Python飞机大战(课程设计)

1 项目简介


项目名称:python飞机大战
用到关键知识:pygame模块,python基础,os文件读写,以及面向对象思想方法!
实现功能:
1:飞机的移动,发射子弹,手雷,生命值,生命条
2:敌飞机有3种形态(小,中,大)不同的飞机大小不一样,生命值不一样,爆炸动画也不一样
3:背景音乐,子弹击中敌机会发生碰撞的爆炸动画和音效
4:随机产生补给(双射子弹和全屏炸弹)
5:难度逐渐增加(同一屏幕出现的飞机更多)
6:历史最高分纪录
项目分析:一个类文件(Main.py),音乐音效共计10余种,照片素材共计30余张,代码共计800行左右!

2 项目代码

代码如下:(一个类文件(800行代码))

import pygame
import sys
import traceback
from pygame.locals import *
from random import *
pygame.init()
pygame.mixer.init()
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战')
background = pygame.image.load('images/background.png').convert()
# 定义颜色
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
# 载入音乐
pygame.mixer.music.load('sound/bjmusic.wav')
pygame.mixer.music.set_volume(0.1)
bullet_sound = pygame.mixer.Sound('sound/bullet.wav')
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound('sound/use_bomb.wav')
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound('sound/supply.wav')
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound('sound/get_bomb.wav')
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound('sound/get_bullet.wav')
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound('sound/upgrade.wav')
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound('sound/enemy3_flying.wav')
enemy3_fly_sound.set_volume(0.6)
enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound('sound/enemy2_down.wav')
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound('sound/enemy3_down.wav')
enemy3_down_sound.set_volume(0.2)
me_down_sound = pygame.mixer.Sound('sound/me_down.wav')
me_down_sound.set_volume(0.2)
# 设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类

class MyPlane(pygame.sprite.Sprite):

    def __init__(self, bg_size):
        super(MyPlane, self).__init__()

        self.image1 = pygame.image.load('images/me1.png').convert_alpha()
        self.image2 = pygame.image.load('images/me2.png').convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('images/me_destroy_1.png').convert_alpha(),
            pygame.image.load('images/me_destroy_2.png').convert_alpha(),
            pygame.image.load('images/me_destroy_3.png').convert_alpha(),
            pygame.image.load('images/me_destroy_4.png').convert_alpha()
            ])
        self.rect = self.image1.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.active = True
        self.invincible = False
        self.mask = pygame.mask.from_surface(self.image2)
        self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60
        self.speed = 10

    def moveUp(self):
        if self.rect.top > 0:
            self.rect.top -= self.speed
        else:
            self.rect.top = 0

    def moveDown(self):
        if self.rect.bottom < self.height - 60:
            self.rect.bottom += self.speed
        else:
            self.rect.bottom = self.height - 60

    def moveLeft(self):
        if self.rect.left > 0:
            self.rect.left -= self.speed
        else:
            self.rect.left = 0

    def moveRight(self):
        if self.rect.right < self.width:
            self.rect.right += self.speed
        else:
            self.rect.right = self.width

    def reset(self):
        self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60
        self.active = True
        self.invincible = True
# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机

class SmallEnemy(pygame.sprite.Sprite):
    energy = 1

    def __init__(self, bg_size):
        super(SmallEnemy, self).__init__()

        self.image = pygame.image.load('images/enemy1.png').convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('images/enemy1_down1.png').convert_alpha(),
            pygame.image.load('images/enemy1_down2.png').convert_alpha(),
            pygame.image.load('images/enemy1_down3.png').convert_alpha(),
            pygame.image.load('images/enemy1_down4.png').convert_alpha()
        ])
        self.rect = self.image.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.active = True
        self.mask = pygame.mask.from_surface(self.image)
        self.speed = 2
        self.reset()
        self.energy = SmallEnemy.energy
        self.hit = False

    def move(self):
        if self.rect.top < self.height:
            self.rect.top += self.speed
        else:
            self.reset()
    def reset(self):
        self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0)
        self.active = True
        self.energy = SmallEnemy.energy

class MidEnemy(pygame.sprite.Sprite):
    energy = 8
    def __init__(self, bg_size):
        super(MidEnemy, self).__init__()

