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Merge pull request MiracleYoung#147 from XujinLeo/master
XujinLeo finish plan game
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# python 实现简单的飞机大战小游戏 | ||
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### 操作环境 | ||
* 操作系统:windows10 | ||
* python版本:python 3.7 | ||
* 代码编辑器:pycharm 2018.2 | ||
* 使用模块:os,sys,random,pygame | ||
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因为我们实现代码使用到了一个pygame的第三方模块,没有的大家可以先pip install 一下,这里顺便提供一个比较好的pygame的教程. | ||
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`https://eyehere.net/2011/python-pygame-novice-professional-index/` | ||
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### 具体实现 | ||
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1. 首先我们先指定素材文件的文件目录.方便我们后面的使用 | ||
```python | ||
import os | ||
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# 得到当前文件夹下面的material_images目录的路径 | ||
source_dir = os.path.join(os.path.dirname(os.path.abspath(__file__)), 'material_images') | ||
``` | ||
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2. 实现一个Game类,用来完成这个游戏的主要逻辑。 | ||
```python | ||
import pygame | ||
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class Game(): | ||
def __init__(self, background_image_path, size=(480, 700), title='飞机大战', font_name='方正舒体', font_size=30, speed=2000): | ||
''' | ||
:param background_image_path: 背景图片的路径地址 | ||
:param size: 游戏窗口的大小 | ||
:param title: 游戏窗口的标题 | ||
:param font_name: 指定字体 | ||
:param font_size: 指定字体大小 | ||
:param speed: 背景图滚动整个窗口一次所用时间,单位为ms | ||
''' | ||
self.size = size | ||
self.screen = pygame.display.set_mode(size) | ||
self.title = title | ||
self.background_image_path = background_image_path | ||
self.background = pygame.image.load(self.background_image_path).convert() | ||
# 设置字体对象,得到系统中自带的字体 | ||
self.font = pygame.font.SysFont(font_name, font_size) | ||
# 得到Clock对象,我们可以使用它来获取距离上次绘制图像的时间 | ||
self.clock = pygame.time.Clock() | ||
# 背景图初始位置 | ||
self.height = 0 | ||
# 使用窗口的高度处于滚动的时间,就能得到每ms滚动的距离 | ||
self.every_ms_move_distance = self.size[1] / speed # 2秒 | ||
# 分数 | ||
self.score = 0 | ||
# 存放所有的敌机 | ||
self.enemies = [] | ||
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def show_score(self): | ||
''' | ||
显示分数, 在窗口的的最上方距离上边距10px, 左右居中 | ||
''' | ||
pass | ||
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def set_time_passed(self): | ||
# 控制画 的帧, 越大越快 | ||
# self.clock.tick(1000) | ||
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# 得到上一次绘制图像到到现在的时间, ms | ||
self.time_passed = self.clock.tick() | ||
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def draw_background(self): | ||
''' | ||
绘制背景图片,一直向下滚动,营造飞机一直往上面飞的感觉 | ||
''' | ||
# 每次移动的距离 = 每ms移动的距离 * 上次到现在的时间(ms) | ||
pass | ||
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def create_enemy(self, image_path=os.path.join(source_dir,'enemy1.png'), enemy_number=5): | ||
''' | ||
创建敌机 | ||
:param image_path: 敌机的图片地址 | ||
:param enemy_number: 最多有几个敌机在屏幕上 | ||
''' | ||
pass | ||
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def draw_enemies(self, time_passed, screen): | ||
''' | ||
绘制敌机到屏幕上,清理跑出窗口的敌机, | ||
:param time_passed: 上次绘制导向现在经过的时间 | ||
:param screen: 绘制的窗口对象 | ||
''' | ||
pass | ||
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def bullet_and_enemy_crash_detection(self, bullets): | ||
''' | ||
检测子弹是否击中敌机 | ||
:param bullets: 飞机的所有子弹 | ||
''' | ||
pass | ||
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def plan_and_enemy_crash_detection(self, plan, allow_crash_size=None): | ||
''' | ||
检测敌机与飞机是否相撞 | ||
:param plan: 飞机对象 | ||
:param allow_crash_size: 允许飞机碰撞的大小,只有左右有效 | ||
''' | ||
pass | ||
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def draw_plan(self, plan, time_passed): | ||
''' | ||
绘制飞机 | ||
:param plan: 飞机对象 | ||
:param time_passed: 距离上次绘制的时间 | ||
:return: | ||
''' | ||
pass | ||
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def game_over(self): | ||
''' | ||
游戏结束 | ||
''' | ||
while True: | ||
# 绘制背景图 | ||
self.set_time_passed() | ||
self.draw_background() | ||
text = self.font.render(f'游戏结束,得分 : {self.score} ', True, (0, 0, 0), (255, 255, 255)) | ||
text_position_x = (self.size[0] - text.get_size()[0]) / 2 | ||
