python飞机大战项目背景和意义

合集下载

python实例:利用pygame实现小游戏“飞机大战”

python实例:利用pygame实现小游戏“飞机大战”

python实例:利⽤pygame实现⼩游戏“飞机⼤战”0、程序代码代码1:1import random2import pygame34# 屏幕⼤⼩的常量5 SCREEN_RECT = pygame.Rect(0, 0, 480, 700)6# 刷新的帧率7 FRAME_PER_SEC = 608# 创建敌机的定时器常量9 CREATE_ENEMY_EVENT = EREVENT10# 英雄发射⼦弹事件11 HERO_FIRE_EVENT = EREVENT+112#⼦弹速度13 BULLET_SPEED = -2.5141516class GameSprite(pygame.sprite.Sprite):17""""飞机⼤战游戏精灵"""1819def__init__(self, image_name, speed = 1):20# 调⽤⽗亲的初始化⽅法21 super().__init__()22# 定义对象的属性23 self.image = pygame.image.load(image_name)24 self.rect = self.image.get_rect()25 self.speed = speed2627def update(self):28#在屏幕的垂直⽅向上移动29 self.rect.y += self.speed303132class Background(GameSprite):33""""游戏背景精灵"""3435def__init__(self, is_alt = False):36# 1.调⽤⽗类构造⽅法37 super().__init__("./images/background.png")38# 2.判断是否与前图像循环重合,若否,则需重新设置初始位置39if is_alt:40 self.rect.y = -self.rect.height414243def update(self):44# 1.调⽤⽗类的⽅法,,,注意super后⾯要加括号!!!45 super().update()46# 2.判断是否移出屏幕47if self.rect.y >= SCREEN_RECT.height:48 self.rect.y = -self.rect.height495051class Enemy(GameSprite):52""""敌机精灵"""5354def__init__(self):55# 1.调⽤⽗类⽅法,创建敌机精灵56 super().__init__("./images/enemy1.png")57# 2. 指定敌机的初始随机速度 1-2-358 self.speed = random.randint(1,3)59# 3.指定敌机的初始随机位置60 self.rect.bottom = 06162 max_x = SCREEN_RECT.width - self.rect.width63 self.rect.x = random.randint(0, max_x)646566def update(self):6768# 1.调⽤⽗类⽅法,保持垂直⽅向的飞⾏69 super().update()70# 2.判断是否⾮出屏幕,如果是,需要从精灵组删除敌机71if self.rect.y >= SCREEN_RECT.height:72#print("飞出屏幕,需要从精灵组删除...")73# kill⽅法可以将精灵从精灵组中移除74 self.kill()7576def__del__(self):77#print("敌机挂了%s" %self.rect)78pass798081class Hero(GameSprite):82"""英雄精灵"""8384def__init__(self):85# 1.调⽤⽗类⽅法,设置image和speed86 super().__init__("./images/me1.png", speed = 0)87 self.speed1 = 088# 2.设置英雄的初始位置89 self.rect.centerx = SCREEN_RECT.centerx90 self.rect.bottom = SCREEN_RECT.bottom - 10091# 3.创建⼦弹精灵组92 self.bullets = pygame.sprite.Group()9394def update(self):95#(错误的判断句,会导致⼀旦出界就很难再恢复回来)if 0 <= self.rect.x <= SCREEN_RECT.width - self.rect.width: 96 self.rect.x += self.speed97if self.rect.x < 0:98 self.rect.x = 099elif self.rect.right > SCREEN_RECT.width:100 self.rect.right = SCREEN_RECT.width101102 self.rect.y += self.speed1103if self.rect.y < 0:104 self.rect.y = 0105elif self.rect.bottom > SCREEN_RECT.height:106 self.rect.bottom = SCREEN_RECT.height107108109def fire(self):110#print("发射⼦弹")111# 1.创建⼦弹精灵112 bullet = Bullet()113# 2.设置精灵位置114 bullet.rect.bottom = self.rect.y115 bullet.rect.centerx = self.rect.centerx116# 3.将精灵添加到精灵组117 self.bullets.add(bullet)118119120class Bullet(GameSprite):121""""⼦弹精灵"""122123def__init__(self):124# 调⽤⽗类⽅法125 super().__init__("./images/bullet1.png", BULLET_SPEED)126127def update(self):128 super().update()129if self.rect.bottom < 0:130 self.kill()131132def__del__(self):133#print("⼦弹被销毁")134passView Code代码2:1from plane_sprites import *2# 游戏主程序34class PlaneGame(object):5""""飞机⼤战主游戏"""67def__init__(self):8print("游戏初始化")910# 1.创建游戏的窗⼝11 self.screen = pygame.display.set_mode(SCREEN_RECT.size)12# 2.创建游戏的时钟13 self.clock = pygame.time.Clock()14# 3.调⽤私有⽅法,精灵和精灵组的创建15 self.__create_sprites()16# 4.设置定时器事件——创建敌机 1s17 pygame.time.set_timer(CREATE_ENEMY_EVENT,1000)18 pygame.time.set_timer(HERO_FIRE_EVENT, 300)1920def__create_sprites(self):21# 创建背景精灵和精灵组22 bg1 = Background()23 bg2 = Background(True)24 self.back_group = pygame.sprite.Group(bg1, bg2)25# 创建敌机精灵26 self.enemy_group = pygame.sprite.Group()27# 创建英雄精灵28 self.hero = Hero()29 self.hero_group = pygame.sprite.Group(self.hero)303132def start_game(self):33print("游戏开始...")3435while True:36# 1.设置刷新帧率37 self.clock.tick(FRAME_PER_SEC)38# 2.事件监听39 self.__event_handler()40# 3.碰撞检测41 self.__check_collide()42# 4.更新/绘制精灵组43 self.__update_sprites()44# 5.更新显⽰45 pygame.display.update()464748def__event_handler(self):49for event in pygame.event.get():50#判断是否退出游戏51if event.type == pygame.QUIT:52 PlaneGame.__game_over()53elif event.type == CREATE_ENEMY_EVENT:54#print("敌机出现。