        self.image = pygame.image.load('images/enemy2.png').convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('images/enemy2_down1.png').convert_alpha(),
            pygame.image.load('images/enemy2_down2.png').convert_alpha(),
            pygame.image.load('images/enemy2_down3.png').convert_alpha(),
            pygame.image.load('images/enemy2_down4.png').convert_alpha()
        ])
        self.image_hit = pygame.image.load('images/enemy2_hit.png').convert_alpha()
        self.rect = self.image.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.active = True
        self.speed = 1
        self.mask = pygame.mask.from_surface(self.image)
        self.reset()
        self.energy = MidEnemy.energy
        self.hit = False

    def move(self):
        if self.rect.top < self.height:
            self.rect.top += self.speed
        else:
            self.reset()

    def reset(self):
        self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-10 * self.height, -self.height)
        self.active = True
        self.energy = MidEnemy.energy

class BigEnemy(pygame.sprite.Sprite):
    energy = 20

    def __init__(self, bg_size):
        super(BigEnemy, self).__init__()

        self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()
        self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('images/enemy3_down1.png').convert_alpha(),
            pygame.image.load('images/enemy3_down2.png').convert_alpha(),
            pygame.image.load('images/enemy3_down3.png').convert_alpha(),
            pygame.image.load('images/enemy3_down4.png').convert_alpha(),
            pygame.image.load('images/enemy3_down5.png').convert_alpha(),
            pygame.image.load('images/enemy3_down6.png').convert_alpha()
        ])
        self.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()
        self.rect = self.image1.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.active = True
        self.speed = 1
        self.mask = pygame.mask.from_surface(self.image1)
        self.appear = False
        self.reset()
        self.energy = BigEnemy.energy
        self.hit = False
    def move(self):
        if self.rect.top < self.height:
            self.rect.top += self.speed
        else:
            self.reset()

    def reset(self):
        self.rect.left, self.rect.top =  randint(0, self.width - self.rect.width), randint(-20 * self.height, -10 * self.height)
        self.active = True
        self.energy = BigEnemy.energy

# 设置补给:# 设置补给:# 设置补给:# 设置补给:# 设置补给
class Bullet_Supply(pygame.sprite.Sprite):
    def __init__(self, bg_size):
        super(Bullet_Supply, self).__init__()

        self.image = pygame.image.load('images/bullet_supply.png').convert_alpha()
        self.rect = self.image.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100
        self.speed = 5
        self.active = False
        self.mask = pygame.mask.from_surface(self.image)

    def move(self):
        if self.rect.top < self.height:
            self.rect.top += self.speed
        else:
            self.active = False

    def reset(self):
        self.active = True
        self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100


class Bomb_Supply(pygame.sprite.Sprite):
    def __init__(self, bg_size):
        super(Bomb_Supply, self).__init__()

        self.image = pygame.image.load('images/bomb_supply.png').convert_alpha()
        self.rect = self.image.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100
        self.speed = 5
        self.active = False
        self.mask = pygame.mask.from_surface(self.image)

    def move(self):
        if self.rect.top < self.height:
            self.rect.top += self.speed
        else:
            self.active = False

    def reset(self):
        self.active = True
        self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100

# 设置我方发射子弹类
class Bullet1(pygame.sprite.Sprite):
    def __init__(self, position):
        super(Bullet1, self).__init__()
        self.image = pygame.image.load("images/bullet1.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = position
        self.speed = 12
        self.active = True
        self.mask = pygame.mask.from_surface(self.image)

    def move(self):
        self.rect.top -= self.speed
        if self.rect.top < 0:
            self.active = False

    def reset(self, position):
        self.rect.left, self.rect.top = position
        self.active = True

class Bullet2(pygame.sprite.Sprite):
    def __init__(self, position):
        super(Bullet2, self).__init__()

        self.image = pygame.image.load("images/bullet2.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = position
        self.speed = 14
        self.active = False
        self.mask = pygame.mask.from_surface(self.image)

    def move(self):
        self.rect.top -= self.speed
        if self.rect.top < 0:
            self.active = False

    def reset(self, position):
        self.rect.left, self.rect.top = position
        self.active = True
# 主程序的实现 :# 主程序的实现   :# 主程序的实现   :# 主程序的实现   :# 主程序的实现

def add_small_enemies(group1, group2, num):
    for i in range(num):
        e1 = SmallEnemy(bg_size)
        group1.add(e1)
        group2.add(e1)
def add_mid_enemies(group1, group2, num):
    for i in range(num):
        e2 = MidEnemy(bg_size)
        group1.add(e2)
        group2.add(e2)
def add_big_enemies(group1, group2, num):
    for i in range(num):
        e3 = BigEnemy(bg_size)
        group1.add(e3)
        group2.add(e3)

def inc_speed(target, inc):
    for each in target:
        each.speed += inc
def main():
    # 播放音乐
    pygame.mixer.music.play(-1)