text_position_y = (self.size[1] - text.get_size()[1]) / 2 | ||
self.screen.blit(text, (text_position_x, text_position_y)) | ||
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for event in pygame.event.get(): | ||
if event.type == pygame.QUIT: | ||
pygame.quit() | ||
sys.exit() | ||
elif event.type == pygame.KEYDOWN: | ||
if event.key == pygame.K_ESCAPE: | ||
pygame.quit() | ||
sys.exit() | ||
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pygame.display.update() | ||
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def run(self): | ||
''' | ||
游戏入口函数,开始函数,主体函数 | ||
:return: | ||
''' | ||
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# 设置游戏窗口的大小 | ||
pygame.display.set_caption(self.title) | ||
# 初始化一个飞机对象 | ||
plan = Plan() | ||
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while True: | ||
# 如果飞机自毁完成, 游戏结束, 调用game_over函数 | ||
if plan.destroyed: | ||
self.game_over() | ||
break | ||
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# 检测监听事件 | ||
for event in pygame.event.get(): | ||
if event.type == pygame.QUIT: | ||
pygame.quit() | ||
sys.exit() | ||
elif event.type == pygame.KEYDOWN: | ||
if event.key == pygame.K_ESCAPE: | ||
pygame.quit() | ||
sys.exit() | ||
# 如果用户的空格键弹起,说明用户按下过空格键,发射一颗子弹 | ||
elif event.type == pygame.KEYUP: | ||
if event.key == pygame.K_SPACE: | ||
# 调用plan.shut函数 | ||
plan.shut() | ||
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# 检测上下左右的移动案件. | ||
# w,a,s,d 和 上,下,左,右键都可以 | ||
# 然后执行plan.update函数,改变飞机的位置 | ||
key_pressed = pygame.key.get_pressed() | ||
if key_pressed[pygame.K_w] or key_pressed[pygame.K_UP]: | ||
plan.update(direction=Direction.UP) | ||
elif key_pressed[pygame.K_s] or key_pressed[pygame.K_DOWN]: | ||
plan.update(direction=Direction.DOWN) | ||
elif key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]: | ||
plan.update(direction=Direction.LEFT) | ||
elif key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]: | ||
plan.update(direction=Direction.RIGHT) | ||
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# 子弹和敌机的碰撞检测 | ||
self.bullet_and_enemy_crash_detection(plan.bullets) | ||
# 飞机与敌机的碰撞检测 | ||
self.plan_and_enemy_crash_detection(plan) | ||
# 设置属性time_passed的值, 距离上次的时间,方便后面使用 | ||
self.set_time_passed() | ||
# 绘制背景图片 | ||
self.draw_background() | ||
# 显示分数 | ||
self.show_score() | ||
# 生成敌机 | ||
self.create_enemy() | ||
# 绘制敌机 | ||
self.draw_enemies(time_passed=self.time_passed, screen=self.screen) | ||
# 绘制飞机 | ||
self.draw_plan(plan=plan, time_passed=self.time_passed) | ||
# 绘制子弹 | ||
plan.draw_bullets(time_passed=self.time_passed, screen=self.screen) | ||
# 显示我们的图像 | ||
pygame.display.update() | ||
``` | ||
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这里说以下怎样查看自己的系统中有哪些自带的字体. | ||
pygame.font.get_fonts(),这个函数就能够得到系统中所有的自带字体文件。不过,当我们游戏中有中文的时候,我们也得选择支持中文的字体,否则的话是显示不出中文的。 | ||
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3. 实现DestroyAnimationMixin类,这个类主要是用来显示飞机或敌机的自毁动画 | ||
```python | ||
# 显示飞机自毁动画的Mixin类, 可用于飞机和敌机的自毁动画显示 | ||
class DestroyAnimationMixin(): | ||
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def show_destroy_animation(self, time_passed, destroy_time=200): | ||
''' | ||
显示自毁动画 | ||
动画其实就是几张图片切换的比较快,我们的眼睛识别不出来,所以认为他是动态的,也就是动画 | ||
:param time_passed: 距离上次绘制图像到现在的时间,单位ms | ||
:param destroy_time: 自毁动画总共显示时间,单位ms | ||
''' | ||
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# 因为我们的自毁图片有四张,需要依次显示,首先动画的效果 | ||
# self.destroy_image_position 表示第几章自毁图片,从零开始 | ||
# 如果大于等于4了,说明自毁动画显示完成,设置self.destroyed变量为True, 方便别处调用 | ||
if self.destroy_image_position >= 4: | ||
self.destroyed = True | ||
return | ||
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# 依次加载自毁图片 | ||
if self.time_passed >= destroy_time / 4: | ||
self.image = pygame.image.load(os.path.join(source_dir, self.destroy_images[self.destroy_image_position])).convert_alpha() | ||
self.destroy_image_position += 1 | ||
self.time_passed = 0 | ||
else: | ||
self.time_passed += time_passed | ||
``` | ||
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4. 实现飞机类,完成飞机的主要操作 | ||
```python | ||
# 飞机类,继承DestroyAnimationMixin, 方便使用显示自毁动画的函数 | ||
class Plan(DestroyAnimationMixin): | ||
def __init__(self, image_path=os.path.join(source_dir,'plan.png'), background_size=(480, 700)): | ||
