この記事の例では、参考のために宇宙船戦争を実現するためのpythonの特定のコードを共有しています。具体的な内容は次のとおりです。
前回のブログ投稿で、蛇と戦車の戦いを一緒に実現しました
200 スネークゲームを実現するためのラインパイソンコード
エフェクト画像
上、下、左、右のボタンを押したままにして、ヘビを動かします
パイソンメイクタンクバトル
エフェクト画像
上、下、左、右の矢印キーとWSADを押して、タンクを移動できます
0とjを押して弾丸を発射します。
特定のコードと画像のオーディオソースファイルは、私のGitHubアドレスから取得できます。スターへようこそ
次に、宇宙船戦争ゲームを実装しましょう
宇宙船クラスを作成する
import pygame
from pygame.sprite import Sprite
classShip(Sprite):
def __init__(self, ai_settings, screen):"""Initialize the ship, and set its starting position."""super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# Load the ship image, and get its rect.
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# Start each newship at the bottom center of the screen.
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# Store a decimal value for the ship's center.
self.center =float(self.rect.centerx)
# Movement flags.
self.moving_right = False
self.moving_left = False
def center_ship(self):"""Center the ship on the screen."""
self.center = self.screen_rect.centerx
def update(self):"""Update the ship's position, based on movement flags."""
# Update the ship's center value, not the rect.if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left 0:
self.center -= self.ai_settings.ship_speed_factor
# Update rect object from self.center.
self.rect.centerx = self.center
def blitme(self):"""Draw the ship at its current location."""
self.screen.blit(self.image, self.rect)
設定クラスを作成
classSettings():"""A class to store all settings for Alien Invasion."""
def __init__(self):"""Initialize the game's static settings."""
# Screen settings.
self.screen_width =1200
self.screen_height =800
self.bg_color =(230,230,230)
# Ship settings.
self.ship_limit =3
# Bullet settings.
self.bullet_width =3
self.bullet_height =15
self.bullet_color =60,60,60
self.bullets_allowed =3
# Alien settings.
self.fleet_drop_speed =10
# How quickly the game speeds up.
self.speedup_scale =1.1
# How quickly the alien point values increase.
self.score_scale =1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):"""Initialize settings that change throughout the game."""
self.ship_speed_factor =1.5
self.bullet_speed_factor =3
self.alien_speed_factor =1
# Scoring.
self.alien_points =50
# fleet_direction of1 represents right,-1 represents left.
self.fleet_direction =1
def increase_speed(self):"""Increase speed settings and alien point values."""
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scale
self.alien_points =int(self.alien_points * self.score_scale)
弾丸クラスを作成する
import pygame
from pygame.sprite import Sprite
classBullet(Sprite):"""A class to manage bullets fired from the ship."""
def __init__(self, ai_settings, screen, ship):"""Create a bullet object, at the ship's current position."""super(Bullet, self).__init__()
self.screen = screen
# Create bullet rect at(0,0), then set correct position.
self.rect = pygame.Rect(0,0, ai_settings.bullet_width,
ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# Store a decimal value for the bullet's position.
self.y =float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):"""Move the bullet up the screen."""
# Update the decimal position of the bullet.
self.y -= self.speed_factor
# Update the rect position.
self.rect.y = self.y
def draw_bullet(self):"""Draw the bullet to the screen."""
pygame.draw.rect(self.screen, self.color, self.rect)
ゲーム関数クラスを作成する
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event, ai_settings, screen, ship, bullets):"""Respond to keypresses."""if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):"""Respond to key releases."""if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens,
bullets):"""Respond to keypresses and mouse events."""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):"""Start a new game when the player clicks Play."""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)if button_clicked and not stats.game_active:
# Reset the game settings.
ai_settings.initialize_dynamic_settings()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
# Reset the game statistics.
stats.reset_stats()
stats.game_active = True
# Reset the scoreboard images.
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# Empty the list of aliens and bullets.
aliens.empty()
bullets.empty()
# Create a newfleet and center the ship.create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def fire_bullet(ai_settings, screen, ship, bullets):"""Fire a bullet, if limit not reached yet."""