    # 实例化我方飞机
    me =MyPlane(bg_size=bg_size)

    # 实例化敌方飞机
    enemies = pygame.sprite.Group()

    # 实例化敌方小型飞机
    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies, enemies, 15)

    # 实例化敌方中型飞机
    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies, enemies, 4)

    # 实例化敌方大型飞机
    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)

    # 实例化普通子弹
    bullet1 = []
    bullet1_index = 0
    BULLET1_NUM = 4
    for i in range(BULLET1_NUM):
        bullet1.append(Bullet1((me.rect.centerx-10 , me.rect.centery)))

    # 实例超级子弹
    bullet2 = []
    bullet2_index = 0
    BULLET2_NUM = 8
    for i in range(BULLET2_NUM // 2):
        bullet2.append(Bullet2((me.rect.centerx - 33, me.rect.centery)))
        bullet2.append(Bullet2((me.rect.centerx + 30, me.rect.centery)))

    # 中弹图片索引
    e1_destroy_index = 0
    e2_destroy_index = 0
    e3_destroy_index = 0
    me_destroy_index = 0
    # 统计得分
    score = 0
    score_font = pygame.font.Font("font/font1.ttf", 36)
    # 标志是否暂停游戏
    paused = False
    paused_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
    paused_pressed_image = pygame.image.load( "images/pause_pressed.png").convert_alpha()
    resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()
    resume_pressed_image = pygame.image.load('images/resume_pressed.png').convert_alpha()
    paused_rect = paused_nor_image.get_rect()
    paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
    paused_image = paused_nor_image
    # 设置难度
    level = 1

    # 全屏炸弹
    bomb_image = pygame.image.load('images/bomb.png').convert_alpha()
    bomb_rect = bomb_image.get_rect()
    bomb_font = pygame.font.Font("font/font1.ttf", 48)
    bomb_num = 3
    # 每20秒发放一个补给包
    bullet_supply = Bullet_Supply(bg_size)
    bomb_supply = Bomb_Supply(bg_size)
    SUPPLY_TIME = USEREVENT
    pygame.time.set_timer(SUPPLY_TIME, 20 * 1000)
    DOUBLE_BULLTET_TIME = USEREVENT + 1
    INVINCIBLE_TIME = USEREVENT + 2
    # 标志是否使用超级子弹
    is_double_bullet = False
    # 生命数量
    life_image = pygame.image.load('images/life.png').convert_alpha()
    life_rect = life_image.get_rect()
    life_num = 3
    # 用于切换我方飞机图片
    switch_plane = True
    # 游戏结束画面
    gameover_font = pygame.font.Font("font/font1.TTF", 48)
    again_image = pygame.image.load("images/again.png").convert_alpha()
    again_rect = again_image.get_rect()
    gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
    gameover_rect = gameover_image.get_rect()
    # 用于延迟切换
    delay = 100
    recorded = False

    clock = pygame.time.Clock()
    running = True

    while running:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

            elif event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and paused_rect.collidepoint(event.pos):
                    paused = not paused
                    if paused:
                        pygame.time.set_timer(SUPPLY_TIME, 0)
                        pygame.mixer.music.pause()
                        pygame.mixer.pause()
                    else:
                        pygame.time.set_timer(SUPPLY_TIME, 20 * 1000)
                        pygame.mixer.music.unpause()
                        pygame.mixer.unpause()

