Python版飞机大战

本文介绍了使用Python编程语言开发的一款飞机大战游戏,详细讲解了游戏的实现过程,包括飞行器控制、碰撞检测、得分系统等核心功能。通过阅读,读者可以了解到Python在游戏开发中的应用和基本的编程技巧。
import pygame
import time
import random
from pygame.locals import *

size = width, height = 480, 800
i = 0


# 提取父类

class Plane(object):
    def __init__(self, screen_temp, x, y, image_path):
        # 位置
        self.x = x  # 200  0
        self.y = y  # 650  0
        # 屏幕对象
        self.screen = screen_temp
        # 飞机图片对象
        self.image_plane = pygame.image.load(image_path)
        # 准备一个存放子弹的列表
        self.bullet_list = []

    def display(self):
        self.screen.blit(self.image_plane, (self.x, self.y))
        # 空列表  要删除的子弹
        remove_bullet_list = []
        # 遍历子弹
        for bullet in self.bullet_list:
            bullet.display()
            bullet.move()
            # 判断子弹是否越界
            if bullet.check():
                # self.bullet_list.remove(bullet)
                remove_bullet_list.append(bullet)

        # 移除
        for remove_bullet in remove_bullet_list:
            self.bullet_list.remove(remove_bullet)


# 定义一个我方飞机类
class MyPlane(Plane):
    def __init__(self, screen_temp):
        super().__init__(screen_temp, 200, 650, "./feiji/plane.png")

    # 飞机移动
    def move_left(self):
        self.x -= 5

    def move_right(self):
        self.x += 5

    def move_up(self):
        self.y -= 5

    def move_down(self):
        self.y += 5

    # 重写display
    def display(self, enemy):
        self.enemy = enemy
        super().display()

        for bullet in self.bullet_list:
            flag = bullet.check_shoot(self.enemy)
            if flag:
                # 根据flag改变敌机isbomb
                self.enemy.isbomb = flag
                break

    # 定义开火发射动作
    def fire(self):
        bullet = Bullet(self.screen, self.x, self.y)
        self.bullet_list.append(bullet)


# 定义一个敌机类
class EnemyPlane(Plane):
    def __init__(self, screen_temp):
        super().__init__(screen_temp, 0, 0, "./feiji/enemy3.png")
        self.direction = "right"

        self.bomb_image_list = []  # 存放爆炸的图片对象列表
        self.__get_bomb_image()
        self.image_length = len(self.bomb_image_list)
        self.isbomb = False  # 初始情况下没有爆炸
        self.image_num = 0  # 表示显示过的
        self.image_index = 0  # 要显示的图片的下标

    # 加载爆炸图片
    def __get_bomb_image(self):
        for i in range(1, 7):
            image_path = "./planeboom/Plane_Boom_0" + str(i) + ".png"
            self.bomb_image_list.append(pygame.image.load(image_path))

    # 重写display
    def display(self):

        # 添加自己的需求
        if self.isbomb:
            # 显示爆炸图片
            bomb_image = self.bomb_image_list[self.image_index]
            self.screen.blit(bomb_image, (self.x, self.y))
            self.image_num += 1
            # 让每张图片多呆一会儿
            if self.image_num == (self.image_length + 1):
                self.image_num = 0
                self.image_index += 1

                if self.image_index > (self.image_length - 1):
                    self.image_index = 5
                    time.sleep(1)
                    exit()
        else:
            # 仍然显示飞机
            super().display()

    # 敌机移动
    def move(self):
        # self.x += 5
        # # 判断self.x的值
        # if self.x > (480 - 56):
        #  self.x -= 5
        # 控制移动
        if self.direction == "right":
            self.x += 5
        elif self.direction == "left":
            self.x -= 5

        # 控制方向
        if self.x > (480 - 56):
            self.direction = "left"
        elif self.x < 0:
            self.direction = "right"

