使用python的pygame做的小游戏项目:小船打鱼

news/2025/2/13 22:44:44/

python小游戏项目:小船打鱼

  • 成果展示
  • 代码解析
    • go_fishing.py
    • game_function.py
    • game_stats.py
    • scoreboard.py
    • alien.py
    • settings.py
    • ship.py
    • bullet.py
    • button.py
  • 存在的问题

代码都在这里,只需要创建好项目,将对应的代码保存在对应文件名的文件中即可,由于图片不能在这里上传,读者自己随便下载一个,修改一下对应的代码的文件名就行。如果嫌拼接麻烦笔者就附上下载地址,直接下载即可链接
代码中如果不是源文件中已有的py文件导入调用,就需要在python中下载对应的包,比如pygame

游戏左上角表示玩家的生命数,中间的250是历史最高分,右边的两行数字分别表示当前得分和游戏的难度等级
游戏的操作方法:<-- --> 左右移动 space发射炮弹

文章的内容较长,读者可以更具目录跳转阅读
代码的具体意义在注释中

成果展示

在这里插入图片描述

代码解析

go_fishing.py

这是函数的主函数,集成其他文件让代码看起来简单易懂

import pygame
from pygame.sprite import Sprite
class Ship(Sprite):def __init__(self,al_settings,screen):# 初始化飞船并设置其初始位置super(Ship, self).__init__()self.screen = screenself.al_settings = al_settings# 加载飞船图像并获得外接矩形self.image = pygame.image.load('images/ship.png')self.image = pygame.transform.scale(self.image,(100,80))self.background = pygame.image.load("images/seaside.png")self.background = pygame.transform.scale(self.background, (al_settings.screen_width, al_settings.screen_height))self.rect = self.image.get_rect()self.screen_rect = screen.get_rect()# 将每艘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位置# 更新飞船的center值而不是rect的# 且限制飞船的活动范围if self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.al_settings.ship_speed_factorif self.moving_left and self.rect.left > self.screen_rect.left:self.center -= self.al_settings.ship_speed_factorself.rect.centerx = self.centerdef blitme(self):# 在指定位置绘制飞船self.screen.blit(self.background, (0, 0))self.screen.blit(self.image,self.rect)def center_ship(self):# 让飞船在屏幕中居中self.center = self.screen_rect.centerx