            elif event.type == MOUSEMOTION:
                if paused_rect.collidepoint(event.pos):
                    if paused:
                        paused_image = resume_pressed_image
                    else:
                        paused_image = paused_pressed_image
                else:
                    if paused:
                        paused_image = resume_nor_image
                    else:
                        paused_image = paused_nor_image
            elif event.type == KEYDOWN:
                if event.key == K_SPACE:
                    if bomb_num:
                        bomb_num -= 1
                        bomb_sound.play()
                        for each in enemies:
                            if each.rect.bottom > 0:
                                each.active = False
            elif event.type == SUPPLY_TIME:
                supply_sound.play()
                if choice([True, False]):
                    bomb_supply.reset()
                else:
                    bullet_supply.reset()

            elif event.type == DOUBLE_BULLTET_TIME:
                is_double_bullet = False
                pygame.time.set_timer(DOUBLE_BULLTET_TIME, 0)

            elif event.type == INVINCIBLE_TIME:
                me.invincible = False
                pygame.time.set_timer(INVINCIBLE_TIME, 0)

        # 根据用户得分增加难度
        if level == 1 and score > 5000:
            level = 2
            upgrade_sound.play()
            # 增加3架小型敌机, 2架中型敌机和1架大型敌机
            add_small_enemies(small_enemies, enemies, 3)
            add_mid_enemies(mid_enemies, enemies, 2)
            add_big_enemies(big_enemies, enemies, 1)

            # 提升小型敌机的速度
            inc_speed(target=small_enemies, inc=1)

        elif level == 2 and score > 30000:
            level = 3
            upgrade_sound.play()
            # 增加5架小型敌机, 3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敌机的速度
            inc_speed(target=small_enemies, inc=1)
            inc_speed(target=mid_enemies, inc=1)

        elif level == 3 and score > 60000:
            level = 4
            upgrade_sound.play()
            # 增加5架小型敌机, 3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)

            # 提升小型敌机的速度
            inc_speed(target=small_enemies, inc=1)
            inc_speed(target=mid_enemies, inc=1)

        elif level == 4 and score > 100000:
            level = 5
            upgrade_sound.play()
            # 增加5架小型敌机, 3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)

            # 提升小型敌机的速度
            inc_speed(target=small_enemies, inc=1)
            inc_speed(target=mid_enemies, inc=1)
            inc_speed(target=big_enemies, inc=1)
        screen.blit(background, (0, 0))

        if life_num and not paused:
            # 检测键盘按键操作
            key_pressed = pygame.key.get_pressed()
            if key_pressed[K_w] or key_pressed[K_UP]:
                me.moveUp()
            if key_pressed[K_s] or key_pressed[K_DOWN]:
                me.moveDown()
            if key_pressed[K_a] or key_pressed[K_LEFT]:
                me.moveLeft()
            if key_pressed[K_d] or key_pressed[K_RIGHT]:
                me.moveRight()

            # 绘制全屏炸弹补给
            if bomb_supply.active:
                bomb_supply.move()
                screen.blit(bomb_supply.image, bomb_supply.rect)
                if pygame.sprite.collide_mask(me, bomb_supply):
                    get_bomb_sound.play()
                    if bomb_num < 3:
                        bomb_num += 1
                    bomb_supply.active = False

            # 绘制超级子弹补给
            if bullet_supply.active:
                bullet_supply.move()
                screen.blit(bullet_supply.image, bullet_supply.rect)
                if pygame.sprite.collide_mask(me, bullet_supply):
                    get_bullet_sound.play()
                    # 发射超级子弹
                    is_double_bullet = True
                    pygame.time.set_timer(DOUBLE_BULLTET_TIME, 18 * 1000)
                    bullet_supply.active = False

            # 发射子弹
            if not(delay % 10):
                bullet_sound.play()
                if is_double_bullet:
                    bullets = bullet2
                    bullets[bullet2_index].reset(
                        (me.rect.centerx - 40, me.rect.centery))
                    bullets[bullet2_index +
                            1].reset((me.rect.centerx + 20, me.rect.centery))
                    bullet2_index = (bullet2_index + 2) % BULLET2_NUM
                else:
                    bullets = bullet1
                    bullets[bullet1_index].reset((me.rect.centerx-10, me.rect.centery-10))
                    bullet1_index = (bullet1_index + 1) % BULLET1_NUM

