[Python]简单的外星人入侵游戏
alien_invasion.py:
import sys import pygame from setting import Settings
from ship import Ship
import game_function 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():
# 初始化游戏并创建于一个屏幕对象
pygame.init()
ai_setting = Settings()
screen = pygame.display.set_mode((ai_setting.screen_width, ai_setting.screen_height))
pygame.display.set_caption("Alien Invasion") # 创建一艘飞船、一个子弹编组和一个外星人编组
ship = Ship(ai_setting, screen)
bullets = Group()
aliens = Group() # 创建外星人群
gf.create_fleet(ai_setting, screen, ship, aliens)
stats = GameStats(ai_setting)
# 创建存储游戏统计信息的实例,并创建及分牌
sb = ScoreBoard(ai_setting, screen, stats)
# 创建Play按钮
play_button = Button(ai_setting, screen, "Play") # 开始游戏的主循环
while True:
gf.check_events(ai_setting, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_setting, screen, stats, sb, ship, aliens, bullets)
gf.update_aliens(ai_setting, stats, screen, sb, ship, aliens, bullets) gf.update_screen(ai_setting, screen, stats, sb, ship, aliens, bullets, play_button) run_game()
game_stats.py:
class GameStats():
"""跟踪游戏的统计信息""" def __init__(self, ai_setting):
"""初始化统计信息"""
self.ai_setting = ai_setting
self.reset_stats()
self.game_active = False
# 在任何情况下都不应该充值最高得分
self.high_score = 0 def reset_stats(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_setting.ship_limit
self.score = 0
self.level = 1
scoreboard.py:
import pygame.font
from pygame.sprite import Group
from ship import Ship class ScoreBoard():
"""现实得分信息的类""" def __init__(self, ai_setting, screen, stats):
"""初始化现实得分涉及的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_setting = ai_setting
self.stats =stats # 显示得分信息时使用的设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48) # 准备包含最高得分和当前得分的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships() def prep_ships(self):
"""显示还有下多少艘飞船"""
self.ships = Group()
for ship_number in range(self.stats.ship_left):
ship = Ship(self.ai_setting, self.screen)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship) def prep_score(self):
"""将得分转换为一幅渲染的图像"""
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.ai_setting.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):
"""在屏幕上显示得分"""
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)
# 绘制飞船
self.ships.draw(self.screen) def prep_high_score(self):
"""将最高得分转化为渲染的图像"""
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.ai_setting.bg_color) #将最高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.centerx
self.high_score_rect.top = self.score_rect.top def prep_level(self):
"""降等级转化为渲染的图像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_setting.bg_color) # 降等级放在得分下方
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
button.py:
import pygame.font class Button():
def __init__(self, ai_setting, 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 = 200
self.height = 50
self.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,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center # 按钮的标签只需创建一次
self.prep_msg(msg) def prep_msg(self, msg):
"""将msg渲染为图像并使其在按钮上居中"""
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.center def draw_button(self):
# 绘制一个用颜色填充的按钮,在绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
game_function.py:
import sys import pygame
from bullet import Bullet
from alien import Alien
from time import sleep def check_events(ai_setting, screen, stats, sb, play_button, ship, aliens, bullets):
"""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:
if event.key == pygame.K_RIGHT:
# 向右移动飞船
ship.moving_right = True
elif event.key == pygame.K_LEFT:
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
if len(bullets) < ai_setting.bullets_allowed:
new_bullet = Bullet(ai_setting, screen, ship)
bullets.add(new_bullet)
elif event.key == pygame.K_q:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_setting, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y) elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False def check_play_button(ai_setting, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
"""玩家单击Play按钮时开始新游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_setting.initialize_dynamic_settings() # 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏信息
stats.reset_stats()
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_setting, screen, ship, aliens)
ship.center_ship() def update_screen(ai_setting, screen, stats, sb, ship,alien, bullets, play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
# 每次循环时都重绘屏幕
screen.fill(ai_setting.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()
ship.blitme()
alien.draw(screen)
# 显示得分
sb.show_score() # 如果游戏处于非活动状态,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_setting, screen, stats, sb, ship, aliens, bullets):
"""更新子弹位置,并删除已消失的子弹"""
# 删除子弹的位置
bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_colisions(ai_setting, screen, stats, sb, ship, aliens, bullets) def 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.score