500行python代码实现飞机大战

500行python代码实现飞机大战

500⾏python代码实现飞机⼤战本⽂实例为⼤家分享了python代码实现飞机⼤战的具体代码,供⼤家参考,具体内容如下import pygameimport sysfrom pygame.sprite import Spritefrom pygame.sprite import Groupfrom time import sleepimport pygame.font# 修改游戏的⼀些新设置class Settings():"""存储《外星⼈⼊侵》的所有设置的类"""def __init__(self):"""初始化游戏的设置"""# 屏幕设置self.screen_width = 1200self.screen_height = 800self.bg_color = (230, 230, 230) # 浅灰⾊# 飞船的设置,移动1.5像素self.ship_limit = 3# ⼦弹设置---创建宽3像素、⾼15像素的深灰⾊⼦弹self.bullet_speed_factor = 3self.bullet_width = 3self.bullet_height = 15self.bullet_color = 60, 60, 60self.bullets_allowed = 3# 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# 外星⼈点数的提⾼速度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_direcction为1表⽰向右,为-1表⽰向左self.fleet_direction = 1# 计分self.alien_points = 50def increase_speed(self):"""提⾼速度设置和外星⼈点数"""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)# 创建⼀个ship类class Ship(Sprite):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# 加载飞船图像并获取其外接矩形self.image = pygame.image.load('images/ship.bmp')self.rect = self.image.get_rect() # 以矩形形式来获取相应的surface属性self.screen_rect = screen.get_rect()# 将每艘新飞船放在屏幕底部中央self.rect.centerx = self.screen_rect.centerxself.rect.bottom = self.screen_rect.bottom# 在飞船的属性center中存储⼩数值----在后⾯加快游戏节奏时更细致地控制飞船的速度self.center = float(self.rect.centerx)# 移动标志self.moving_right = Falseself.moving_left = Falsedef 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rectif self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.ai_settings.ship_speed_factorif 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.centerdef center_ship(self):"""将飞船在屏幕居中"""self.center = self.screen_rect.centerxdef blitme(self):"""在指定位置绘制飞船"""self.screen.blit(self.image, self.rect)# 创建⼀个Alien类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起始位置"""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.bmp')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 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):"""向左或向右移动外星⼈"""self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.xdef blitme(self):"""在指定位置绘制外星⼈"""self.screen.blit(self.image, self.rect)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_alien(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) # 创建外星⼈群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_alien(ai_settings, screen, aliens, alien_number, row_number)class Bullet(Sprite):"""⼀个对飞船发射的⼦弹进⾏管理的类"""def __init__(self, ai_settings, screen, ship):"""在飞船所处的位置创建⼀个⼦弹对象"""super(Bullet, self).__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self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)self.rect.centerx = ship.rect.centerxself.rect.top = ship.rect.top# 存储⽤⼩数表⽰的⼦弹位置self.y = float(self.rect.y)# 设置⼦弹射出的颜⾊和速度self.color = ai_settings.bullet_colorself.speed_factor = ai_settings.bullet_speed_factordef update(self):"""向上移动⼦弹"""# 更新表⽰⼦弹位置的⼩数值self.y -= self.speed_factor# 更新表⽰⼦弹的rect位置self.rect.y = self.ydef draw_bullet(self):"""在屏幕上绘制⼦弹"""pygame.draw.rect(self.screen, self.color, self.rect)# 管理事件,设置两个函数,⼀个处理KEYDOWN事件,⼀个处理KEYUP事件def check_keydown_events(event, ai_settings, screen, ship, bullets):"""响应按键"""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_bullets(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 = Falseelif event.key == pygame.K_LEFT:ship.moving_left = Falsedef check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):"""响应按键和⿏标事件"""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): """在玩家单击Play按钮时开始新游戏"""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.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 fire_bullets(ai_settings, screen, ship, bullets):"""如果还没有到达限制,就发射⼀颗⼦弹"""# 创建⼀颗⼦弹,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 check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): """响应⼦弹和外星⼈的碰撞"""# 如果是这样,就删除相应的⼦弹和外星⼈collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)if len(aliens) == 0:# 消除已有的⼦弹,加快游戏节奏,并创建⼀群新的外星⼈# 如wan果整群外星⼈都被消灭,就提⾼⼀个等级bullets.empty()ai_settings.increase_speed()# 提⾼等级stats.level += 1sb.prep_level()create_fleet(ai_settings, screen, ship, aliens)if collisions:for aliens in collisions.values():stats.score += ai_settings.alien_points * len(aliens)sb.prep_score()check_high_score(stats, sb)def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):"""更新⼦弹位置,并删除已消失的⼦弹"""# 更新⼦弹位置bullets.update()# 删除已消失的⼦弹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 change_fleet_direction(ai_settings, aliens):"""将整群外星⼈向下移,并改变它们的⽅向"""for alien in aliens.sprites():alien.rect.y += ai_settings.fleet_drop_speedai_settings.fleet_direction *= -1def check_fleet_edges(ai_settings, aliens):"""有外星⼈到达边缘时采取响应的措施"""for alien in aliens.sprites():if alien.check_edges():change_fleet_direction(ai_settings, aliens)breakdef ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):"""响应被外星⼈撞到的飞船"""if stats.ships_left > 0:# 将ships_left减1stats.ships_left -= 1# 更新记分牌# 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,并将飞船放到屏幕底端中央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, 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:# 像飞船被撞到⼀样进⾏处理ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)breakdef update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):"""检查是否有外星⼈位于屏幕边缘,并更新整群外星⼈的位置"""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)# 检查是否有外星⼈到达屏幕底端check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)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跃状态,为了添加Play按钮self.game_active = False# 在任何情况下都不应重置最⾼得分self.high_score = 0def 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 = 0self.level = 1class 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)# 准备包含最⾼得分和当前得分的图像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) # 将得分放在屏幕右上⾓self.score_rect = self.score_image.get_rect()self.score_rect.right = self.screen_rect.right - 20self.score_rect.top = 20def prep_high_score(self):"""将最⾼得分转换为渲染的图像"""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) # 将最⾼得分放在屏幕中央self.high_score_rect = self.high_score_image.get_rect()self.high_score_rect.centerx = self.screen_rect.centerxself.high_score_rect.top = self.score_rect.topdef 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) # 将等级放在得分下⽅self.level_rect = self.level_image.get_rect()self.level_rect.right = self.score_rect.rightself.level_rect.top = self.score_rect.bottom + 10def prep_ships(self):"""显⽰还余下多少艘飞船"""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飞船"""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)# 绘制飞船self.ships.draw(self.screen)def check_high_score(stats, sb):"""检查是否诞⽣了新的最⾼得分"""if stats.score > stats.high_score:stats.high_score = stats.scoresb.prep_high_score()class Button():def __init__(self, ai_settings, screen, msg):"""初始化按钮的属性"""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) # 亮绿⾊self.text_color = (255, 255, 255) # ⽩⾊self.font = pygame.font.SysFont(None, 48) # 使⽤默认、48号字体# 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)# 更新屏幕上的图像,并切换到新屏幕def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):"""更新屏幕上的图像,并切换到新屏幕"""# 每次循环时都重新绘制屏幕screen.fill(ai_settings.bg_color)# 在飞船和外星⼈后⾯重新绘制所有⼦弹for bullet in bullets.sprites():bullet.draw_bullet()ship.blitme()aliens.draw(screen)# 显⽰得分sb.show_score()# 如果游戏处于⾮活跃状态,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 run_game():# 初始化游戏并创建⼀个屏幕对象pygame.init()ai_settings = Settings()screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invation")# 创建⼀艘飞船ship = Ship(ai_settings, screen)# 创建⼀个外星⼈alien = Alien(ai_settings, screen)# 创建⼀个⽤于存储⼦弹的编组bullets = Group()# 创建⼀个外星⼈编组aliens = Group()# 创建⼀个外星⼈群create_fleet(ai_settings, screen, ship, aliens)# 创建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Play按钮play_button = Button(ai_settings, screen, "Play")# 开始游戏的主循环while True:check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)if stats.game_active:ship.update()update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets)update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)run_game()结果如下图所⽰:更多有趣的经典⼩游戏实现专题,分享给⼤家:以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。