            # 碰撞检测 检测子弹是否击中敌机
            for b in bullets:
                if b.active:
                    b.move()
                    screen.blit(b.image, b.rect)
                    enemy_hit = pygame.sprite.spritecollide(
                        b, enemies, False, pygame.sprite.collide_mask)
                    if enemy_hit:
                        b.active = False
                        for each in enemy_hit:
                            each.hit = True
                            each.energy -= 1
                            if each.energy == 0:
                                each.active = False

            # 绘制敌方大型机
            for each in big_enemies:
                if each.active:
                    each.move()
                    if each.hit:
                        screen.blit(each.image_hit, each.rect)
                        each.hit = False
                    else:
                        if switch_plane:
                            screen.blit(each.image1, each.rect)
                        else:
                            screen.blit(each.image2, each.rect)

                    # 绘制血条
                    pygame.draw.line(screen, BLACK,
                                     (each.rect.left, each.rect.top - 5),
                                     (each.rect.right, each.rect.top - 5),
                                     2)

                    energy_remain = each.energy / BigEnemy.energy
                    if energy_remain > 0.2:
                        energy_color = GREEN
                    else:
                        energy_color = RED
                    pygame.draw.line(screen, energy_color,
                                     (each.rect.left, each.rect.top - 5),
                                     (each.rect.left + each.rect.width * energy_remain,
                                      each.rect.top - 5),
                                     2)

                    if each.rect.bottom == -10:
                        enemy3_fly_sound.play(-1)
                        each.appear = True
                    # 离开画面, 关闭音效
                    if each.rect.bottom < -10 and each.appear:
                        enemy3_fly_sound.stop()
                        each.appear = False
                else:
                    # 毁灭
                    if e3_destroy_index == 0:
                        enemy3_down_sound.play()
                    if not(delay % 2):
                        screen.blit(each.destroy_images[
                                    e3_destroy_index], each.rect)
                        e3_destroy_index = (e3_destroy_index + 1) % 6
                        if e3_destroy_index == 0:
                            enemy3_fly_sound.stop()
                            score += 1000
                            each.reset()

            # 绘制敌方中型机
            for each in mid_enemies:
                if each.active:
                    each.move()
                    if each.hit:
                        screen.blit(each.image_hit, each.rect)
                        each.hit = False
                    else:
                        screen.blit(each.image, each.rect)

                    # 绘制血槽
                    pygame.draw.line(screen, BLACK,
                                     (each.rect.left, each.rect.top - 5),
                                     (each.rect.right, each.rect.top - 5),
                                     2)
                    # 当生命大于20%显示绿色, 否则显示红色
                    energy_remain = each.energy / MidEnemy.energy
                    if energy_remain > 0.2:
                        energy_color = GREEN
                    else:
                        energy_color = RED
                    pygame.draw.line(screen, energy_color,
                                     (each.rect.left, each.rect.top - 5),
                                     (each.rect.left + each.rect.width * energy_remain,
                                      each.rect.top - 5),
                                     2)
                else:
                    # 毁灭
                    if e2_destroy_index == 0:
                        enemy2_down_sound.play()
                    if not(delay % 2):
                        screen.blit(each.destroy_images[
                                    e2_destroy_index], each.rect)
                        e2_destroy_index = (e2_destroy_index + 1) % 4
                        if e2_destroy_index == 0:
                            score += 600
                            each.reset()

            # 绘制敌方小型机
            for each in small_enemies:
                if each.active:
                    each.move()
                    screen.blit(each.image, each.rect)
                else:
                    # 毁灭
                    if e1_destroy_index == 0:
                        enemy1_down_sound.play()
                    if not(delay % 2):
                        screen.blit(each.destroy_images[
                                    e1_destroy_index], each.rect)
                        e1_destroy_index = (e1_destroy_index + 1) % 4
                        if e1_destroy_index == 0:
                            score += 100
                            each.reset()

            # 检测我方飞机碰撞
            enemies_down = pygame.sprite.spritecollide(
                me, enemies, False, pygame.sprite.collide_mask)
            if enemies_down and not me.invincible:
                me.active = False
                for each in enemies_down:
                    each.active = False

            # 绘制我方飞机
            if me.active:
                if switch_plane:
                    screen.blit(me.image1, me.rect)
                else:
                    screen.blit(me.image2, me.rect)
            else:
                # 毁灭
                if me_destroy_index == 0:
                    me_down_sound.play()
                if not(delay % 2):
                    screen.blit(me.destroy_images[me_destroy_index], me.rect)
                    me_destroy_index = (me_destroy_index + 1) % 4
                    if me_destroy_index == 0:
                        life_num -= 1
                        me.reset()
                        pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)

