python-飞机大战开发
摘要
使用pygame和在小甲鱼论坛中提供的免费素材,制作了一款由键盘控制飞机移动躲避、攻击敌人的2D游戏——飞机大战。
1.引言
pygame[1]是跨平台Python模块,专为电子游戏设计。包含图像、声音。创建在SDL基础上,允许实时电子游戏研发而无需被低端语言,如C语言或是更低端的汇编语言束缚。基于这样一个设想,所有需要的游戏功能和理念都(主要是图像方面)完全简化位游戏逻辑本身,所有的资源结构都可以由高级语言提供,如Python。pygame原为代替突然停止的pySDL[2]。

图1 pygame
pygame应用程序能够在Android手机和平板运行,采用pygame对于Andorid的子集(pgs4a)。[3] 支持Android的声音,振动,键盘和加速。[4]但缺点是没有办法在iOS上运行pygame应用程序。其它pgs4a的主要限制是缺乏对于多点触控的支持, 这使得双指缩放,以及旋转无法使用。另一个pygame在Android子集的替代方案是Kivy,[8]它包含了多点触控及iOS的支持。
作为各种3D游戏引擎日趋成熟和易用的今天,pygame作为一款只能开发2D游戏的引擎显得略为过失。然而,使用pygame开发游戏的过程简单、便捷,对于游戏的逻辑开发相对其他3D游戏引擎来说更加简便;作为游戏开发的初学者、对游戏开发感兴趣的人以及测试游戏运行逻辑的测试人员来说,pygame都是一款十分不错的轻量级工具;初学者可以简单的理清开发框架;测试人员对于测试游戏内逻辑的效率也将大大提高。
3. 实现代码。对代码分段进行介绍,先干什么,然后干什么,就像人家写博客一样,可以让一个学习python的人可以按照你的思路理解你每一步代码的实现过程;
4. 实验。展示你的实验结果。
5. 总结和展望。总结你的工作,指出你的不足。
2.系统架构
Pygame中有很多的功能模块,可以根据自身游戏的开发需求使用某些模块。
|
模块名 |
功能 |
|
pygame.cdrom |
访问光驱 |
|
pygame.cursors |
加载光标 |
|
pygame.display |
访问设备显示 |
|
pygame.draw |
绘制形状、线和点 |
|
pygame.event |
管理事件 |
|
pygame.font |
使用字体 |
|
pygame.image |
加载和存储图片 |
|
pygame.joystick |
使用手柄或类似的东西 |
|
pygame.key |
读取键盘按键 |
|
pygame.mixer |
声音 |
|
pygame.mouse |
鼠标 |
|
pygame.movie |
播放视频 |
|
pygame.music |
播放音频 |
|
pygame.overlay |
访问高级视频叠加 |
|
pygame.rect |
管理矩形区域 |
|
pygame.sndarray |
操作声音数据 |
|
pygame.sprite |
操作移动图像 |
|
pygame.surface |
管理图像和屏幕 |
|
pygame.surfarray |
管理点阵图像数据 |
|
pygame.time |
管理时间和帧信息 |
|
pygame.transform |
缩放和移动图像 |
表1pygame中可用的模块
|
模块名 |
功能 |
|
pygame.surface |
管理图像和屏幕 |
|
pygame.time |
管理时间和帧信息 |
|
pygame.mouse |
鼠标 |
|
pygame.music |
播放音频 |
|
pygame.display |
访问设备显示 |
|
pygame.draw |
绘制形状、线和点 |
|
pygame.event |
管理事件 |
|
pygame.font |
使用字体 |
|
pygame.image |
加载和存储图片 |
|
pygame.mixer |
声音 |
|
pygame.key |
读取键盘按键 |
|
pygame.rect |
管理矩形区域 |
|
pygame.draw |
绘制形状、线和点 |
|
pygame.sprite |
操作移动图像 |
表2飞机大战中使用的模块

