一个基于python之外星人入侵小游戏
由于没有什么经验只能跟着书本,一步一步完成调试,在这过程中又遇到很多错误都一一克服啦,在此记录一下学习笔记
项目结构
1.目录
2. 总体分为四部分
一、环境搭建
安装pygame模块
自行百度!!
二、外星人设计
入侵小游戏游戏介绍
1.游戏《外星人入侵》的描述: 在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部*的飞船。玩家可以使用箭头键左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星 人出现在天空中,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束
编写alien_invasion.py模块
import pygame
import game_functions as gf
from settings import Settings
from ship import Ship
def run_game():
# 初始化游戏并创建一个屏幕对象
pygame.init() # 初始化背景设置,让pygame能正常工作
ai_settings = Settings() # 实例化一个游戏配置类
# 返回一个游戏窗口
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") # 给这个游戏窗口设置一个标题
ship = Ship(ai_settings, screen) # 实例化一个飞船类,传入了参数ai_settings和屏幕对象screen
# 开始游戏的主循环
while True:
gf.check_events(ship) # 用于响应游戏事件
ship.update() # 更新飞船状态
gf.update_screen(ai_settings, screen, ship) # 重绘screen
run_game()
创建Settings.py类
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 = 1200 # 游戏窗口宽度
self.screen_height = 800 # 游戏窗口高度
self.bg_color = (230, 230, 230) # 游戏背景颜色
self.ship_speed_factor = 1.5 # 飞船的移动速度
创建Ship.py类
import pygame
class Ship:
def __init__(self, ai_settings, screen):
"""初始化飞机并设置其初始位置"""
self.screen = screen
self.ai_settings = ai_settings
# 加载飞机图片并获取其外接矩形
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*
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 自定义一个能存储浮点数的临时变量,x坐标
self.center = float(self.rect.centerx)
# 标志,用于表示是否正在向某个方向移动
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志调整飞船的位置"""
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
# 用临时变量更新rect的centerx,截取截取整数部分
self.rect.centerx = self.center
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
注:
self.moving_right和self.moving_left标志,用于表示飞船是否正在移动,用于实现飞船在不松开按键下连续移动。
udpate()方法,用于增减飞船的中心位置x坐标(因为飞船只能在底部移动,所以不用改y坐标),并防止飞船移动出游戏窗口。
重写了blitme()函数,用于绘制飞船
创建 game_functions.py模块
import sys
import pygame
def check_keydown_event(event, ship):
"""响应按下按键"""
if event.key == pygame.K_RIGHT:
ship.moving_right = True
if event.key == pygame.K_LEFT:
ship.moving_left = True
def check_keyup_event(event, ship):
"""响应松开按键"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ship):
"""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:
check_keydown_event(event, ship)
elif event.type == pygame.KEYUP:
check_keyup_event(event, ship)
def update_screen(ai_settings, screen, ship):
"""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_settings.bg_color)
ship.blitme()
# 让最近绘制的屏幕可见
pygame.display.flip()
注:
在pygame中,用K_RIGHT,K_LEFT表示方向按键,其实键盘上每个键在pygame中都有所对于,以K_开头。check_keydown_event()函数和check_keyup_event()函数都是对下面的check_event()的进一步简化,这两个函数的代码均可以放在check_event()中,但这样代码将会很臃肿,结构不清晰
添加射击功能
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite): # 使用精灵
"""一个对飞船发射的子弹进行管理的类"""
def __init__(self, ai_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)处创建一个表示子弹的矩形,再设置正确的位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx # 从飞机的*位置射出
self.rect.top = ship.rect.top # 从飞机的顶部射出
# 存储用浮点数表示的子弹位置,因为子弹只在y轴上运动,所以不需要x坐标
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color # 子弹颜色
self.speed_factor = ai_settings.bullet_speed_factor # 子弹速度
def update(self):
"""向上移动子弹"""
# 更新表示子弹位置的浮点数值
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)
三、 创建外星人
编写一个外星人Alien类
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self, ai_settings, screen):
"""初始化外星人并设置其起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载外星人图像,并设置其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)
改game_functions.py模块
def create_fleet(ai_settings, screen, ship, aliens):
"""创建外星舰队"""
alien = Alien(ai_settings, screen)
# 计算每行能放多少个
number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
# 计算能放多少行
number_rows = get_number_rows(ai_settings, ship.rect.height,
alien.rect.height)
# 嵌套循环创建外星舰队
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# 创建外星人并将其加入舰队
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少个外星人"""
