Python-外星人

  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

 

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