第12课综合活动:飞机大战

第12课综合活动:飞机大战
第12课 综合活动:飞机大战
主备人
备课成员
教材分析
《第12课 综合活动:飞机大战》是四年级下册信息技术课程的重要组成部分,本课以学生已掌握的计算机基本操作技能为基础,结合他们在数学、科学等学科中学习的知识,设计一场富有创意的跨学科综合实践活动。教材通过飞机大战的主题,将编程、游戏设计、团队协作等元素融入课程,旨在提高学生运用信息技术解决实际问题的能力,同时加强逻辑思维、创新思维及团队合作能力的培养。课程内容与课本紧密关联,通过实践活动,让学生将所学的编程知识运用到具体项目中,增强学习的实用性和趣味性。
- 学生分组合作与探究
- 课堂汇报与评价
- 课后线上交流与辅导
教学过程设计
1. 导入新课(5分钟)
目标:引起学生对飞机大战的兴趣,激发其探索欲望。
过程:
开场提问:“你们玩过飞机大战游戏吗?它与我们学的信息技术有什么关系?”
展示一些飞机大战游戏的图片或视频片段,让学生初步感受游戏的趣味性。
简短介绍飞机大战的基本概念和制作的重要性,为接下来的学习打下基础。
- 探究编程语言的发展趋势,学习如Python、JavaScript等其他编程语言在游戏设计中的应用。
- 研究游戏设计中涉及到的数学知识,如坐标系、角度计算等,并尝试将这些知识运用到实际项目中。
- 分析优秀游戏设计师的成功案例,了解他们的设计思路、创新方法以及团队合作经验。
- 学习游戏设计中的用户体验和界面设计原则,提高游戏的可玩性和吸引力。
目标:通过具体案例,让学生深入了解飞机大战游戏的特性和设计要点。
过程:
选择几个典型的飞机大战游戏案例进行分析。
详细介绍每个案例的背景、设计特点和意义,让学生全面了解游戏设计的多样性。

【python】10分钟教你用Python做个打飞机小游戏超详细教程

【python】10分钟教你用Python做个打飞机小游戏超详细教程

【python】10分钟教你⽤Python做个打飞机⼩游戏超详细教程整体框架开始之前-精灵类Sprite⼦弹类class Bullet玩家飞机类class Player敌机类class Enemy游戏主体循环以及帧率设置让⼦弹飞刷出敌机 打怪把飞机敌机⼦弹都画出来处理键盘事件分数显⽰ 和 GameOver最终代码这次还是⽤python的pygame库来做的游戏。

关于这个库的内容,读者可以上⽹了解⼀下。

本⽂只讲解⽤到的知识。

代码参考⾃⽹上,⾃⼰也做了⼀点代码简化。

尽量把最核⼼的⽅⾯⽤最简单的⽅式呈现给⼤家,让⼤家尽快掌握这个游戏的框架。

⾄于那些华丽的功能,⼤家在弄懂了核⼼知识以后,再去添加也是⾮常easy的。

这个游戏设计⽤到了⾯向对象的编程思想。

游戏主体划分为三个主要的类:⼦弹类class Bullet玩家类class Player敌机类class Enemy在屏幕上可见的也就是这三个东西了。

⾃⼰的飞机、敌⼈的飞机、⼦弹。

因此整个游戏的核⼼就是:把这三个东西的图像呈现在屏幕上。

判断和处理⼦弹撞击敌机和敌机撞击玩家这两种情况。

下⾯我们会展开为⼤家⼀⼀讲解。

在下⾯的代码中,你们会⼤量见到这个pygame.sprite模块。

这⾥就给⼤家介绍⼀下。

“sprite”,中⽂翻译“精灵”,在游戏动画⼀般是指⼀个独⽴运动的画⾯元素,在pygame中,就可以是⼀个带有图像(Surface)和⼤⼩位置(Rect)的对象。

简单来说是⼀个会动图⽚。

它的两个成员变量self.image=要显⽰图⽚的Surfaceself.rect = 显⽰Surface的区域对于self.rect,常⽤的设置rect的⽅法:self.rect = self.image.get_rect()。

然后设定self.rect.topleft=(0,0)来设定左上⾓的位置,从⽽设定这个精灵在屏幕上的显⽰位置。

精灵特别适合⽤在OO语⾔中,⽐如Python。

python学习日记第五天(飞机大战)

python学习日记第五天(飞机大战)

#
if self.y<0:
#
return True
#
else:
#
return False
# class EnemyBullet(object):
# def __init__(self,x,y,screen):
#
self.x=x+30
#
self.y=y+30
#
self.screen=screen
#
self.image=pygame.image.load("./11/1 (8).png").convert()
def judge(self): if self.y<0: return True else: return False
# class Bullet(object):
# def __init__(self,x,y,screen):
#
self.x=x+40
#
self.y=y-20
#
self.screen=screen
bullet.display() bullet.move() def move_left(self): self.x-=10 def move_right(self): self.x+=10 def move_up(self): self.y-=10 def move_down(self): self.y+=10 def launch_bullet(self): new_bullet=PublicBullet(self.x,self.y,self.screen,) self.bullet_list.append(new_bullet) class HeroPlane(Plane): def __init__(self,screen,name): #设 置 飞 机 的 默 认 位 置 self.x=230 self.y=600 self.image_name = "./11/1 (13).png" super().__init__(screen,name) class EnemyPlane(Plane): def __init__(self,screen,name): self.x=0 self.y=0 self.image_name = "./11/1 (6).png" super().__init__(screen,name) self.direction="right" def move(self): if self.direction == "right": self.x+=2 elif self.direction=="left": self.x-=2 if self.x>480-50: self.direction="left" elif self.x<0: self.direction="right" def launch_bullet(self): number=random.randint(1,100) if number == 88: super().launch_bullet()

