这是一个打飞机的游戏,结构如下:

其中images中包含的素材为

  命名为alien.png

      命名为ship.png

游戏效果运行是这样的:

敌军,也就是体型稍微大点的,在上方左右移动,并且有规律向下移动。我军目标,消灭所有飞机。但是屏幕上最多只展现3颗子弹。

一旦,我军飞机与敌军飞机碰撞,或者敌军飞机抵达底部。我军损失一条生命,一共三条。

敌军飞机全部消灭完,则到下一关,移动速度会更快。

我军每消灭一架敌军飞机获得积分,积分最高者会在界面显示。

游戏源码如下:

#alien_invasion.py  
#主程序文件 """
创建Pygame窗口响应以及用户输入
""" import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from button import Button
from Scoreboard import Scoreboard def run_game(): #初始化游戏并且创建一个屏幕对象
pygame.init() ai_settings = Settings() screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") #创建play按钮
play_button = Button(ai_settings, screen, "PLAY~") #创建一个用户存储游戏统计信息的实例
stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) #创建一艘飞船
ship = Ship(ai_settings,screen) #创建一个用户存储子弹的编组
bullets = Group() #创建一个外星人
aliens = Group() #创建外星人群
gf.create_fleet(ai_settings, screen,ship, aliens) #开始游戏主循环
while True: #监视键盘和鼠标事件
gf.check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets) if stats.game_active:
ship.update() #删除已消失的子弹
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) #让最近绘制的屏幕可见
pygame.display.flip() run_game()
#alien.py

import pygame
from pygame.sprite import Sprite class Alien(Sprite):
def __init__(self,ai_settings, screen ):
"""初始化外星人并且设置起始位置"""
super().__init__()
self.screen = screen
self.ai_settings = ai_settings #加载外星人图像,并且设置其rect属性
self.image = pygame.image.load("images/alien.png")
self.rect = self.image.get_rect() #每个外星人最初都在屏幕左上角附近
self.rect.x = self.rect.width
self.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 check_edges(self):
"""如果外星人出于屏幕边缘,就返回True"""
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):
"""向左或者右移动的外星人"""
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
#bullet.py

import pygame
from pygame.sprite import Sprite class Bullet(Sprite):
"""一个对飞船发射的子弹进行管理的类"""
"""Bullet类继承了我们从模块pygame.sprite中导入的Sprite类""" def __init__(self, ai_settings, screen, ship):
"""在飞船所处的位置创建一个子弹对象""" """为创建子弹实例,需要向__init__()传递
ai_settings、screen和ship实例,还调用了super()来继承Sprite。
"""
super().__init__()
self.screen = screen """
在(0.0)处创建一个表示子弹的矩形,再设置正确的位置
我们创建了子弹的属性rect。子弹并非基于图像的,因此我们必须使用pygame.Rect()
类从空白开始创建一个矩形
"""
self.rect = pygame.Rect(
0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx #将子弹的centerx设置为飞船的rect.centerx
self.rect.top = ship.rect.top #子弹的rect的top属性设置为飞船的rect的top属性 #存储用小数表示的子弹位置
self.y = float(self.rect.y) self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor def update(self):
"""向上移动子弹"""
#更新表示移动子弹的位置的小数值
self.y -= self.speed_factor
#更新表示子弹的rect的位置
self.rect.y = self.y def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen, self.color, self.rect)
#button.py

import pygame.font

class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按钮的属性"""
self.screen = screen
self.screen_rect = screen.get_rect() #设置按钮的尺寸和其他属性
self.width, self.height = 200, 50
self.button_color = (0, 250, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48) #创建按钮的rect对象,并且让它居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center #按钮的标签只需要创建一次
self.prep_msg(msg) def prep_msg(self, msg): 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):
# 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)
#game_functions.py