game_function.py

游戏中所有操作的文件,用于管理游戏事务

import sys
import pygame
from bullet import Bullet
from alien import  Alien
from time import sleep
'''管理事件的代码将游戏和事件分开管理'''def check_keydown_events(event,al_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:# 创建一颗子弹,并将其加入到编组bullets中fire_bullet(al_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(al_settings,screen,stats,sb,play_button,ship,aliens,bulltes):# 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:  # 按下按键check_keydown_events(event,al_settings,screen,ship,bulltes)elif event.type == pygame.KEYUP:    # 松开按键check_keyup_events(event,ship)elif event.type == pygame.MOUSEBUTTONDOWN:mouse_x,mouse_y = pygame.mouse.get_pos()check_play_button(al_settings,screen,stats,sb,play_button,ship,aliens,bulltes,mouse_x,mouse_y)def check_play_button(al_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):# 在玩家单击play按钮时开心新游戏button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)if button_clicked and not stats.game_active:# 重置游戏信息stats.reset_stats()stats.game_active = Trueal_settings.initialize_dynamic_settings()# 隐藏光标pygame.mouse.set_visible(False)# 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(al_settings,screen,ship,aliens)ship.center_ship()def update_screen(al_settings,screen,stats,sb,ship,aliens,bullets,play_button):# 更新图像screen.fill(al_settings.bg_color)# 在飞船和外星人后面重绘所有子弹for bullet in bullets.sprites():bullet.draw_bullet()# 更新飞船、外星人的位置ship.blitme()aliens.draw(screen)# 显示得分sb.show_score()# 如果处于非活动状态,就绘制play按钮if not stats.game_active:play_button.draw_button()# 显示最近绘制的屏幕pygame.display.flip()def update_bullets(al_settings,screen,stats,sb,ship,aliens,bullets):# 更新子弹的位置bullets.update()# 删除已消失的子弹for bullet in bullets.copy():if bullet.rect.bottom <= 0:bullets.remove(bullet)print(len(bullets))# 检查是否有子弹击中了外星人# 如果有就删除相应的子弹和外星人check_bullet_alien_collisions(al_settings,screen,stats,sb,ship,aliens,bullets)def fire_bullet(al_settings,screen,ship,bullets):if len(bullets) < al_settings.bullet_allowed:new_bullet = Bullet(al_settings, screen, ship)bullets.add(new_bullet)def get_number_aliens_x(al_settings,alien_width):# 计算每行可容纳多少外星人available_space_x = al_settings.screen_width - 2*alien_widthnumber_aliens_x = int(available_space_x/(2*alien_width))return number_aliens_xdef create_alien(al_settings,screen,aliens,alien_number,row_number):# 创建一个外星人并放在当前行alien = Alien(al_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(al_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(al_settings,screen)number_aliens_x = get_number_aliens_x(al_settings,alien.rect.width)number_rows = get_number_rows(al_settings,ship.rect.height,alien.rect.height)# 创建第一行外星人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(al_settings,screen,aliens,alien_number,row_number)def get_number_rows(al_settings,ship_height,alien_height):# 计算屏幕可容纳多少外星人available_space_y = (al_settings.screen_height - 3*alien_height - ship_height)number_rows = int(available_space_y/(2*alien_height))return number_rowsdef update_aliens(al_settings,screen,stats,sb,ship,aliens,bullets):# 更新外星人群中所有外星人的位置check_fleet_edges(al_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(al_settings,screen,stats,sb,ship,aliens,bullets)print("Ship hit !!!")check_aliens_bottom(al_settings,screen,stats,sb,ship,aliens,bullets)def check_fleet_edges(al_settings,aliens):# 有外星人到达边缘时采取相应的措施for alien in aliens.sprites():if alien.check_edges():change_fleet_direction(al_settings,aliens)breakdef change_fleet_direction(al_settings,aliens):# 将整群外星人下移,并改变他们的方向for alien in aliens.sprites():alien.rect.y += al_settings.fleet_drop_speedal_settings.fleet_direction *= -1def check_bullet_alien_collisions(al_settings,screen,stats,sb,ship,aliens,bullets):# 相应子弹和外星人的碰撞# 删除发生碰撞的子弹和外星人collosions = pygame.sprite.groupcollide(bullets, aliens, True, True)if collosions:for aliens in collosions.values():stats.score += al_settings.alien_points * len(aliens)sb.prep_score()check_high_score(stats,sb)if len(aliens) == 0:# 删除现有的子弹,并重新创建一批外星人,并提高等级bullets.empty()al_settings.increase_speed()stats.level += 1sb.prep_level()create_fleet(al_settings,screen,ship,aliens)def ship_hit(al_settings,screen,stats,sb,ship,aliens,bullets):# 相应被外星人撞到的飞船if stats.ships_left > 0:# 将ship_left 减 1stats.ships_left -= 1# 更新计分牌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,并将飞船放到屏幕的底部中央create_fleet(al_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(al_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:# 像飞船被撞到一样处理ship_hit(al_settings,screen,stats,sb,ship,aliens,bullets)breakdef 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()

game_stats.py

用于记录游戏的状态

class GameStats():# 跟踪游戏的统计信息def __init__(self,al_settings):# 初始化统计信息self.al_settings = al_settingsself.reset_stats()# 游戏一开始处于非活动状态self.game_active = False# 在任何情况下都不应重置最高分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.al_settings.ship_limitself.score = 0self.level = 1

scoreboard.py

计分板

import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():# 显示得分信息的类def __init__(self,al_settings,screen,stats):# 初始化显示得分涉及的属性self.screen = screenself.screen_rect = screen.get_rect()self.al_settings = al_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)# 准备初始得分图像和最高得分图像self.prep_score()self.prep_high_score()self.prep_level()self.prep_ships()def prep_score(self):# 将得分渲染成一幅图像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.al_settings.bg_color)# 将得分放在右上角屏幕self.score_rect = self.score_image.get_rect()self.score_rect.right = self.screen_rect.right - 20self.score_rect.top = 20def show_score(self):# 在屏幕上显示飞船和得分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)self.ships.draw(self.screen)def 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.al_settings.bg_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.stats.level), True, self.text_color, self.al_settings.bg_color)# 将等级放在得分的下方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):# 显示还余下多少飞船self.ships = Group()for ship_number in range(self.stats.ships_left):ship = Ship(self.al_settings,self.screen)ship.rect.x = 10 + ship_number * ship.rect.widthship.rect.y = 10self.ships.add(ship)