python实现飞机大战游戏

python实现飞机大战游戏

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.⼯具类plane_sprites.pyimport randomimport pygame# 屏幕⼤⼩的常量SCREEN_RECT = pygame.Rect(0, 0, 480, 700)# 刷新的帧率FRAME_PER_SEC = 60# 创建敌机的定时器常量CREATE_ENEMY_EVENT = EREVENT# 英雄发射⼦弹事件HERO_FIRE_EVENT = EREVENT + 1class GameSprite(pygame.sprite.Sprite):"""飞机⼤战游戏精灵"""def __init__(self, image_name, speed=1):super().__init__()# 调⽤⽗类的初始化⽅法self.image = pygame.image.load(image_name)# 定义对象的属性self.rect = self.image.get_rect()self.speed = speeddef update(self):# 在屏幕的垂直⽅向上移动self.rect.y += self.speedclass Background(GameSprite):"""游戏背景精灵"""def __init__(self, is_alt=False):super().__init__("C:/Users/Administrator/Desktop/background.png")# 1. 调⽤⽗类⽅法实现精灵的创建(image/rect/speed) if is_alt:# 2. 判断是否是交替图像,如果是,需要设置初始位置self.rect.y = -self.rect.heightdef update(self):super().update()# 1. 调⽤⽗类的⽅法实现if self.rect.y >= SCREEN_RECT.height:# 2. 判断是否移出屏幕,如果移出屏幕,将图像设置到屏幕的上⽅self.rect.y = -self.rect.heightclass Enemy(GameSprite):"""敌机精灵"""def __init__(self):super().__init__("C:/Users/Administrator/Desktop/enemy1.png")# 1. 调⽤⽗类⽅法,创建敌机精灵,同时指定敌机图⽚ self.speed = random.randint(1, 3)# 2. 指定敌机的初始随机速度 1 ~ 3self.rect.bottom = 0# 3. 指定敌机的初始随机位置max_x = SCREEN_RECT.width - self.rect.widthself.rect.x = random.randint(0, max_x)def update(self):super().update()# 1. 调⽤⽗类⽅法,保持垂直⽅向的飞⾏# 2. 判断是否飞出屏幕,如果是,需要从精灵组删除敌机if self.rect.y >= SCREEN_RECT.height:self.kill()# print("飞出屏幕,需要从精灵组删除...")# kill⽅法可以将精灵从所有精灵组中移出,精灵就会被⾃动销毁def __del__(self):# print("敌机挂了 %s" % self.rect)passclass Hero(GameSprite):"""英雄精灵"""def __init__(self):super().__init__("C:/Users/Administrator/Desktop/me1.png", 0)self.rect.centerx = SCREEN_RECT.centerxself.rect.bottom = SCREEN_RECT.bottom - 120self.bullets = pygame.sprite.Group()def update(self):self.rect.x += self.speedif self.rect.x < 0:self.rect.x = 0elif self.rect.right > SCREEN_RECT.right:self.rect.right = SCREEN_RECT.rightdef fire(self):print("发射⼦弹...")for i in (0, 1, 2):bullet = Bullet()bullet.rect.bottom = self.rect.y - i * 20bullet.rect.centerx = self.rect.centerxself.bullets.add(bullet)class Bullet(GameSprite):"""⼦弹精灵"""def __init__(self):super().__init__("C:/Users/Administrator/Desktop/bullet1.png", -2)def update(self):super().update()if self.rect.bottom < 0:self.kill()def __del__(self):print("⼦弹被销毁...")2.主类plane_main.pyimport pygamefrom plane_sprites import *class PlaneGame(object):"""飞机⼤战主游戏"""def __init__(self):print("游戏初始化")self.screen = pygame.display.set_mode(SCREEN_RECT.size)self.clock = pygame.time.Clock()self.__create_sprites()pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000)pygame.time.set_timer(HERO_FIRE_EVENT, 500)def __create_sprites(self):bg1 = Background()bg2 = Background(True)self.back_group = pygame.sprite.Group(bg1, bg2)self.enemy_group = pygame.sprite.Group()self.hero = Hero()self.hero_group = pygame.sprite.Group(self.hero)def start_game(self):print("游戏开始...")while True:self.clock.tick(FRAME_PER_SEC)self.__event_handler()self.__check_collide()self.__update_sprites()pygame.display.update()def __event_handler(self):for event in pygame.event.get():if event.type == pygame.QUIT:PlaneGame.__game_over()elif event.type == CREATE_ENEMY_EVENT:# print("敌机出场...")# 创建敌机精灵enemy = Enemy()self.enemy_group.add(enemy)elif event.type == HERO_FIRE_EVENT:self.hero.fire()# elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:# print("向右移动...")keys_pressed = pygame.key.get_pressed()if keys_pressed[pygame.K_RIGHT]:self.hero.speed = 2elif keys_pressed[pygame.K_LEFT]:self.hero.speed = -2else:self.hero.speed = 0def __check_collide(self):for event in pygame.event.get():if event.type == pygame.QUIT:PlaneGame.__game_over()elif event.type == CREATE_ENEMY_EVENT:enemy = Enemy()self.enemy_group.add(enemy)elif event.type == HERO_FIRE_EVENT:self.hero.fire()keys_pressed = pygame.key.get_pressed()if keys_pressed[pygame.K_RIGHT]:self.hero.speed = 2elif keys_pressed[pygame.K_LEFT]:self.hero.speed = -2else:self.hero.speed = 0def __check_collide(self):pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, True)if len(enemies) > 0:self.hero.kill()PlaneGame.__game_over()def __update_sprites(self):self.back_group.update()self.back_group.draw(self.screen)self.enemy_group.update()self.enemy_group.draw(self.screen)self.hero_group.update()self.hero_group.draw(self.screen)self.hero.bullets.update()self.hero.bullets.draw(self.screen)@staticmethoddef __game_over():print("游戏结束")pygame.quit()exit()if __name__ == '__main__':game = PlaneGame()game.start_game()更多关于python游戏的精彩⽂章请点击查看以下专题:更多有趣的经典⼩游戏实现专题,分享给⼤家:以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。

python实现飞机大战游戏(pygame版)

python实现飞机大战游戏(pygame版)

python实现飞机⼤战游戏(pygame版)简介使⽤python实现pygame版的飞机⼤战游戏;环境:Windows系统+python3.8.0游戏规则:1.点击“PLAY”或者按键“P”开始游戏;2.敌机根据设置频率从顶部随机位置⽣成,⽣成后向下移动;3.飞船在底部中间⽣成,玩家使⽤上下左右键控制飞船移动,敲击空格键发射⼦弹;4.⼦弹打到敌机,该敌机产⽣爆炸效果并累计分数到右上⾓;5.消灭10只飞机后,等级升⾼,敌机⽣成频率变快,下落速度也变快;6.当三条命都消失了,游戏结束。