# 左右两侧留出一个外星人的宽度
available_space_x = ai_settings.screen_width - 2 * alien_width
# 列间距为一个外星人宽度
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):
"""创建一个外星人并将其放在当前行"""
alien = Alien(ai_settings, screen)
# 下面就是根据上面的公式计算每一个外星人在窗口中的位置(这是左上角的坐标)
alien.x = alien.rect.width * (1 + 2 * alien_number)
alien.rect.x = alien.x
alien.rect.y = alien.rect.height * (1 + 2 * row_number)
aliens.add(alien)
# 修改update_screen()函数
def update_screen(ai_settings, screen, ship, bullets,
aliens):
# 绘制外星人,放在绘制子弹的代码后面,让外星人的图像覆盖掉子弹的图像
aliens.draw(screen)
让外星舰队动起来
.补充settings.py模块
class Settings:
def __init__(self):
self.fleet_drop_speed = 10
# 外星舰队方向标志:1向右,-1向左
# 也可以用如left, right之类的标志,但这样会很麻烦
self.fleet_direction = 1
击杀外星人
修改game_functions.py
def update_bullets(bullets, aliens, ship, screen, ai_settings):
check_bullet_alien_collisions (ai_settings, screen, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
"""检测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"""
# 下一篇中我们将用该变量实现分数统计
collisions = pygame.sprite.groupcollide (bullets, aliens, True, True)
# 如果外星人被消灭光,则生成新的外星人舰队
if len (aliens) == 0:
# 删除现有的子弹并创建新的舰队
bullets.empty ()
create_fleet (ai_settings, screen, ship, aliens)
注:sprite.groupcollide()方法用于检测对象之间的碰撞它将bullets中的每个子弹的rect与aliens中的每个外星人的rect进行比较,并返回一个字典。
2.修改alien_invasion.py
游戏结束
- 创建GameStats类,存放在game_stats.py文件中
class GameStats:
"""跟踪游戏的统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
# 用于控制游戏启动与否
self.game_active = True
self.ai_settings = ai_settings
self.reset_stats()
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
# 重置飞船数
self.ships_left = self.ai_settings.ship_limit
- 修改settings.py
class Settings:
def __init__(self):
"""初始化游戏的设置"""
# 屏幕设置
# 设置飞船数量限制
self.ship_limit = 3
- 响应飞船与外星人的碰撞,修改game_functions.py
# 增加了参数和碰撞检测
def update_aliens(ai_settings, aliens, ship, screen, bullets, stats):
-- snip --
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets
- 修改主程序alien_invasion.py类
# 开始游戏的主循环
while True:
gf.check_events (ai_settings, screen, ship, bullets)
# 决定程序运行时该执行的部分
if stats.game_active:
ship.update ()
gf.update_bullets (bullets, aliens, ship, screen, ai_settings)
gf.update_aliens (ai_settings, aliens, ship, screen, bullets, stats)
gf.update_screen (ai_settings, screen, ship, bullets, aliens)
四、创建游戏开始按钮
添加Play按钮,创建Button类
- 这个类放在button.py模块中
import pygame
class Button:
def __init__(self, ai_settings, screen, msg):
"""初始化按钮属性"""
self.screen = screen
self.screen_rect = screen.get_rect ()
# 设置按钮尺寸和其他属性
self.width, self.height = 200, 50 # 解包,平行赋值
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,再绘制文本
self.screen.fill (self.button_color, self.rect)
self.screen.blit (self.msg_image, self.msg_image_rect)
游戏加速
修改setting类
class Settings:
def __init__(self):
-- snip --
# 以什么样的速度提节奏
self.speedup_scale = 1.1
# 前面有四个属性放到了该方法中
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
# 外星舰队方向标志:1向右,-1向左
self.fleet_direction = 1
def increase_speed(self):
"""提高速度"""
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scale
注:需要修改的四个参数放到了initialize_dynamic_settings()方法中,increase_speed()方法用于动态改变游戏参数
五、对游戏计分
新增scoreboard.py
import pygame
from pygame.sprite import Group
from ship import Ship
class Scoreboard:
"""显示得分信息的类"""
def __init__(self, ai_settings, screen, stats):
"""初始化显示得分涉及的属性"""
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)
# 生成当前得分、最高得分、当前等级和当前剩余的飞船数
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换为图片"""
rounded_score = round(self.stats.score, -1)
# 在得分中插入逗号
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 prep_high_score(self):
"""将最高得分转化为图像"""
high_score = 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)
# 将最高得分放在屏幕顶部*
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):
"""将等级转化为图像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color,
self.ai_settings.bg_color)
# 将等级放在得分下方
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
def prep_ships(self):
"""显示还余下多少艘飞船"""
self.ships = Group()