            # 绘制全屏炸弹数量
            bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
            text_rect = bomb_text.get_rect()
            screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
            screen.blit(bomb_text, (20 + bomb_rect.width,height - 5 - text_rect.height))
            # 绘制剩余生命数量
            if life_num:
                for i in range(life_num):
                    screen.blit(life_image,
                                ((width - 10 - (i + 1) * life_rect.width),
                                 height - 10 - life_rect.height))
            # 绘制得分
            score_text = score_font.render('Score : %d' % score, True, WHITE)
            screen.blit(score_text, (10, 5))

        #  绘制游戏结束画面
        elif life_num == 0:
            # 背景音乐停止
            pygame.mixer.music.stop()
            pygame.mixer.stop()

            # 停止发放补给
            pygame.time.set_timer(SUPPLY_TIME, 0)

            if not recorded:
                recorded =True
                # 读取历史最高分
                with open('record.txt', 'r') as f:
                    record_score = int(f.read())
                # 判断是否高于历史最高分
                if score > record_score:
                    with open('record.txt', 'w') as f:
                        f.write(str(score))

            # 绘制结束界面
            record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
            screen.blit(record_score_text, (10, 45))
            gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))
            gameover_text1_rect = gameover_text1.get_rect()
            gameover_text1_rect.left, gameover_text1_rect.top = (width - gameover_text1_rect.width) // 2, height // 3
            screen.blit(gameover_text1, gameover_text1_rect)
            gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))
            gameover_text2_rect = gameover_text2.get_rect()
            gameover_text2_rect.left, gameover_text2_rect.top =(width - gameover_text2_rect.width) // 2, gameover_text1_rect.bottom + 10
            screen.blit(gameover_text2, gameover_text2_rect)

            again_rect.left, again_rect.top = (width - again_rect.width) // 2, gameover_text2_rect.bottom + 50
            screen.blit(again_image, again_rect)

            gameover_rect.left, gameover_rect.top = (width - again_rect.width) // 2, again_rect.bottom + 10
            screen.blit(gameover_image, gameover_rect)
            # 如果用户按下鼠标左键
            if pygame.mouse.get_pressed()[0]:
                # 获取鼠标坐标
                pos = pygame.mouse.get_pos()
                if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:
                    main()
                elif gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom:
                    pygame.quit()
                    sys.exit()
        screen.blit(paused_image, paused_rect)
        if not(delay % 11):
            switch_plane = not switch_plane
        delay -= 1
        if not delay:
            delay = 100
        pygame.display.flip()
        clock.tick(60)
if __name__ == '__main__':
    main()


3 项目代码解读

3.1 核心模块组成:

  1. 初始化模块:游戏环境配置与资源加载
  2. 对象类体系:飞机、子弹、补给等游戏元素
  3. 主循环控制:事件处理与游戏状态管理
  4. 碰撞系统:精确像素级碰撞检测
  5. 视听系统:背景音乐与特效音管理

3.2 核心类设计解析

3.2.1玩家战机类(MyPlane)

class MyPlane(pygame.sprite.Sprite):
    def __init__(self, bg_size):
        # 双形态动画资源
        self.image1 = pygame.image.load('images/me1.png')
        self.image2 = pygame.image.load('me2.png')
        
        # 无敌状态管理
        self.invincible = False  
        self.reset()  # 位置重置
        
    # 四向移动控制(边界限制)
    def moveUp(self):
        if self.rect.top > 0:
            self.rect.top -= self.speed

功能亮点

  • 双形态动画切换(switch_plane控制)
  • 复活后3秒无敌(INVINCIBLE_TIME事件)
  • 碰撞盒精确计算(pygame.mask

 3.2.2. 敌机体系(继承结构)

机型血量速度特殊机制
小型敌机12批量生成
中型敌机81受击特效
大型敌机201

血条显示/特殊出场音效

class BigEnemy(pygame.sprite.Sprite):
    def __init__(self, bg_size):
        # 血条绘制逻辑
        pygame.draw.line(screen, energy_color, 
                        (rect.left, rect.top-5),
                        (rect.left + width*energy_remain, rect.top-5), 2)