游戏运⾏效果如下:实现过程1.新建⽂件“file.py”,⽤来存储信息到⽂件和读取⽂件的信息,本例⽤来存储和读取最⾼分;import pickle# filename = 'file/stats.pkl'# 存储信息到⽂件def save_file(obj, filename):statsObj = load_file(filename)if statsObj == 0:# 不存在⽂件时,直接保存字典with open(filename, 'wb') as f:pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)else:# 存在⽂件时,只修改⽂件中的最⾼分for key, val in statsObj.items():# 获取⽂件最⾼分的值(当⽂件字段不⽌⼀个时候使⽤)if key == 'highScore':statsObj[key] = obj['highScore']obj = statsObjwith open(filename, 'wb') as f:pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)# 读取信息def load_file(filename):try:with open(filename, 'rb') as f:return pickle.load(f)except FileNotFoundError:# 不存在⽂件则输⼊错误信息msg = "Sorry, the file " + filename + " does not exist."print(msg)return 0# obj = {'highScore': 20, 'points': 5}# obj = {'highScore': 50}# save_file(obj, filename)# filedata = load_file(filename)# print(filedata)2.k新建⽂件settings.py,⽤来定义⼀些必须的基本属性和初始值;import file as fclass Settings():def __init__(self):self.screen_width = 480self.screen_height = 660self.bg_color = (230, 230, 230)# ⼦弹设置(宽、⾼、颜⾊、最⼤数量)self.bullet_width = 5self.bullet_height = 15self.bullet_color = 255, 255, 255# 敌机移动频率self.enemy_frequency = 0# 加快游戏节奏的速度self.speedup_scale = 1.1# 分数的提⾼速度self.score_scale = 1.5self.initialize_settings()# 初始化统计信息self.reset_stats()# 统计信息⽂件路径self.filename = 'file/stats.pkl'# 游戏刚启动时处于⾮活动状态self.game_active = False# 读取⽂件的最⾼分,在任何情况下都不应重置最⾼得分statsObj = f.load_file(self.filename)if statsObj == 0:# 不存在⽂件则显⽰最⾼分0highScore = 0else:for key, val in statsObj.items():# 获取⽂件最⾼分的值(当⽂件字段不⽌⼀个时候使⽤)if key == 'highScore':highScore = valself.high_score = highScoredef initialize_settings(self):"""初始化随游戏进⾏⽽变化的设置"""self.player_move_speed = 2.5self.bullet_speed = 3self.enemy_move_speed = 1# 记分self.one_points = 50def increase_speed(self):"""提⾼速度设置"""# self.player_move_speed *= self.speedup_scaleself.bullet_speed *= self.speedup_scaleself.enemy_move_speed *= self.speedup_scaleself.one_points = int(self.one_points * self.score_scale)def reset_stats(self):"""初始化在游戏运⾏期间可能变化的统计信息"""# 可射失的数量self.player_limit = 3# 射击分数self.score = 0# 等级self.level = 1# 打中多少矩形升⼀级self.level_number = 10# ⽣成敌机频率间隔self.enemy_frequency_space = 503.新建⽂件enemy.py,⽤来定义敌机类(位置topleft随机⽣成)和声明⽅法move;import pygameimport randomfrom pygame.sprite import Spriteclass Enemy(Sprite):def __init__(self, enemy_down_imgs, settings):super(Enemy, self).__init__()self.image = pygame.image.load('images/enemy1.png')self.rect = self.image.get_rect()self.rect.topleft = [random.randint(0, settings.screen_width - self.rect.width), 0]self.down_imgs = enemy_down_imgsself.speed = settings.enemy_move_speedself.down_index = 0# 敌机移动,边界判断及删除在游戏主循环⾥处理def move(self):self.rect.top += self.speed4.新建⽂件player.py,⽤来定义玩家类(可上下左右移动)和相应的⽅法;import pygamefrom pygame.sprite import Spriteclass Player(Sprite):def __init__(self, settings, screen):super(Player, self).__init__()self.settings = settingsself.screen = screenself.screen_rect = self.screen.get_rect()# 引⼊飞船图⽚并定位self.image = pygame.image.load('images/player.png')self.rect = self.image.get_rect()self.rect.centerx = self.screen_rect.centerxself.rect.bottom = self.screen_rect.bottom# 移动标志self.move_left = Falseself.move_right = Falseself.move_down = Falseself.move_up = Falsedef rotate(self, angle):# 图⽚旋转self.image = pygame.transform.rotate(self.image, angle)def scale(self, multiple):# 图⽚缩放self.image = pygame.transform.smoothscale(self.image, (multiple, multiple))def update(self):if self.move_left and self.rect.left > self.screen_rect.left:self.rect.centerx -= self.settings.player_move_speedif self.move_right and self.rect.right < self.screen_rect.right:self.rect.centerx += self.settings.player_move_speedif self.move_down and self.rect.bottom < self.screen_rect.bottom:self.rect.centery += self.settings.player_move_speedif self.move_up and self.rect.top > 0:self.rect.centery -= self.settings.player_move_speeddef draw_player(self):"""绘制飞船到屏幕"""self.screen.blit(self.image, self.rect)5.新建⽂件“bullet.py”,⽤来定义⼦弹类(位置在飞船的顶部,并往上移动)和相应的⽅法;import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite):""" ⼀个对飞船发射的⼦弹进⾏管理的类 """def __init__(self, settings, screen, player):""" 在飞船所处的位置创建⼀个⼦弹对象 """super(Bullet, self).__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self.rect = pygame.Rect(0, 0, settings.bullet_width, settings.bullet_height)self.rect.centerx = player.rect.centerx# 飞船顶部self.rect.bottom = player.rect.top# 存储⽤⼩数表⽰的⼦弹位置self.y = float(self.rect.y)self.color = settings.bullet_colorself.speed = settings.bullet_speeddef update(self):"""向上移动⼦弹"""# 更新表⽰⼦弹位置的⼩数值(⼦弹往右)self.y -= self.speed# 更新表⽰⼦弹的rect的位置self.rect.y = self.ydef draw_bullet(self):"""在屏幕上绘制⼦弹"""pygame.draw.rect(self.screen, self.color, self.rect)6.新建⽂件“button.py”,⽤来定义按钮类和相应⽅法,本例使⽤于绘制“PLAY”按钮;import pygame.fontclass Button():def __init__(self, screen, msg):"""初始化按钮的属性"""self.screen = screenself.screen_rect = screen.get_rect()# 设置按钮的尺⼨和其他属性self.width, self.height = 100, 30self.button_color = (216, 30, 6)self.text_color = (255, 255, 255)self.font = pygame.font.SysFont(None, 36)# 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)7.新建⽂件“scoreboard.py”,⽤来定义记分板,本例使⽤于绘制左上⾓飞船(⽣命数)、顶部中间的“最⾼分”、右上⾓的“积分”和“等级”;import pygame.fontfrom pygame.sprite import Groupfrom player import Playerclass Scoreboard():"""显⽰得分信息的类"""def __init__(self, settings, screen):"""初始化显⽰得分涉及的属性"""self.screen = screenself.screen_rect = screen.get_rect()self.settings = settings# 显⽰得分信息时使⽤的字体设置self.text_color = (255, 255, 255)self.font = pygame.font.SysFont(None, 30)# 飞船缩放值self.scaleValue = 20# 准备初始得分图像\最⾼得分\等级self.prep_score()self.prep_high_score()self.prep_level()self.prep_players()def prep_score(self):"""将得分转换为渲染的图像"""rounded_score = int(round(self.settings.score, -1))score_str = '{:,}'.format(rounded_score)self.score_image = self.font.render(score_str, True, self.text_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 -20self.score_rect.top = 10def prep_high_score(self):""" 将最⾼得分转换为渲染的图像 """high_score = int(round(self.settings.high_score, -1))high_score_str = "{:,}".format(high_score)self.high_score_image = self.font.render(high_score_str, True, self.text_color)# 将最⾼得分放在屏幕顶部中央self.high_score_rect = self.high_score_image.get_rect()self.high_score_rect.centerx = self.screen_rect.centerxself.high_score_rect.top = self.score_rect.topdef prep_level(self):"""将等级转换为渲染的图像"""self.level_image = self.font.render(str(self.settings.level), True, self.text_color)# 将等级放在得分下⽅self.level_rect = self.level_image.get_rect()self.level_rect.right = self.score_rect.rightself.level_rect.top = self.score_rect.bottom + 10def prep_players(self):""" 显⽰还余下多少艘飞船 """self.players = Group()for player_number in range(self.settings.player_limit):player = Player(self.settings, self.screen)# 缩放球⼤⼩并赋值位置player.scale(self.scaleValue)player.rect.x = 10 + player.rect.width * player_number * 0.5player.rect.y = self.score_rect.topself.players.add(player)def show_score(self):"""在屏幕上显⽰得分"""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)# 绘制飞船self.players.draw(self.screen)8.