alien.py

🐟定义为一个类

import pygame
from pygame.sprite import Spriteclass Alien(Sprite):def __init__(self,al_settings,screen):# 初始化外星人并设置其初始位置super(Alien, self).__init__()self.screen = screenself.al_settings = al_settings# 加载外星人图像并设置其rect属性self.image = pygame.image.load("images/fish.png")self.image = pygame.transform.scale(self.image,(50,50))self.rect = self.image.get_rect()# 每个外星人最初都在屏幕的左上角附近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 blitme(self):# 在指定位置绘制外星人self.screen.blit(self.image,self.rect)def update(self):# 向左或向右移动外星人self.x += self.al_settings.alien_speed_factor * self.al_settings.fleet_directionself.rect.x = self.xdef check_edges(self):# 如果外星人位于屏幕边缘,就返回truescreen_rect = self.screen.get_rect()if self.rect.right >= screen_rect.right:return Trueelif self.rect.left <= 0:return True

settings.py

所有的参数设置都在这个文件里

class Settings():# 游戏的所有设置均在此def __init__(self):# 初始化静态设置# 屏幕设置self.screen_width = 1200self.screen_height = 800self.bg_color = (180, 250, 220)# 飞船设置self.ship_limit = 1# 子弹设置self.bullet_width = 10self.bullet_height = 10self.bullet_color = (255,255,255)self.bullet_allowed = 3     # 子弹数量# 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 = 1self.fleet_direction = 1  # 1表示向右移,-1表示向左移# 记分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)

ship.py

将小船定义为一个类

import pygame
from pygame.sprite import Sprite
class Ship(Sprite):def __init__(self,al_settings,screen):# 初始化飞船并设置其初始位置super(Ship, self).__init__()self.screen = screenself.al_settings = al_settings# 加载飞船图像并获得外接矩形self.image = pygame.image.load('images/ship.png')self.image = pygame.transform.scale(self.image,(100,80))self.background = pygame.image.load("images/seaside.png")self.background = pygame.transform.scale(self.background, (al_settings.screen_width, al_settings.screen_height))self.rect = self.image.get_rect()self.screen_rect = screen.get_rect()# 将每艘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位置# 更新飞船的center值而不是rect的# 且限制飞船的活动范围if self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.al_settings.ship_speed_factorif self.moving_left and self.rect.left > self.screen_rect.left:self.center -= self.al_settings.ship_speed_factorself.rect.centerx = self.centerdef blitme(self):# 在指定位置绘制飞船self.screen.blit(self.background, (0, 0))self.screen.blit(self.image,self.rect)def center_ship(self):# 让飞船在屏幕中居中self.center = self.screen_rect.centerx

bullet.py

将子弹定义为一个类

import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):# 一个对飞船发送子弹的进行管理的类def __init__(self,al_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)处设置一个表示子弹的矩形,再设置正确的位置self.rect = pygame.Rect(0,0,al_settings.bullet_width,al_settings.bullet_height)self.rect.centerx = ship.rect.centerxself.rect.top = ship.rect.top# 存储用小数表示子弹的位置self.y = float(self.rect.y)self.color= al_settings.bullet_colorself.speed_factor = al_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_factorself.rect.y = self.ydef draw_bullet(self):pygame.draw.rect(self.screen,self.color,self.rect)

button.py

将开始按钮定义为一个类,即图片中的play

import pygame.fontclass Button():def __init__(self,al_settings,screen,msg):# 初始化按钮属性self.screen = screenself.screen_rect = screen.get_rect()# 设置按钮的尺寸和其他属性self.width = 200self.height = 50self.button_color = (0,255,0)self.text_color = (255,255,255)self.font = pygame.font.SysFont(None,48)# 创建按钮的rect对象,并使对象居中self.rect = pygame.Rect(0,0,self.width,self.height)self.rect.center = self.screen_rect.center# 按钮标签只需要创建一次self.prep_msg(msg)def prep_msg(self,msg):# 将msg渲染成图像,并将其在按钮上居中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)

存在的问题

为了好看,笔者给游戏界面添加上了背景,但因为背景所占面积太大每次与其他实例同时更新,消耗的程序运行时间大大增加,导致游戏运行起来不太流畅,解决的方法是去掉背景或者使用其他高效的游戏开发工具。
代码中子弹是由黑色矩形表示的,运行起来起来会被背景覆盖导致看不到,解决的办法是将矩形也用图片表示并实时更新。但是显然程序的运行又会相对减慢。


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