图2 飞机大战游戏设计模型

图4游戏游玩逻辑

图5补给刷新获取活动图
3. 实现代码
import pygame
import sys
import traceback
from pygame.locals import *
import plane
import enemy
import bullet
import supply
import random
pygame.init()
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("py")
background = pygame.image.load("images/background.png").convert()
BLACK = (0,0,0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255,255,255)
#载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
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(0.2)
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(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)
def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.MidEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_big_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.BigEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1)
clock = pygame.time.Clock()
# 中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
me = plane.plane(bg_size)
enemies = pygame.sprite.Group()
# 生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 5)
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 1)
switch_image = True
delay = 100
score = 0
score_font = pygame.font.Font("font/font.ttf", 36)
bullets = []
# 生成普通子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 8
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
# 生命数量
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
# 游戏结束画面
gameover_font = pygame.font.Font("font/font.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()
DOUBLE_BULLET_TIME = USEREVENT + 1
# 解除我方飞机无敌状态
INVINCEBLE_TIME = USEREVENT + 2
# 生成超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 16
for i in range(BULLET2_NUM*2):
bullet2.append(bullet.Bullet2((me.rect.centerx - 20, me.rect.centery)))
bullet2.append(bullet.Bullet2((me.rect.centerx + 20, me.rect.centery)))
# 标记是否使用超级子弹
is_double_bullet = False
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/font.ttf", 48)
bomb_num = 6
# 每5秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 5 *1000)
# 阻止重复读取成绩记录文件
recorded = False
# 标志是否暂停游戏
paused = False
paused_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
pause_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
while True:
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()
paused_image = resume_pressed_image
else:
pygame.time.set_timer(SUPPLY_TIME, 5 * 1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()
paused_image = pause_pressed_image
elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
paused_image = pause_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = paused_nor_image
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
sys.exit()
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 random.choice([True, False]):
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
elif event.type == INVINCEBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCEBLE_TIME, 0)
# 根据用户的得分增加难度
if level == 1 and score > 1000:
level = 2
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
elif level == 2 and score > 20000:
level = 3
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
inc_speed(small_enemies, 1)
elif level == 3 and score > 40000:
level = 4
upgrade_sound.play()
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 100000:
level = 5
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
screen.blit(background, (0,0))
if life_num and not paused:
# 绘制全屏炸弹补给并检测是否获得
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image, bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply, me):
get_bomb_sound.play()
bomb_num += 1
bomb_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 - 22, me.rect.centery))
bullets[bullet2_index + 1].reset((me.rect.centerx + 22, me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
#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 e in enemy_hit:
if e in mid_enemies or e in big_enemies:
e.hit = True
e.energy -= 1
if e.energy == 0:
e.active = False
else:
e.active = False
# 绘制全屏炸弹补给并检测是否获得
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply, me):
get_bullet_sound.play()
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
bullet_supply.active = False
# 绘制大型敌机
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_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
# 绘制血槽
pygame.draw.line(screen, BLACK, \
(each.rect.left, each.rect.top - 5),\
(each.rect.right, each.rect.top - 5), \
2)
energy_remain = each.energy / enemy.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)
else:
if not(delay % 3):
if e3_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index+1)%6
if e3_destroy_index == 0:
me_down_sound.stop()
score += 10000
each.reset()
# 绘制中型敌机
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.image1, 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)
energy_remain = each.energy / enemy.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:
if not(delay % 3):
if e2_destroy_index ==0:
enemy2_down_sound.play()
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
e2_destroy_index = (e2_destroy_index+1)%4
if e2_destroy_index == 0:
score += 5000
each.reset()
# 绘制小型敌机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image1, each.rect)
else:
if not(delay % 3):
if e1_destroy_index ==0:
enemy1_down_sound.play()
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
e1_destroy_index = (e1_destroy_index+1)%4
if e1_destroy_index == 0:
score += 1000
each.reset()
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()
# 检测我方飞机是否被撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down and not me.invincible:
me.active = False
for e in enemies_down:
e.active = False
# 绘制我方飞机
if me.active:
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
me_down_sound.play()
if not(delay % 3):
screen.blit(each.destroy_images[me_destroy_index], each.rect)
me_destroy_index = (me_destroy_index+1)%4
# 剩余生命数量
if me_destroy_index == 0:
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCEBLE_TIME, 3 * 1000)
# 绘制剩余炸弹数量
bomb_text = bomb_font.render("x %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))
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))
score_text = score_font.render(str("Score: %s" % score), True, WHITE)
screen.blit(score_text, (10,5))
elif life_num == 0:
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())
if score > record_score:
with open("record.txt", "w") as f:
f.write(str(score))
# 绘制结束画面
record_score_text = score_font.render("Best: %d" % record_score,True,WHITE)
screen.blit(record_score_text, (50,50))
gameover_text1 = gameover_font.render("Your Score: ", True, WHITE)
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left, gameover_text1_rect.top = \
(width - gameover_text1_rect.width) // 2, height // 2
screen.blit(gameover_text1, gameover_text1_rect)
gameover_text2 = gameover_font.render(str(score), True, WHITE)
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)
# 检测用户的鼠标操作
# 如果用户按下鼠标左键
if pygame.mouse.get_pressed()[0]:
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)
# 切换图片
if not(delay % 5):
switch_image = not switch_image
delay -= 1
if not delay:
delay = 100
if pygame.display.get_active():
paused = paused
else:
paused = True
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
4. 实验
游戏实际运行画面:
https://www.bilibili.com/video/BV1MD4y1Q7c4
游戏本体:
链接: https://pan.baidu.com/s/1P6_u-3mwxTS5wgOsZwUvMg 提取码: x4d6
源码:
链接: https://pan.baidu.com/s/1Oeg0QSBmOZCigs-6m5J2ww 提取码: u3g5
5. 总结和展望
游戏作为人们消遣的娱乐方式,更多的是使人放松和愉悦。通过学习pygame,我掌握基础的游戏开发框架。但是由于时间的原因,游戏内敌人种类少,自身使用的武器偏少,导致游戏后期缺少挑战。作为一个完整的游戏,游戏缺少完善的奖励机制,也导致后期缺乏游玩的动力。希望以后我可以开发更多好玩有趣的游戏。
参考文献:
[1] https://web.archive.org/web/20190918143814/http://www.pygame.org/wiki/about [2019-12-30]. (原始内容存档于2019-09-18)
[2] https://libregamewiki.org/Pygame
[4] https://web.archive.org/web/20141019204533/http://pygame.renpy.org/api.html v [2014-10-14]. (原始内容存档于2014-10-19).

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