新建⽂件“game_functions.py”,存放跟游戏有关的所有业务逻辑函数(代码有详细的注释信息);import sysimport pygamefrom bullet import Bulletfrom enemy import Enemyimport file as f# 事件def check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound):""" 响应按键和⿏标事件 """for event in pygame.event.get():if event.type == pygame.QUIT:save_file(settings)sys.exit()elif event.type == pygame.KEYDOWN:check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound)elif event.type == pygame.KEYUP:check_keyup_events(event, player)elif event.type == pygame.MOUSEBUTTONDOWN:mouse_x, mouse_y = pygame.mouse.get_pos()check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y)def check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound):""" 响应按键 """if event.key == pygame.K_DOWN:player.move_down = Trueelif event.key == pygame.K_UP:player.move_up = Trueelif event.key == pygame.K_LEFT:player.move_left = Trueelif event.key == pygame.K_RIGHT:player.move_right = Trueelif event.key == pygame.K_SPACE:fireSound.play()# 点击空格键创建⼀颗⼦弹fire_bullet(settings, screen, player, bullets)elif event.key == pygame.K_p:start_game(settings, scoreboard)elif event.key == pygame.K_q:save_file(settings)sys.exit()def check_keyup_events(event, player):""" 响应松开 """if event.key == pygame.K_DOWN:player.move_down = Falseelif event.key == pygame.K_UP:player.move_up = Falseelif event.key == pygame.K_LEFT:player.move_left = Falseelif event.key == pygame.K_RIGHT:player.move_right = Falsedef check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y):"""在玩家单击Play按钮时开始新游戏"""button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)if button_clicked and not settings.game_active:start_game(settings, scoreboard)def start_game(settings, scoreboard):"""开始游戏"""# 重置游戏设置settings.initialize_settings()# 隐藏光标pygame.mouse.set_visible(False)# 重置游戏统计信息settings.reset_stats()settings.game_active = True# 重置记分牌图像scoreboard.prep_score()scoreboard.prep_high_score()scoreboard.prep_level()scoreboard.prep_players()def save_file(settings):# 保持⽂件obj = {'highScore': settings.high_score}f.save_file(obj, settings.filename)# 敌机def update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound): # ⽣成敌机,需要控制⽣成频率if settings.enemy_frequency % settings.enemy_frequency_space == 0:enemy1 = Enemy(enemy_down_imgs, settings)enemies.add(enemy1)settings.enemy_frequency += 1if settings.enemy_frequency >= 100:settings.enemy_frequency = 0for enemy in enemies:# 移动敌机enemy.move()# 敌机与玩家飞机碰撞效果处理两个精灵之间的圆检测if pygame.sprite.collide_circle(enemy, player):enemies_down.add(enemy)enemies.remove(enemy)settings.player_limit -= 1scoreboard.prep_players()break# 移动出屏幕后删除飞机if enemy.rect.top < 0:enemies.remove(enemy)# 敌机被⼦弹击中效果处理# 将被击中的敌机对象添加到击毁敌机 Group 中,⽤来渲染击毁动画# ⽅法groupcollide()是检测两个精灵组中精灵们的矩形冲突enemies1_down = pygame.sprite.groupcollide(enemies, bullets, True, True)if enemies1_down:explosiveSound.play()# 计算分数并渲染for enemys in enemies1_down.values():settings.score += settings.one_points * len(enemys)scoreboard.prep_score()# 渲染最⾼分check_high_score(settings, scoreboard)# 等达到等级数量升级并渲染新等级settings.level_number -= 1if settings.level_number == 0:settings.increase_speed()settings.level += 1scoreboard.prep_level()# 还原为4(同settings⼀致)settings.level_number = 10# 加快⽣成敌机if settings.enemy_frequency_space > 10:settings.enemy_frequency_space -= 10# 遍历key值返回的碰撞敌机for enemy_down in enemies1_down:# 点击销毁的敌机到列表enemies_down.add(enemy_down)# 敌机被⼦弹击中效果显⽰for enemy_down in enemies_down:if enemy_down.down_index == 0:passif enemy_down.down_index > 7:enemies_down.remove(enemy_down)continue#显⽰碰撞图⽚screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect) enemy_down.down_index += 1# 显⽰精灵enemies.draw(screen)# ⼦弹def fire_bullet(settings, screen, player, bullets):"""创建⼦弹"""new_bullet = Bullet(settings, screen, player)bullets.add(new_bullet)def update_bullets(screen, bullets):"""更新⼦弹的位置,并删除已消失的⼦弹"""# 更新⼦弹的位置bullets.update()# 删除已消失的⼦弹并同时更新飞船的⽣命for bullet in bullets.copy():if bullet.rect.top < screen.get_rect().top:bullets.remove(bullet)# 分数def check_high_score(settings, scoreboard):"""检查是否诞⽣了新的最⾼得分"""if settings.score > settings.high_score:settings.high_score = settings.scorescoreboard.prep_high_score()# 屏幕def update_screen(settings, screen, player, play_button, scoreboard, enemies, bullets): """ 更新屏幕上的图像,并切换到新屏幕 """# 绘制飞船到屏幕player.draw_player()# 绘制⼦弹到屏幕for bullet in bullets.sprites():bullet.draw_bullet()# 渲染记分牌信息scoreboard.show_score()#if settings.player_limit == 0:settings.game_active = Falsesettings.reset_stats()# 清空矩形列表和⼦弹列表enemies.empty()bullets.empty()screen_rect = screen.get_rect()player.rect.centerx = screen_rect.centerxplayer.rect.bottom = screen_rect.bottom# 如果游戏处于⾮活动状态,就绘制 Play 按钮if not settings.game_active:play_button.draw_button()# 让最近绘制的屏幕可见pygame.display.flip()9.新建⽂件shootingenemy.py,主函数⽤来初始化程序,并同步更新程序的信息;import pygamefrom pygame.sprite import Groupfrom settings import Settingsfrom button import Buttonfrom player import Playerimport game_functions as gffrom scoreboard import Scoreboarddef run_game():pygame.init()# 初始化全部⾳频,并加载爆炸声⾳乐pygame.mixer.init()# 等待1spygame.time.delay(1000)pygame.mixer.music.load('file/bgsound.mp3')# -1代表⽆限循环(背景⾳乐)pygame.mixer.music.play(-1)# 爆炸声explosiveSound = pygame.mixer.Sound('file/explosiveSound.wav')# 枪声fireSound = pygame.mixer.Sound('file/fireSound.wav')# 游戏循环帧率设置clock = pygame.time.Clock()settings = Settings()screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))# 全屏显⽰# screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)pygame.display.set_caption('飞机⼤战')# 左上⾓图标ic_launcher = pygame.image.load('images/ic_launcher.png').convert_alpha()pygame.display.set_icon(ic_launcher)# 背景图background = pygame.image.load('images/background.png').convert_alpha()# 敌机图⽚enemy_img1= pygame.image.load('images/enemy1.png')enemy_img2= pygame.image.load('images/enemy2.png')enemy_img3= pygame.image.load('images/enemy3.png')enemy_img4= pygame.image.load('images/enemy4.png')# 敌机不同状态的图⽚列表,多张图⽚展⽰为动画效果enemy_down_imgs = []enemy_down_imgs.append(enemy_img1)enemy_down_imgs.append(enemy_img2)enemy_down_imgs.append(enemy_img3)enemy_down_imgs.append(enemy_img4)# 储存敌机enemies = Group()# 存储被击毁的飞机,⽤来渲染击毁动画enemies_down = Group()# 创建Play按钮play_button = Button(screen, 'Play')# 创建飞船player = Player(settings, screen)# 创建⼦弹的编组bullets = Group()# 创建记分牌scoreboard = Scoreboard(settings, screen)while True:# 绘制背景screen.blit(background, (0, 0))# 控制游戏最⼤频率clock.tick(60)# 检查玩家输⼊(不加会导致⼀直加载)gf.check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound)if settings.game_active:# 更新飞船位置player.update()# 更新敌机gf.update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound)# 更新⼦弹位置gf.update_bullets(screen, bullets)# 更新屏幕信息gf.update_screen(settings, screen, player, play_button, scoreboard, enemies, bullets)run_game(),10.在⽂件shootingenemy.py⽬录路径下,执⾏命令“python shootingenemy.py”弹出窗⼝,即可对其操作游玩。