for ship_number in range(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):
"""在屏幕上显示得分板"""
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)
修改settings.py,设置外星人的分数,外星人分数增长的速度
class Settings:
def __init__(self):
-- snip --
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
-- snip --
# 记分, 每一个外星人的分数
self.alien_points = 50
def increase_speed(self):
-- snip --
# 动态增加每个外星人的分数
self.alien_points = int(self.alien_points * self.score_scale)
- 修改game_stats.py
class GameStats:
def __init__(self, ai_settings):
-- snip --
# 在任何情况下都不应重置最高得分
self.high_score = 0
def reset_stats(self):
-- snip --
self.score = 0
self.level = 1
修改主程序alien_invasion.py
from scoreboard import Scoreboard
def run_game():
# 创建计分板
score = Scoreboard(ai_settings, screen, stats)
# 开始游戏的主循环
while True:
# 添加score参数
gf.check_events(ai_settings, screen, ship, bullets, stats, play_button,
aliens, score)
if stats.game_active:
ship.update()
# 添加score参数
gf.update_bullets(bullets, aliens, ship, screen, ai_settings, stats, score)
# 添加score参数
gf.update_aliens(ai_settings, aliens, ship, screen, bullets, stats, score)
# 添加score参数
gf.update_screen(ai_settings, screen, ship, bullets, aliens, stats,
play_button, score)
修改game_functions.py
# 增加score参数
def check_events(ai_settings, screen, ship, bullets, stats, play_button, aliens, score):
for event in pygame.event.get ():
-- snip - -
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos ()
# 增加score参数, 该函数有所改动
check_play_button (stats, play_button, mouse_x, mouse_y, ai_settings,
screen, ship, aliens, bullets, score)
# 增加score参数
def update_bullets(bullets, aliens, ship, screen, ai_settings, stats, score):
-- snip - -
# 增加score参数,该函数有所改动
check_bullet_alien_collisions (ai_settings, screen, ship, aliens, bullets, stats, score)
# 增加score参数
def update_aliens(ai_settings, aliens, ship, screen, bullets, stats, score):
-- snip - -
if pygame.sprite.spritecollideany (ship, aliens):
# 增加score参数,该函数有所改动
ship_hit (ai_settings, stats, screen, ship, aliens, bullets, score)
# 增加score参数,该函数有所改动
check_aliens_bottom (ai_settings, stats, screen, ship, aliens, bullets, score)
# 增加score参数,该函数有所改动
def update_screen(ai_settings, screen, ship, bullets, aliens, stats, play_button, score):
-- snip - -
aliens.draw (screen)
# 在if语句前面添加绘制计分板的代码
# 显示得分
score.show_score ()
if not stats.game_active:
play_button.draw_button ()
修改check_play_button()函数
# 添加了score参数
def check_play_button(stats, play_button, mouse_x, mouse_y, ai_settings, screen,
ship, aliens, bullets, score):
"""在玩家单机Play按钮时开始新游戏"""
if play_button.rect.collidepoint (mouse_x,
mouse_y) and not stats.game_active:
stats.game_active = True # 这一句不是新增的
score.prep_score ()
score.prep_high_score ()
score.prep_level ()
score.prep_ships ()
注:数列表添加了score参数,if判断中还添加了四行生成计分板的代码。之所以这里要添加这四行代码,其实是为了当你重新开始(也就是第二次及以后点击Play按钮)游戏时,计分板能正确显示
修改update_screen()函数
# 增加了score参数
def update_screen(ai_settings, screen, ship, bullets, aliens, stats, play_button, score):
-- snip - -
# 增加显示得分的代码
score.show_score ()
if not stats.game_active:
修改update_bullets()和update_aliens()函数
def update_bullets(bullets, aliens, ship, screen, ai_settings, stats, score):
check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, stats, score)
def update_aliens(ai_settings, aliens, ship, screen, bullets, stats, score):
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, score)
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, score)
修改check_bullet_alien_collisions()函数
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, stats, score):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
# 其实这里可以将其放到for循环之外,应为并不能立刻就呈现分数变化
# 要等到主程序中的update_screen()中才能呈现
score.prep_score()
# 该函数是新增的
check_high_score(stats, score)
if len(aliens) == 0:
# 删除现有的子弹并创建新的舰队
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
score.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