3.2.3. 补给系统 

class Bullet_Supply(pygame.sprite.Sprite):
    def reset(self):
        self.rect.left = randint(0, self.width)
        self.active = True  # 激活状态

补给类型

  • 弹药补给:激活双倍子弹(18秒)
  • 炸弹补给:补充全屏炸弹(上限3个)

3.3 核心游戏机制

3.3.1. 动态难度系统

if level == 1 and score > 5000:
    add_small_enemies(3)
    inc_speed(small_enemies, 1)

难度阶段

等级触发分数新增敌机速度提升
15000小3/中2/大1小型机+1
230000小5/中3/大2小+1/中+1
360000小5/中3/大2小+1/中+1
4100000小5/中3/大2全类型+1

3.3.2. 碰撞检测系统

# 精确到像素级的碰撞检测
enemy_hit = pygame.sprite.spritecollide(
    bullet, enemies, False, pygame.sprite.collide_mask)

 

3.3.3. 武器系统

子弹类型速度发射方式特效
普通子弹12单发居中常规攻击
超级子弹14双发侧翼穿透/增强伤害

3.4 关键实现细节

3.4.1. 动画系统

# 飞机形态切换(主循环中)
if not(delay % 11):
    switch_plane = not switch_plane

# 爆炸动画播放
if not(delay % 2):
    screen.blit(destroy_images[index], rect)

3.4.2. 音效管理

# 分级音量控制
bullet_sound.set_volume(0.2)
enemy3_fly_sound.set_volume(0.6)

# 事件触发音效
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 20*1000)

3.4. 3. 游戏状态保存

# 最高分记录系统
with open('record.txt', 'r') as f:
    record = int(f.read())
if score > record:
    with open('record.txt', 'w') as f:
        f.write(str(score))

3.5 游戏流程图解

 

通过这个经典案例,我们可以学习到PyGame游戏开发的核心模式,包括游戏循环构建、精灵系统应用、碰撞检测优化等重要技术点。代码结构清晰,模块划分合理,是学习2D游戏开发的优秀范例。