Python小游戏代码:飞机大战(超详细)

Python小游戏代码:飞机大战(超详细)

Python⼩游戏代码:飞机⼤战(超详细)我⽤的是pycharm,⼤家可以⽤别的Python编辑器。

创建⼀个新的⽂件夹,把图⽚的⽂件夹导⼊,图⽚的链接我放下⾯了,⼤家⾃取。

提取码:Leo1在刚才的⽂件夹⾥新建Python⽂件,输⼊以下代码# coding:utf-8import pygame, sys, random, time, easyguifrom pygame.locals import *# 初始化pygame环境pygame.init()# 创建⼀个长宽分别为480/650窗⼝canvas = pygame.display.set_mode((480, 650))canvas.fill((255, 255, 255))# 设置窗⼝标题pygame.display.set_caption("飞机⼤战")bg = pygame.image.load("images/bg1.png")enemy1 = pygame.image.load("images/enemy1.png")enemy2 = pygame.image.load("images/enemy2.png")enemy3 = pygame.image.load("images/enemy3.png")b = pygame.image.load("images/bullet1.png")h = pygame.image.load("images/hero.png")#开始游戏图⽚startgame=pygame.image.load("images/startGame.png")#logo图⽚logo=pygame.image.load("images/LOGO.png")#暂停图⽚pause = pygame.image.load("images/game_pause_nor.png")# 添加时间间隔的⽅法def isActionTime(lastTime, interval):if lastTime == 0:return TruecurrentTime = time.time()return currentTime - lastTime >= interval# 定义Sky类class Sky():def __init__(self):self.width = 480self.height = 852self.img = bgself.x1 = 0self.y1 = 0self.x2 = 0self.y2 = -self.height# 创建paint⽅法def paint(self):canvas.blit(self.img, (self.x1, self.y1))canvas.blit(self.img, (self.x2, self.y2))# 创建step⽅法def step(self):self.y1 = self.y1 + 1self.y2 = self.y2 + 1if self.y1 > self.height:self.y1 = -self.heightif self.y2 > self.height:self.y2 = -self.height# 定义⽗类FlyingObjectclass FlyingObject(object):def __init__(self, x, y, width, height, life, img):self.x = xself.y = yself.width = widthself.height = heightself.life = lifeself.img = img# 敌飞机移动的时间间隔stTime = 0self.interval = 0.01# 添加删除属性self.canDelete = False# 定义paint⽅法def paint(self):canvas.blit(self.img, (self.x, self.y))# 定义step⽅法def step(self):# 判断是否到了移动的时间间隔if not isActionTime(stTime, self.interval):returnstTime = time.time()# 控制移动速度self.y = self.y + 2# 定义hit⽅法判断两个对象之间是否发⽣碰撞def hit(self, component):c = componentreturn c.x > self.x - c.width and c.x < self.x + self.width and \ c.y > self.y - c.height and c.y < self.y + self.height# 定义bang⽅法处理对象之间碰撞后的处理def bang(self, bangsign):# 敌机和英雄机碰撞之后的处理if bangsign:if hasattr(self, 'score'):GameVar.score += self.scoreif bangsign == 2:self.life -= 1# 设置删除属性为Trueself.canDelete = True# 敌机和⼦弹碰撞之后的处理else:self.life -= 1if self.life == 0:# 设置删除属性为Trueself.canDelete = Trueif hasattr(self, 'score'):GameVar.score += self.score# 定义outOfBounds⽅法判断对象是否越界def outOfBounds(self):return self.y > 650# 重构Enemy类class Enemy(FlyingObject):def __init__(self, x, y, width, height, type, life, score, img):FlyingObject.__init__(self, x, y, width, height, life, img)self.type = typeself.score = score# 重构Hero类class Hero(FlyingObject):def __init__(self, x, y, width, height, life, img):FlyingObject.__init__(self, x, y, width, height, life, img)self.x = 480 / 2 - self.width / 2self.y = 650 - self.height - 30self.shootLastTime = 0self.shootInterval = 0.3def shoot(self):if not isActionTime(self.shootLastTime, self.shootInterval):returnself.shootLastTime = time.time()GameVar.bullets.append(Bullet(self.x + self.width / 2 - 5, self.y - 10, 10, 10, 1, b))# 重构Bullet类class Bullet(FlyingObject):def __init__(self, x, y, width, height, life, img):FlyingObject.__init__(self, x, y, width, height, life, img)def step(self):self.y = self.y - 2# 重写outOfBounds⽅法判断⼦弹是否越界def outOfBounds(self):return self.y < -self.height# 创建componentEnter⽅法def componentEnter():# 随机⽣成坐标x = random.randint(0, 480 - 57)x1 = random.randint(0, 480 - 50)x2 = random.randint(0, 480 - 100)# 根据随机整数的值⽣成不同的敌飞机n = random.randint(0, 9)# 判断是否到了产⽣敌飞机的时间if not isActionTime(stTime, GameVar.interval):returnstTime = time.time()if n <= 7:GameVar.enemies.append(Enemy(x, 0, 57, 45, 1, 1, 1, enemy1))elif n == 8:GameVar.enemies.append(Enemy(x1, 0, 50, 68, 2, 3, 5, enemy2))elif n == 9:if len(GameVar.enemies) == 0 or GameVar.enemies[0].type != 3:GameVar.enemies.insert(0, Enemy(x2, 0, 100, 153, 3, 10, 20, enemy3))# 创建画组件⽅法def componentPaint():# 判断是否到了飞⾏物重绘的时间if not isActionTime(GameVar.paintLastTime, GameVar.paintInterval):returnGameVar.paintLastTime = time.time()# 调⽤sky对象的paint⽅法GameVar.sky.paint()for enemy in GameVar.enemies:enemy.paint()# 画出英雄机GameVar.hero.paint()# 画出⼦弹对象for bullet in GameVar.bullets:bullet.paint()# 写出分数和⽣命值renderText('SCORE:' + str(GameVar.score), (0, 0))renderText('LIFE:' + str(GameVar.heroes), (380, 0))# 创建组件移动的⽅法def componentStep():# 调⽤sky对象的step⽅法GameVar.sky.step()for enemy in GameVar.enemies:enemy.step()# 使⼦弹移动for bullet in GameVar.bullets:bullet.step()# 创建删除组件的⽅法def componentDelete():for enemy in GameVar.enemies:if enemy.canDelete or enemy.outOfBounds():GameVar.enemies.remove(enemy)for bullet in GameVar.bullets:if bullet.canDelete or bullet.outOfBounds():GameVar.bullets.remove(bullet)# 从列表中删除英雄机if GameVar.hero.canDelete == True:GameVar.heroes -= 1if GameVar.heroes == 0:#easygui.msgbox('游戏结束')GameVar.state = GameVar.STATES['GAME_OVER']else:GameVar.hero = Hero(0, 0, 60, 75, 1, h)# 定义GameVar类class GameVar():sky = Sky()enemies = []# 产⽣敌飞机的时间间隔lastTime = 0interval = 1.5# 重绘飞⾏物的时间间隔paintLastTime = 0paintInterval = 0.04# 创建英雄机对象hero = Hero(0, 0, 60, 75, 1, h)# 创建列表存储⼦弹对象bullets = []# 添加分数和⽣命值score = 0heroes = 3#创建字典存储游戏状态STATES = {'START':1,'RUNNING':2,'PAUSE':3,'GAME_OVER':4}state = STATES['START']print(GameVar.state)# 定义renderText⽅法def renderText(text, position):my_font = pygame.font.SysFont("微软雅⿊", 40)newText = my_font.render(text, True, (255, 255, 255))canvas.blit(newText, position)# 创建游戏退出事件处理⽅法def handleEvent():for event in pygame.event.get():if event.type == pygame.QUIT or event.type == KEYDOWN and event.key == K_ESCAPE: pygame.quit()sys.exit()#点击⿏标开始游戏if event.type == MOUSEBUTTONDOWN and event.button == 1:if GameVar.state == GameVar.STATES['START']:GameVar.state = GameVar.STATES['RUNNING']# 英雄机跟随⿏标移动if event.type == MOUSEMOTION:if GameVar.state == GameVar.STATES['RUNNING']:GameVar.hero.x = event.pos[0] - GameVar.hero.width / 2GameVar.hero.x = event.pos[0] - GameVar.hero.width / 2 GameVar.hero.y = event.pos[1] - GameVar.hero.height / 2# 调⽤⽅法判断⿏标移⼊画布if isMouseOver(event.pos[0], event.pos[1]):#print('⿏标移⼊事件')if GameVar.state == GameVar.STATES['PAUSE']:GameVar.state = GameVar.STATES['RUNNING']# 调⽤⽅法判断⿏标移出画布if isMouseOut(event.pos[0], event.pos[1]):#print('⿏标移出事件')if GameVar.state == GameVar.STATES['RUNNING']:GameVar.state = GameVar.STATES['PAUSE']# 创建⽅法判断⿏标移出画布def isMouseOut(x, y):if x >= 479 or x <= 0 or y >= 649 or y <= 0:return Trueelse:return False# 创建⽅法判断⿏标移⼊画布def isMouseOver(x, y):if x > 1 and x < 479 and y > 1 and y < 649:return Trueelse:return False# 创建checkHit⽅法def checkHit():# 判断英雄机是否与每⼀架敌飞机发⽣碰撞for enemy in GameVar.enemies:if GameVar.hero.hit(enemy):# 敌机和英雄机调⽤bang⽅法enemy.bang(1)GameVar.hero.bang(2)# 判断每⼀架敌飞机是否与每⼀颗⼦弹发⽣碰撞for bullet in GameVar.bullets:if enemy.hit(bullet):# 敌机和⼦弹调⽤bang⽅法enemy.bang(0)bullet.bang(0)#创建controlState⽅法控制游戏状态def controlState():#游戏开始状态if GameVar.state == GameVar.STATES['START']:GameVar.sky.paint()GameVar.sky.step()canvas.blit(logo,(-40,200))canvas.blit(startgame,(150,400))#游戏运⾏状态elif GameVar.state == GameVar.STATES['RUNNING']:componentEnter()componentPaint()componentStep()checkHit()GameVar.hero.shoot()componentDelete()#游戏暂停状态elif GameVar.state == GameVar.STATES['PAUSE']:componentPaint()componentPaint()GameVar.sky.step()canvas.blit(pause,(0,0))#游戏结束状态elif GameVar.state == GameVar.STATES['GAME_OVER']: componentPaint()GameVar.sky.step()renderText('gameOver',(180,320))while True:#调⽤控制游戏状态的⽅法controlState()# 刷新屏幕pygame.display.update()# 调⽤handleEvent⽅法handleEvent()# 延迟处理pygame.time.delay(15)运⾏程序就可以了!。