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep def check_keydown_events(event, ai_settings,screen,ship,bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
#向右→移动
ship.moving_right = True
elif event.key == pygame.K_LEFT:
#向左移动
ship.moving_left = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_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 = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False def check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets):
"""响应和鼠标按键"""
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): button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置游戏设置
ai_settings.initialize_dynamic_settings()
# 隐藏光标
pygame.mouse.set_visible(False)
#重置游戏
stats.reset_start()
stats.game_active = True #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(ai_settings, screen, ship, aliens)
ship.center_ship() def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,play_button):
"""更新屏幕的图像,并且切换到新的屏幕"""
#每次循环时都会重新绘屏
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet() ship.blitme()
aliens.draw(screen)
#显示得分
sb.show_score() # 如果游戏处于非活动状态,就绘制Play按钮
if not stats.game_active:
play_button.draw_button() #让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings, screen,stats, sb, ship, aliens, bullets):
"""更新子弹的位置,并且删除已消失的子弹
在for循环中,不应从列表或编组中删除条目,因此必须遍历编组的副本。
我们使用了方法copy()来设置for循环
"""
bullets.update()
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_bullet_alien_collisions(
ai_settings, screen, stats, sb, ship, aliens, bullets):
#检查子弹是否打中飞机
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
ai_settings.increase_speed() #新游戏加速
#print(ai_settings.alien_speed_factor)
create_fleet(ai_settings, screen, ship, aliens) stats.level += 1
sb.prep_level() if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb) def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet) def create_fleet(ai_settings, screen, ship, aliens):
"""创建外星人群"""
#创建一个外星人并且计算一行可以容纳多少个外星人
#外星人间距为外星人的宽度
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) #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,并将其加入当前行列
create_alien(ai_settings, screen, aliens, alien_number, row_number) def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可以容纳多少飞机"""
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 create_alien(ai_settings, screen, aliens, alien_number, row_number): #这里的row_number来自哪里?
"""创建一个外星人并把它放在当前行列"""
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 get_number_rows(ai_settings, ship_height, alien_hight):
"""计算屏幕可以容纳几行外星人"""
available_space_y = (
ai_settings.screen_height - (3*alien_hight) - ship_height)
number_rows = int(available_space_y / (2*alien_hight))
return number_rows def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新外星人的位置"""
check_fleet_edges(ai_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(ai_settings, screen, stats, sb, ship, aliens, bullets) check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_fleet_edges(ai_settings, aliens):
"""有外星人撞到边缘时候采取的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break def change_fleet_direction(ai_settings,aliens):
"""整体外星人向下移动,并且改变方向"""
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):
"""响应被外星人撞到的飞船"""
#ship_left -1
if stats.ship_left > 0:
stats.ship_left -=1 #清空外星人列表和子弹列表
aliens.empty()
bullets.empty() sb.prep_ships() #创建一群新的外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship() #暂停
sleep(0.5) else:
stats.game_active = False
pygame.mouse.set_visible(True) def check_aliens_bottom(ai_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:
#和飞船被撞处理一样
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
#game_stats.py

class GameStats():
"""游戏统计信息""" def __init__(self,ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_start()
#游戏一开始就是非活动状态
self.game_active = False
# 在任何情况下都不应重置最高得分
self.high_score = 0 def reset_start(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ship_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
#Scoreboard.py

import pygame.font
from pygame.sprite import Group
from ship import Ship class Scoreboard():
"""显示信息得分的类""" def __init__(self, ai_settings, screen, stats): self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.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 self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships() def prep_score(self):
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) #将得分放在屏幕右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right -20
self.score_rect.top = 20 def show_score(self):
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):
"""渲染最高分为图像"""
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.ai_settings.bg_color) #最高得分在顶部中央
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.screen_rect.top def 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.ai_settings.bg_color) #位置
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): self.ships = Group()
for ship_number in range(self.stats.ship_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)
#settings.py

class Settings():
"""
存储游戏所有设置的类
"""
def __init__(self):
"""初始化游戏的设置"""
#屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船的设置
self.ship_speed_factor = 1.5
self.ship_limit = 3 #子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 1 #这里更改子弹的宽度
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 300 #这里更改子弹的个数
# 外星人设置 self.fleet_drop_speed = 10 #默认10 # 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
#分数的提高速度
self.score_scale = 1.5 self.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 = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction为1表示向右;为-1表示向左
self.fleet_direction = 1 #积分
self.alien_points = 50 def increase_speed(self):
#提高速度设置
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)
print(self.alien_points)
#ship.py

import pygame
from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings #加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.png') #加载图像
self.rect = self.image.get_rect() #获取图像的大小
self.screen_rect = screen.get_rect() #获取窗口的大小 #将新船放在屏幕底部中央位置
self.rect.centerx = self.screen_rect.centerx
self.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 = False
self.moving_left = False def update(self):
"""根据移动标志调整飞船的位置"""
# 更新飞船的center值,而不是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
# 根据self.center更新rect对象
self.rect.centerx = self.center def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect) def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx

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