# Create a newbullet, add to bullets group.iflen(bullets)< ai_settings.bullets_allowed:
new_bullet =Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
play_button):"""Update images on the screen, and flip to the new screen."""
# Redraw the screen, each pass through the loop.
screen.fill(ai_settings.bg_color)
# Redraw all bullets, behind ship and aliens.for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# Draw the score information.
sb.show_score()
# Draw the play button if the game is inactive.if not stats.game_active:
play_button.draw_button()
# Make the most recently drawn screen visible.
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):"""Update position of bullets, and get rid of old bullets."""
# Update bullet positions.
bullets.update()
# Get rid of bullets that have disappeared.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 check_high_score(stats, sb):"""Check to see if there's a new high score."""if stats.score stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
aliens, bullets):"""Respond to bullet-alien collisions."""
# Remove any bullets and aliens that have collided.
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)if collisions:for aliens in collisions.values():
stats.score += ai_settings.alien_points *len(aliens)
sb.prep_score()check_high_score(stats, sb)iflen(aliens)==0:
# If the entire fleet is destroyed, start a newlevel.
bullets.empty()
ai_settings.increase_speed()
# Increase level.
stats.level +=1
sb.prep_level()create_fleet(ai_settings, screen, ship, aliens)
def check_fleet_edges(ai_settings, aliens):"""Respond appropriately if any aliens have reached an edge."""for alien in aliens.sprites():if alien.check_edges():change_fleet_direction(ai_settings, aliens)break
def change_fleet_direction(ai_settings, aliens):"""Drop the entire fleet, and change the fleet's direction."""for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *=-1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):"""Respond to ship being hit by alien."""if stats.ships_left 0:
# Decrement ships_left.
stats.ships_left -=1
# Update scoreboard.
sb.prep_ships()else:
stats.game_active = False
pygame.mouse.set_visible(True)
# Empty the list of aliens and bullets.
aliens.empty()
bullets.empty()
# Create a newfleet, and center the ship.create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Pause.sleep(0.5)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens,
bullets):"""Check if any aliens have reached the bottom of the screen."""
screen_rect = screen.get_rect()for alien in aliens.sprites():if alien.rect.bottom = screen_rect.bottom:
# Treat this the same asif the ship got hit.ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):"""
Check if the fleet is at an edge,
then update the postions of all aliens in the fleet."""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# Look for alien-ship collisions.if pygame.sprite.spritecollideany(ship, aliens):ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# Look for aliens hitting the bottom of the screen.check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def get_number_aliens_x(ai_settings, alien_width):"""Determine the number of aliens that fit in a row."""
available_space_x = ai_settings.screen_width -2* alien_width
number_aliens_x =int(available_space_x /(2* alien_width))return number_aliens_x
def get_number_rows(ai_settings, ship_height, alien_height):"""Determine the number of rows of aliens that fit on the screen."""
available_space_y =(ai_settings.screen_height -(3* alien_height)- ship_height)
number_rows =int(available_space_y /(2* alien_height))return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):"""Create an alien, and place it in the row."""
alien =Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width +2* alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height +2* alien.rect.height * row_number
aliens.add(alien)
def create_fleet(ai_settings, screen, ship, aliens):"""Create a full fleet of aliens."""
# Create an alien, and find number of aliens in a row.
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)
# Create the fleet of aliens.for row_number inrange(number_rows):for alien_number inrange(number_aliens_x):create_alien(ai_settings, screen, aliens, alien_number,
row_number)
メイン機能
import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
import game_functions as gf
def run_game():
# Initialize pygame, settings, and screen object.
pygame.init()
ai_settings =Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# Make the Play button.
play_button =Button(ai_settings, screen,"Play")
# Create an instance to store game statistics, and a scoreboard.
stats =GameStats(ai_settings)
sb =Scoreboard(ai_settings, screen, stats)
# Set the background color.
bg_color =(230,230,230)
# Make a ship, a group of bullets, and a group of aliens.
ship =Ship(ai_settings, screen)
bullets =Group()
aliens =Group()
# Create the fleet of aliens.
gf.create_fleet(ai_settings, screen, ship, aliens)
# Start the main loop for the game.while True:
gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
aliens, bullets)if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
bullets)
gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens,
bullets, play_button)run_game()
エイリアンを作成する
import pygame
from pygame.sprite import Sprite
classAlien(Sprite):"""A class to represent a single alien in the fleet."""
def __init__(self, ai_settings, screen):"""Initialize the alien, and set its starting position."""super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# Load the alien image, and set its rect attribute.
