命都丢失时游戏结束。
到此,关于“如何使用Pygame模块实现大战外星人游戏”的学习就结束了,希望能够解决大家的疑惑。理论与实践的搭配能更好的帮助大家学习,快去试试吧!若想继续学习更多相关知识,请继续关注亿速云网站,小编会继续努力为大家带来更多实用的文章!
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