    # 开火  发射子弹
    def fire(self):
        random_number = random.randint(1, 50)
        if random_number == 8 or random_number == 50:
            self.bullet_list.append(EnemyBullet(self.screen, self.x, self.y))


# bullet类     fire()  bullet对象  ----》飞机的display() ---》遍历子弹列表 :子弹显示,子弹动起来
# 定义子弹的父类
class BaseBullet(object):
    def __init__(self, screen_temp, x, y, bullet_path):
        self.x = x
        self.y = y
        self.screen = screen_temp
        self.image_bullet = pygame.image.load(bullet_path)

    def display(self):
        self.screen.blit(self.image_bullet, (self.x, self.y))


# 添加子弹类
class Bullet(BaseBullet):
    # 指定子弹的位置和子弹的图片对象
    def __init__(self, screen_temp, x, y):
        super().__init__(screen_temp, x + 21, y - 25, "./feiji/HeroBullet1.png")

    def move(self):
        self.y -= 3

    def check(self):
        if self.y < -25:
            return True
        else:
            return False

    # 是否击中敌机
    def check_shoot(self, enemy):
        if self.x > enemy.x and self.x < enemy.x + 50:
            if self.y > enemy.y and self.y < enemy.y + 31:
                print("击中目标飞机")
                return True

        return False


# 敌机子弹
class EnemyBullet(BaseBullet):
    # 指定子弹的位置和子弹的图片对象
    def __init__(self, screen_temp, x, y):
        super().__init__(screen_temp, x + 23, y + 31, "./feiji/EnemyBullet1.png")

    # 敌机子弹的移动
    def move(self):
        self.y += 3

    # 判断越界
    def check(self):
        if self.y > 800:
            return True
        else:
            return False


# 控制键盘操作的函数

def key_control(hero_temp, enemy_temp):  # hero_temp就是飞机对象
    # 添加键盘事件
    for event in pygame.event.get():
        # 判断事件是什么事件
        if event.type == QUIT:
            print("exit退出")
            exit()  # 退出系统
        if event.type == KEYDOWN:
            if event.key == K_LEFT or event.key == K_a:
                # x轴的变化
                hero_temp.move_left()
                print("left")
            if event.key == K_RIGHT or event.key == K_d:
                # x轴的变化
                hero_temp.move_right()
                print("right")
            if event.key == K_UP or event.key == K_w:
                # y轴的变化
                hero_temp.move_up()
                print("up")
            if event.key == K_DOWN or event.key == K_s:
                # y轴的变化
                hero_temp.move_down()
                print("down")
            if event.key == K_SPACE:
                print("space")
                hero_temp.fire()
            if event.key == K_b:
                print("爆炸啦!")
                enemy_temp.isbomb = True


# 入口
def main():
    pygame.init()
    # 设置键盘重复键
    pygame.key.set_repeat(True)
    # 背景音乐
    pygame.mixer.init()
    # 设置音量
    pygame.mixer.music.set_volume(100)

    pygame.mixer.music.load("./bgmusic/bgm_zhandou1.mp3")
    # 循环播放多少次
    pygame.mixer.music.play(1)

    # 1.创建窗口
    screen = pygame.display.set_mode(size, 0, 32)

    # 2.创建背景图片
    background = pygame.image.load("./feiji/m0.jpg")

    # 通过面向对象创建飞机对象
    hero_plane = MyPlane(screen)  # 执行的就是__init__()

    enemy_plane = EnemyPlane(screen)  # 创建敌机对象

    while True:
        # 添加背景图片
        screen.blit(background, (0, 0))

        # 显示飞机
        hero_plane.display(enemy_plane)

        # 显示敌机
        enemy_plane.display()
        if not enemy_plane.isbomb:
            enemy_plane.move()  # 调用敌机移动方法
            # 敌机开火
            # global i

            # if i % 40 == 0:
            enemy_plane.fire()

        # i += 1

        pygame.display.update()

        key_control(hero_plane, enemy_plane)

        # 休息一会儿
        time.sleep(0.01)


if __name__ == "__main__":
    main()
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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