sb.prep_high_score() def check_bullet_alien_colisions(ai_setting, screen, stats, sb, ship, aliens, bullets):
"""响应是否有子弹击中了外星人"""
# 如果是这样,就删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions:
for aliens in collisions.values():
stats.score += ai_setting.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb) if len(aliens) == 0:
# 删除现在的子弹,加快游戏节奏,并新建一群外星人
bullets.empty()
ai_setting.increase_speed() # 提高一个等级
stats.level += 1
sb.prep_level() create_fleet(ai_setting, screen, ship, aliens) def get_number_alien_x(ai_setting, alien_width):
"""计算每行可容纳多少个个外星人"""
available_space_x = ai_setting.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x def create_alien(ai_setting, screen, aliens, alien_number, row_number):
# 创建一个外星人并将其加入当前行
alien = Alien(ai_setting, 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_setting, 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(ai_setting, screen)
number_aliens_x = get_number_alien_x(ai_setting, alien.rect.width)
number_rows = get_number_rows(ai_setting, 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):
create_alien(ai_setting, screen, aliens, alien_number, row_number) def get_number_rows(ai_setting, ship_height, alien_height):
"""计算屏幕可容纳多少行外星人"""
available_space_y = (ai_setting.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows def check_fleet_edges(ai_setting, 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(ai_setting, aliens)
break def change_fleet_direction(ai_setting, aliens):
"""将整群外星人下移"""
for alien in aliens.sprites():
alien.rect.y += ai_setting.fleet_drop_speed
ai_setting.fleet_direction *= -1 def update_aliens(ai_setting, stats, screen, sb, ship, aliens, bullets):
check_fleet_edges(ai_setting, 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_setting, stats, screen, sb, ship, aliens, bullets)
# 检查是否有外星人大大屏幕底端
check_aliens_bottom(ai_setting, stats, screen, sb, ship, aliens, bullets) def ship_hit(ai_setting, stats, screen, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ship_left > 0:
# 将ship_left减1
stats.ship_left -= 1 # 更新记分牌
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,并将飞船放到屏幕低端中央
create_fleet(ai_setting, screen, ship, aliens)
ship.center_ship() # 暂停
sleep(0.5)
else:
stats.game_active = False def check_aliens_bottom(ai_setting, stats, screen, 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:
# 像飞船被撞到一样进行处理
ship_hit(ai_setting, stats, screen, sb, ship, aliens, bullets)
break
alien.py:
import pygame
from pygame.sprite import Sprite class Alien(Sprite):
"""表示单个外星人的类""" def __init__(self, ai_setting, screen):
"""初始化外星人并设置其起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_setting = ai_setting # 加载外星人图像,并设计其rect属性
self.image = pygame.image.load('images/alien.bmp')
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):
"""如果外星人位于屏幕边缘,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):
"""向右移动外星人"""
self.x += (self.ai_setting.alien_speed_factor * self.ai_setting.fleet_direction)
self.rect.x = self.x
setting.py:
class Settings():
"""存储《外星人入侵》的所有设置的类""" def __init__(self):
"""初始化游戏的设置"""
# 屏幕设置
self.screen_width = 900
self.screen_height = 600
self.bg_color = (230, 230, 230)
# 飞船的设置
self.ship_speed_factor = 1.5
# 子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
self.fleet_direction = 1
self.ship_limit = 3
# 以什么样的速度加快游戏的节奏
self.speedup_scale = 1.1
#外星人点数的提高速度
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位置"""
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
# 记分
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.bullet_speed_factor *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
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"""
def __init__(self, ai_setting, 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)处创建一个表示子弹的矩形,在设置正确的位置
self.rect = pygame.Rect(0, 0, ai_setting.bullet_width, ai_setting.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top # 存储用小数表示的子弹位置
self.y = float(self.rect.y) self.color = ai_setting.bullet_color
self.speed_factor = ai_setting.bullet_speed_factor def update(self):
"""向上移动子弹"""
# 更新表示子弹位置的小数值
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):
pygame.draw.rect(self.screen, self.color, self.rect)
ship.py:
import pygame
from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_setting, screen):
"""初始化飞船并设置其初始位置"""
super(Ship, self).__init__()
self.screen = screen
self.ai_setting = ai_setting """加载飞船图像并获取其外接矩阵"""
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect() # 将每艘新飞船放在屏幕底部中央
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):
"""根据移动标志调增飞船的位置"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_setting.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_setting.ship_speed_factor """根据self.center调整飞船的位置"""
self.rect.centerx = self.center def blitme(self):
"""在指定为这绘制飞船"""
self.screen.blit(self.image, self.rect) def center_ship(self):
self.center = self.screen_rect.centerx
图片:
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