''' | ||
:param image_path: 飞机图片地址 | ||
:param background_size: 游戏窗口大小 | ||
''' | ||
self.background_size = background_size | ||
self.image = pygame.image.load(image_path).convert_alpha() | ||
self.image_size = self.image.get_size() | ||
self.position = [(background_size[0]-self.image_size[0]) / 2, 500] | ||
# 飞机每次移动的距离 | ||
self.every_time_move_distance = 0.5 | ||
# 飞机的子弹 | ||
self.bullets = [] | ||
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# destroy association attributes, 自毁相关属性 | ||
# 开始自毁 | ||
self.start_destroy = False | ||
# 自毁结束 | ||
self.destroyed = False | ||
# 自毁图片 | ||
self.destroy_images = ['me_destroy_1.png', 'me_destroy_2.png', 'me_destroy_3.png', 'me_destroy_4.png'] | ||
# 自毁图片位置 | ||
self.destroy_image_position = 0 | ||
# 距离上次绘制图像到现在的时间 | ||
self.time_passed = 0 | ||
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def update(self, direction): | ||
''' | ||
更新飞机位置 | ||
:param direction: 飞机移动方向 | ||
''' | ||
pass | ||
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def shut(self, image_path=os.path.join(source_dir,'bullet.png')): | ||
''' | ||
飞机发射子弹 | ||
:param image_path: 子弹图片 | ||
''' | ||
pass | ||
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def draw_bullets(self, time_passed, screen): | ||
''' | ||
绘制飞机的所有子弹 | ||
:param time_passed: 距离上次绘制图像到现在的时间 | ||
:param screen: 绘制到哪一个窗口中 | ||
''' | ||
pass | ||
``` | ||
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5. 实现敌机类,完成敌机的主要操作 | ||
```python | ||
# 敌机类,继承DestroyAnimationMixin, 方便使用显示自毁动画的函数 | ||
class Enemy(DestroyAnimationMixin): | ||
def __init__(self, image_path=os.path.join(source_dir, 'enemy1.png'), speed=2000, background_size=(480, 700)): | ||
''' | ||
:param image_path: 敌机图片地址 | ||
:param speed: 敌机移动整个窗口需要的时间,单位ms,也就是速度 | ||
:param background_size: 游戏窗口的尺寸 | ||
''' | ||
self.image = pygame.image.load(image_path).convert_alpha() | ||
self.speed = background_size[1] / speed | ||
self.background_size = background_size | ||
self.position = [random.randint(0, background_size[0]-self.image.get_size()[0]), -self.image.get_size()[1]] | ||
# 开始自毁 | ||
self.start_destroy = False | ||
# 自毁完成 | ||
self.destroyed = False | ||
# 自毁图片路径 | ||
self.destroy_images = ['enemy1_down1.png', 'enemy1_down2.png', 'enemy1_down3.png', 'enemy1_down3.png'] | ||
# 距离上次绘制图像到现在的时间 | ||
self.time_passed = 0 | ||
# 自毁图片在self.destroy_images的位置 | ||
self.destroy_image_position = 0 | ||
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def update(self, time_passed): | ||
''' | ||
更新敌机的位置 | ||
:param time_passed: 距离上次绘制图像到现在的时间 | ||
:return: | ||
''' | ||
pass | ||
``` | ||
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6. 实现子弹类,完成子弹的主要操作 | ||
```python | ||
# 飞机子弹类 | ||
class Bullet(): | ||
def __init__(self, image_path=os.path.join(source_dir,'bullet.png'), background_size=(480, 700), plan=None, speed=1000): | ||
''' | ||
:param image_path: 子弹的图片地址 | ||
:param background_size: 游戏窗口大小 | ||
:param plan: 飞机对象 | ||
:param speed: 子弹飞行速度 | ||
''' | ||
self.image = pygame.image.load(image_path).convert_alpha() | ||
self.background_size = background_size | ||
self.speed = background_size[1] / speed | ||
# 子弹是否击中敌机 | ||
self.destroyed = False | ||
self.position = self._get_position(plan) | ||
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def _get_position(self, plan): | ||
''' | ||
根据plan得到子弹发出位置 | ||
:param plan: 飞机对象 | ||
''' | ||
bullet_size = self.image.get_size() | ||
plan_width = plan.image_size[0] | ||
x = (plan_width-bullet_size[0]) / 2 | ||
return [plan.position[0] + x, plan.position[1]] | ||
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def update(self, time_passed): | ||
''' | ||
改变子弹位置 | ||
:param time_passed: 距离上次绘制图像到现在的时间 | ||
''' | ||
# 如果子弹超出屏幕或者击中敌机,就设置self.position[1]为-100,在plan.draw的时候就移除它 | ||
if self.position[1] + self.image.get_size()[1] <= 0 or self.destroyed: | ||
self.position[1] = -100 | ||
return | ||
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# 改变的距离 = 时间 * 速率 | ||
self.position[1] -= time_passed * self.speed | ||
``` | ||
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这样,我们就把所有的操作读实现完了,接下来我们只需要使用Game().run(),就可以运行我们的游戏了。 |
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