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# Start each newalien near the top left of the screen.
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# Store the alien's exact position.
self.x =float(self.rect.x)
def check_edges(self):"""Return True if alien is at edge of screen."""
screen_rect = self.screen.get_rect()if self.rect.right = screen_rect.right:return True
elif self.rect.left <=0:return True
def update(self):"""Move the alien right or left."""
self.x +=(self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
def blitme(self):"""Draw the alien at its current location."""
self.screen.blit(self.image, self.rect)
ゲーム開始ボタンを作成
import pygame.font
classButton():
def __init__(self, ai_settings, screen, msg):"""Initialize button attributes."""
self.screen = screen
self.screen_rect = screen.get_rect()
# Set the dimensions and properties of the button.
self.width, self.height =200,50
self.button_color =(0,255,0)
self.text_color =(255,255,255)
self.font = pygame.font.SysFont(None,48)
# Build the button's rect object, and center it.
self.rect = pygame.Rect(0,0, self.width, self.height)
self.rect.center = self.screen_rect.center
# The button message only needs to be prepped once.
self.prep_msg(msg)
def prep_msg(self, msg):"""Turn msg into a rendered image, and center text on the button."""
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.center
def draw_button(self):
# Draw blank button, then draw message.
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
ゲーム状態クラスを作成する
classGameStats():"""Track statistics for Alien Invasion."""
def __init__(self, ai_settings):"""Initialize statistics."""
self.ai_settings = ai_settings
self.reset_stats()
# Start game in an inactive state.
self.game_active = False
# High score should never be reset.
self.high_score =0
def reset_stats(self):"""Initialize statistics that can change during the game."""
self.ships_left = self.ai_settings.ship_limit
self.score =0
self.level =1
スコアボードを作成する
import pygame.font
from pygame.sprite import Group
from ship import Ship
classScoreboard():"""A class to report scoring information."""
def __init__(self, ai_settings, screen, stats):"""Initialize scorekeeping attributes."""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# Font settings for scoring information.
self.text_color =(30,30,30)
self.font = pygame.font.SysFont(None,48)
# Prepare the initial score images.
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):"""Turn the score into a rendered image."""
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)
# Display the score at the top right of the screen.
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right -20
self.score_rect.top =20
def prep_high_score(self):"""Turn the high score into a rendered image."""
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)
# Center the high score at the top of the screen.
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
def prep_level(self):"""Turn the level into a rendered image."""
self.level_image = self.font.render(str(self.stats.level), True,
self.text_color, self.ai_settings.bg_color)
# Position the level below the score.
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.score_rect.bottom +10
def prep_ships(self):"""Show how many ships are left."""
self.ships =Group()for ship_number inrange(self.stats.ships_left):
ship =Ship(self.ai_settings, self.screen)
ship.rect.x =10+ ship_number * ship.rect.width
ship.rect.y =10
self.ships.add(ship)
def show_score(self):"""Draw score to the screen."""
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)
# Draw ships.
self.ships.draw(self.screen)
プログラム運用効果は以下のとおりです。
再生をクリックします
矢印キーを押したままにして船を動かします
スペースバーを長押しして弾丸を発射します
より興味深い古典的なミニゲームの実装トピック、あなたと共有してください:
C ++クラシックゲームの概要
Pythonクラシックゲームの概要
pythontetrisゲームコレクション
JavaScriptクラシックゲームは常にプレイされています
古典的なJavaゲームの概要
JavaScriptクラシックゲームの概要
以上が本稿の内容ですので、皆様のご勉強に役立てていただければ幸いです。
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