4 部分运行截图 

最后:需要该项目的同学可以私信我或者添加我下方名片获取~

import matplotlib.pylab as plt import numpy as np import random from scipy.linalg import norm import PIL.Image class Rbm: def __init__(self,n_visul, n_hidden, max_epoch = 50, batch_size = 110, penalty = 2e-4, anneal = False, w = None, v_bias = None, h_bias = None): self.n_visible = n_visul self.n_hidden = n_hidden self.max_epoch = max_epoch self.batch_size = batch_size self.penalty = penalty self.anneal = anneal if w is None: self.w = np.random.random((self.n_visible, self.n_hidden)) * 0.1 if v_bias is None: self.v_bias = np.zeros((1, self.n_visible)) if h_bias is None: self.h_bias = np.zeros((1, self.n_hidden)) def sigmod(self, z): return 1.0 / (1.0 + np.exp( -z )) def forward(self, vis): #if(len(vis.shape) == 1): #vis = np.array([vis]) #vis = vis.transpose() #if(vis.shape[1] != self.w.shape[0]): vis = vis.transpose() pre_sigmod_input = np.dot(vis, self.w) + self.h_bias return self.sigmod(pre_sigmod_input) def backward(self, vis): #if(len(vis.shape) == 1): #vis = np.array([vis]) #vis = vis.transpose() #if(vis.shape[0] != self.w.shape[1]): back_sigmod_input = np.dot(vis, self.w.transpose()) + self.v_bias return self.sigmod(back_sigmod_input) def batch(self): eta = 0.1 momentum = 0.5 d, N = self.x.shape num_batchs = int(round(N / self.batch_size)) + 1 groups = np.ravel(np.repeat([range(0, num_batchs)], self.batch_size, axis = 0)) groups = groups[0 : N] perm = range(0, N) random.shuffle(perm) groups = groups[perm] batch_data = [] for i in range(0, num_batchs): index = groups == i batch_data.append(self.x[:, index]) return batch_data def rbmBB(self, x): self.x = x eta = 0.1 momentum = 0.5 W = self.w b = self.h_bias c = self.v_bias Wavg = W bavg = b cavg = c Winc = np.zeros((self.n_visible, self.n_hidden)) binc = np.zeros(self.n_hidden) cinc = np.zeros(self.n_visible) avgstart = self.max_epoch - 5; batch_data = self.batch() num_batch = len(batch_data) oldpenalty= self.penalty t = 1 errors = [] for epoch in range(0, self.max_epoch): err_sum = 0.0 if(self.anneal): penalty = oldpenalty - 0.9 * epoch / self.max_epoch * oldpenalty for batch in range(0, num_batch): num_dims, num_cases = batch_data[batch].shape data = batch_data[batch] #forward ph = self.forward(data) ph_states = np.zeros((num_cases, self.n_hidden)) ph_states[ph > np.random.random((num_cases, self.n_hidden))] = 1 #backward nh_states = ph_states neg_data = self.backward(nh_states) neg_data_states = np.zeros((num_cases, num_dims)) neg_data_states[neg_data > np.random.random((num_cases, num_dims))] = 1 #forward one more time neg_data_states = neg_data_states.transpose() nh = self.forward(neg_data_states) nh_states = np.zeros((num_cases, self.n_hidden)) nh_states[nh > np.random.random((num_cases, self.n_hidden))] = 1 #update weight and biases dW = np.dot(data, ph) - np.dot(neg_data_states, nh) dc = np.sum(data, axis = 1) - np.sum(neg_data_states, axis = 1) db = np.sum(ph, axis = 0) - np.sum(nh, axis = 0) Winc = momentum * Winc + eta * (dW / num_cases - self.penalty * W) binc = momentum * binc + eta * (db / num_cases); cinc = momentum * cinc + eta * (dc / num_cases); W = W + Winc b = b + binc c = c + cinc self.w = W self.h_bais = b self.v_bias = c if(epoch > avgstart): Wavg -= (1.0 / t) * (Wavg - W) cavg -= (1.0 / t) * (cavg - c) bavg -= (1.0 / t) * (bavg - b) t += 1 else: Wavg = W bavg = b cavg = c #accumulate reconstruction error err = norm(data - neg_data.transpose()) err_sum += err print epoch, err_sum errors.append(err_sum) self.errors = errors self.hiden_value = self.forward(self.x) h_row, h_col = self.hiden_value.shape hiden_states = np.zeros((h_row, h_col)) hiden_states[self.hiden_value > np.random.random((h_row, h_col))] = 1 self.rebuild_value = self.backward(hiden_states) self.w = Wavg self.h_bais = b self.v_bias = c def visualize(self, X): D, N = X.shape s = int(np.sqrt(D)) if s == int(np.floor(s)): num = int(np.ceil(np.sqrt(N))) a = np.zeros((num*s + num + 1, num * s + num + 1)) - 1.0 x = 0 y = 0 for i in range(0, N): z = X[:,i] z = z.reshape(s,s,order='F') z = z.transpose() a[x*s+1+x - 1:x*s+s+x , y*s+1+y - 1:y*s+s+y ] = z x = x + 1 if(x >= num): x = 0 y = y + 1 d = True else: a = X return a def readData(path): data = [] for line in open(path, 'r'): ele = line.split(' ') tmp = [] for e in ele: if e != '': tmp.append(float(e.strip(' '))) data.append(tmp) return data if __name__ == '__main__': data = readData('data.txt') data = np.array(data) data = data.transpose() rbm = Rbm(784, 100,max_epoch = 50) rbm.rbmBB(data) a = rbm.visualize(data) fig = plt.figure(1) ax = fig.add_subplot(111) ax.imshow(a) plt.title('original data') rebuild_value = rbm.rebuild_value.transpose() b = rbm.visualize(rebuild_value) fig = plt.figure(2) ax = fig.add_subplot(111) ax.imshow(b) plt.title('rebuild data') hidden_value = rbm.hiden_value.transpose() c = rbm.visualize(hidden_value) fig = plt.figure(3) ax = fig.add_subplot(111) ax.imshow(c) plt.title('hidden data') w_value = rbm.w d = rbm.visualize(w_value) fig = plt.figure(4) ax = fig.add_subplot(111) ax.imshow(d) plt.title('weight value(w)') plt.show()
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