注:collisions是一个字典,这里子弹是键,该子弹消灭的外星人对象为值(是个列表),还新增了一 个更新最高积分的函数check_high_score()
def check_high_score(stats, score):
"""检查是否诞生了新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
score.prep_high_score()
修改ship_hit()和check_aliens_bottom()函数
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets, score):
if stats.ships_left > 0:
stats.ships_left -= 1
# 更新记分牌
score.prep_ships()
运行主程序截图
六、分为九个模块分别展示完整代码
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_settings, screen):
"""初始化外星人并设置其他位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载外星人图像,并设置其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_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from pygame.sprite import Group
import game_functions as gf
from scoreboard import Scoreboard
def run_game():
pygame.init() # 初始化背景设置
ai_settings = Settings() # 全局设置
screen = pygame.display.set_mode( # 创建screen显示窗口
(ai_settings.screen_width, ai_settings.screen_height)
)
pygame.display.set_caption('Alien Invasion') # 标题
# 新建Play按钮
play_button = Button(ai_settings, screen, "Play")
# 创建一个用于存储游戏统计信息的实例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 创建飞船
ship = Ship(ai_settings, screen)
# 创建子弹编组
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:
# 移动飞船
gf.update_ship(ship)
# 更新子弹位置
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 更新外星人
gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)
# 更新屏幕
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
bullet.py
import pygame
from pygame.sprite import Sprite
import time
class Bullet(Sprite):
'''飞船子弹进行管理'''
def __init__(self,ai_settings,screen,ship):
super(Bullet,self).__init__()
self.screen = screen
# 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高
self.rect = pygame.Rect(0,0,
ai_settings.bullet_width, ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx # 设置中心点x轴坐标跟飞船一致
self.rect.top = ship.rect.top # 设置y轴坐标顶部跟飞船一致
# 设置成小数进行计算
self.top = float(self.rect.top)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
self.top -=self.speed_factor
self.rect.top = self.top
print(self.rect.top)
def draw_bullet(self):
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, 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,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_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
# 监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT: # 关闭窗口退出
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):
"""在玩家单击Play按钮时开始游戏"""
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_settings.initialize_dynamic_settings()
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 重置计分牌图像
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):
'''更新屏幕上的图片,并切换到新屏幕'''
screen.fill(ai_settings.bg_color) # 设置背景颜色
ship.blitme() # 绘制飞船
aliens.draw(screen)
# 循环子弹组里面的元素,进行绘制 为空时不执行
for bullet in bullets.sprites():
bullet.draw_bullet() # 绘制子弹
# 显示得分
sb.show_score()
# 如果游戏处于非活跃状态,就显示Play按钮
if not stats.game_active:
play_button.draw_button()
# 显示最新屏幕,擦拭旧屏幕
pygame.display.flip()
# print('1')
def check_keydown_events(event, ai_settings, screen, ship, bullets):
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):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
'''更新子弹位置,删除子弹'''
bullets.update() # 子弹组每个成员执行self.update()操作
for bullet in bullets.sprites():
if bullet.rect.bottom <= 0: # 子弹出界 删除
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):
"""响应外星人和子弹的碰撞"""
# 删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人,加快游戏进度节奏
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def update_ship(ship):
ship.update()
def fire_bullet(ai_settings, screen, ship, bullets):
# 创建一个子弹对象 加入到子弹组
if len(bullets) < ai_settings.bullets_allowed: # 子弹少于允许值时再生成
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少个外星人"""
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):
"""计算屏幕可容纳多少行外星人"""
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_aliens(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其放在当期行"""
