此项目在学习Python的过程中,对照着书本所写,已成功运行。
所用的编辑器为Spyder,安装插件Pygame. 外星人及飞船图片下载链接
以下为小部分代码,完整版已上传资源。
主程序:alien_invasion.py
import sys
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
from alien import Alien
import game_functions as gf
def run_game():
# 初始化游戏并创建一个屏幕对象
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)
# 创建一艘飞船,创建一个用于存储子弹的编组,创建一个外星人编组
ship=Ship(ai_settings,screen)
bullets=Group()
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:
# 从gf中调用函数鼠标键盘,
gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
# 更新飞船位置
if stats.game_active:
ship.update()
# 更新屏幕
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()
储存大量游戏运行的函数 :game_functions.py
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):
"""响应按键"""
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:
fire_bullet(ai_settings,screen,ship,bullets)
# 快捷键结束游戏
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
# 创建一颗子弹并将其加入到编组bullets中,屏幕上最多有三颗子弹
if len(bullets) < ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
# 按下鼠标
elif event.type==pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)
# 松开鼠标
elif event.type==pygame.KEYUP:
check_keyup_events(event,ship)
# 点击开始Play
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_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
# 重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人和子弹列表
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):
"""更新屏幕上的图像并更新"""
# 每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
# 在飞船和外星人后面重绘子弹
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()
# 让最近绘画的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""更新子弹的位置,并删除已消失的子弹"""
# 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)
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):
"""响应子弹和外星人的碰撞"""
# 删除发生碰撞的子弹和外星人
# 方法groupcollide将子弹和外星人的rect相比较
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:
# 删除现有的子弹加快游戏节奏,并新建一群外星人,整群外星人被消灭,提高一个等级
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
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_alien_x=int(available_space_x / (2 * alien_width))
return number_alien_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_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)
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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下移并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
# 检测外星人和飞船之间的碰撞方法检测
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
# 检查是否有外星人到达屏幕底部
check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0 :
# 将ships_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,并将飞船放在屏幕底部中央
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):
"""检查是否有外星人达到屏幕底部"""
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,screen,stats,sb,ship,aliens,bullets)
break
def check_high_score(stats,sb):
"""检查对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()
在运行的过程中,注意函数参数的位置