  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。

python飞机大战项目背景和意义
Python飞机大战项目背景和意义
一、背景介绍
随着计算机技术的不断发展,游戏开发已成为一项备受关注的领域。

而飞机大战作为一款经典的射击游戏,一直以来都备受玩家的喜爱。

为了能够更好地学习和理解Python编程语言,同时也为了能够开发一款有趣且实用的游戏,我们决定开发一个基于Python的飞机大战项目。

二、意义和目的
飞机大战项目的开发不仅仅是为了增加我们对Python编程语言的熟悉度,更重要的是通过这个项目来锻炼我们的编程思维和解决问题的能力。

此外,飞机大战项目还有以下几个重要意义和目的:
1. 提高编程能力:通过开发飞机大战项目,我们能够更好地理解和掌握Python的语法和特性,提高我们的编程能力。

2. 实践项目管理:开发一个完整的游戏项目需要良好的项目管理能力,包括需求分析、设计、开发、测试和部署等各个阶段。

通过这个项目,我们能够锻炼自己的项目管理能力。

3. 增强团队协作能力:飞机大战项目的开发需要多个人的协作完成,每个人负责不同的模块。

通过这个项目,我们能够增强团队协作和
沟通的能力。

4. 提升问题解决能力:在项目开发过程中,难免会遇到各种各样的问题和挑战。

通过解决这些问题,我们能够提升自己的问题解决能力。

5. 增加学习的趣味性:开发一个有趣的游戏项目,不仅能够提高我们的学习兴趣,还能够让我们在学习中享受到乐趣。

三、项目介绍
飞机大战项目是基于Python语言开发的一款射击类游戏。

玩家需要通过控制飞机来躲避敌机的攻击并射击敌机,最终击败所有敌机并获得胜利。

该项目的主要功能包括:
1. 飞机的移动和射击:玩家可以通过键盘控制飞机的移动,并通过鼠标点击来发射子弹。

2. 敌机的生成和移动:游戏中会生成多架敌机,敌机会不断向玩家飞机发射子弹。

3. 碰撞检测和计分:游戏会检测玩家飞机和敌机以及子弹之间的碰撞情况,并根据碰撞情况进行计分。

4. 游戏界面和音效:游戏界面会显示玩家飞机、敌机、子弹以及计
分等信息,并通过音效来增加游戏的趣味性。

四、项目意义
飞机大战项目的开发具有重要的意义和价值:
1. 学习Python编程语言:通过这个项目,我们能够更好地理解和掌握Python编程语言,提高我们的编程能力。

2. 锻炼编程思维和解决问题的能力:在项目开发过程中,我们需要解决各种各样的问题和挑战,这能够锻炼我们的编程思维和解决问题的能力。

3. 提高团队协作和沟通能力:飞机大战项目的开发需要多人协作完成,通过这个项目,我们能够增强团队协作和沟通的能力。

4. 增加学习的趣味性:通过开发一个有趣的游戏项目,我们能够增加学习的趣味性,提高学习的效果。

5. 培养创造力和创新精神:在项目开发过程中,我们可以自由发挥创造力和创新精神,设计和实现自己独特的游戏功能。

飞机大战项目的开发不仅能够提高我们的编程能力,还能够锻炼我们的问题解决能力、团队协作能力和创造力。

通过这个项目的开发,我们将更加深入地理解和掌握Python编程语言,并能够将所学知识应用到实际项目中,为今后的学习和工作打下坚实的基础。

相关文档
最新文档