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):
"""创建外星人群"""
# 创建一个外星人,并计算一行可以容纳多少个外星人
# 外星人间距为外星人宽度
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
create_aliens(ai_settings, screen, aliens, alien_number, row_number)
def check_fleet_edges(ai_settings, aliens):
"""有外星人到达边缘时采取相应措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整群外星人下移,并改变他们的运动方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ship_left减1
stats.ships_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*
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, stats, screen, sb, ship, aliens, bullets):
"""检查是否有外星人到达屏幕低端"""
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_settings, stats, screen, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets):
"""更新外星人群中所有外星人的位置"""
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, stats, screen, sb, ship, aliens, bullets)
# 检查是否有外星人到达屏幕低端
check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)
def check_high_score(stats, sb):
"""检查是否诞生了新的最高纪录"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
game_stats.py
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
# 游戏刚启动时处于非活动状态
self.game_active = False
# 在任何情况下不应该重置最高分
self.high_score = 0
self.level = 1
def 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.ai_settings.ship_limit
self.score = 0
scoreboard.py
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, ai_settings, screen, stats):
"""初始化显示得分涉及的属性"""
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)
# 准备初始化得分图像和当前最高分数
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
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_settings.bg_color)
# 将得分放在右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 5
def prep_high_score(self):
"""将最高得分转换为渲染图像"""
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)
# 将最高分放在屏幕最*
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = 5
def prep_level(self):
"""将等级转换为渲染图像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
# 将得分放在右上角
self.level_rect = self.score_image.get_rect()
self.level_rect.right = self.screen_rect.right
self.level_rect.top = self.score_rect.bottom
def prep_ships(self):
"""显示还剩下多少艘飞船"""
self.ships = Group()
for ship_number in range(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):
"""在屏幕上显示得分和等级"""
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)
settings.py
class Settings():
'''存储外星人入侵中所有的设置'''
def __init__(self):
'''初始化设置'''
# 屏幕设置
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (230, 230, 230) # 设置背景色 灰色
# 飞船设置
self.ship_limit = 3
self.ship_image_path = 'images/ship.bmp' # 飞船图片路径
# 子弹设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3 # 允许屏幕中出现子弹的数量
# 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表示向右移,为-1表示向左移
self.fleet_direction = 1
# 计分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置,外星人点数"""
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):
'''飞船所有信息'''
def __init__(self,ai_settings,screen):
"""初始化飞船,并设置其起始位置"""
super(Ship,self).__init__()
self.screen=screen
self.ai_settings = ai_settings
# 加载飞船图片、获取外接矩形
self.image = pygame.image.load(self.ai_settings.ship_image_path) # 加载图片
self.image = pygame.transform.smoothscale(self.image,(40,60))
self.rect = self.image.get_rect() # 获取图片外接矩形
self.screen_rect = screen.get_rect() #获取屏幕外接矩形
# 将每搜新飞船放到并木底部中心
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 设置成浮点类型
self.center = float(self.rect.centerx) # self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算
# 移动标志
self.moving_right = False
self.moving_left = False
def blitme(self):
'''在指定位置绘制飞船'''
self.screen.blit(self.image,self.rect)
def update(self):
# 向右移动飞船
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center +=self.ai_settings.ship_speed_factor
# 向左移动飞船
if self.moving_left and self.rect.left > self.screen_rect.left:
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
本文地址:https://blog.csdn.net/qq_45621392/article/details/109800448