简单学习了一下外星人入侵,供大家参考,如有不当,还望指出
alien_incasion
# Author:Richard
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from game_states import GameStates
from button import Button
from scoreboard import Scoreboard
def run_game():
'''
初始化游戏并创建一个屏幕对象
:return:
'''
#初始化游戏并创建一个屏幕对象
pygame.init() #初始化背景设置,pygame正常工作
#screen = pygame.display.set_mode((1200,800)) #参数为元组形式,创建一个宽1200 高800像素的游戏显示窗口screen
#pygame中原点(0,0)位于屏幕左上角,向右下方移动时,坐标值将增大
#pygame.display.set_caption('Alien Invasion') #设置当前窗口的说明
#bg_color = (230,230,230) #创建一种背景色,颜色以RGB指定 灰色
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption(ai_settings.screen_name)
#创建一艘飞船,一个子弹编组和一个外星人编组
ship = Ship(ai_settings,screen)
bullets = pygame.sprite.Group()
aliens = pygame.sprite.Group()
gf.create_fleet(ai_settings,screen,ship,aliens)
#alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
states = GameStates(ai_settings)
sb = Scoreboard(ai_settings,screen,states)
#创建play按钮
play_button = Button(ai_settings,screen,"Play")
#开始游戏主循环
while True:
# #监视键盘和鼠标事件
# for event in pygame.event.get(): #所有键盘和鼠标的事情都将促使for循环运行
# if event.type == pygame.QUIT: #玩家点击窗口的关闭按钮检测到pygame.QUIT
# sys.exit()
gf.check_events(ai_settings,screen,states,sb,play_button,ship,aliens,bullets)
if states.game_active:
ship.update()
gf.updata_bullets(ai_settings,screen,states,sb,ship,aliens,bullets)
gf.updata_aliens(ai_settings,screen,states,sb,ship,aliens,bullets)
#每次循环时都重新绘制屏幕
#screen.fill(bg_color)
# screen.fill(ai_settings.bg_color)
# ship.blitme()
#
# #让最近绘制的屏幕可见
# pygame.display.flip() #命令Pycharm让最近绘制的屏幕可见
gf.updata_screen(ai_settings,screen,states,sb,ship,aliens,bullets,play_button)
run_game()
alien模块
# Author:Richard
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
'''
表示单个外星人类
'''
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
#加载外星人图片并设置其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出现
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_egdes(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
:return:
'''
#self.x += self.ai_settings.alien_speed_factor
self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction
self.rect.x = self.x
bullet 子弹模块
# Author:Richard
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
继承了pygame的Sprite类,通过使用精灵,可将游戏中相关元素编组,进而同时操作元组中的所有元素
'''
def __init__(self,ai_settings,screen,ship):
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_settings.bullet_width,ai_settings.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_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
'''
上移动子弹
:return:
'''
#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):
'''
在屏幕上绘制子弹
:return:
'''
pygame.draw.rect(self.screen,self.color,self.rect)
button模块
# Author:Richard
#用于创建带标签的实心矩阵 下面这个将文本渲染到屏幕上
import pygame.font
class Button():
def __init__(self,ai_settings,screen,msg):
'''
初始化按钮的属性
:param ai_settings:
:param screen:
:param msg: 在按钮中显示的文本
'''
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) #亮绿色
self.text_color = (255,255,255)
self.font = pygame.font.SysFont(None,48)
#创建按钮的rect属性,使其居中
self.rect = pygame.Rect(0,0,self.width,self.height)
self.rect.center = self.screen_rect.center
#按钮只需创建一次
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
:param msg:
:return:
'''
self.msg_image = self.font.render(msg,True,self.text_color,self.button_color) #文本变成图像
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
:return:
'''
self.screen.fill(self.button_color,self.rect) #绘制表示按钮的矩形
self.screen.blit(self.msg_image,self.msg_image_rect) #向他传递一副图像以及与图像有关的rect对象
game_unctions模块
# Author:Richard
#将存储大量让游戏外星人运行的游戏
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def fire_bullet(ai_settings,screen,ship,bullets):
if len(bullets) < ai_settings.bullets_allowed:
# 创建一颗子弹,并将其加入到编组bullets中
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keydown_events(event,ai_settings,screen,ship,bullets):
'''
相应按键
:return:
'''
if event.key == pygame.K_RIGHT:
# 向右移动飞船
# ship.rect.centerx += 1
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 check_events(ai_settings,screen,states,sb,play_button,ship,aliens,bullets):
'''
相应按键和鼠标事件 每当用户按键时,都将在pygame中注册一个事件,通过pygame.event.get()获取,每次按键注册为一个KEYDOWN事件
:return:
'''
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,states,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,states,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
'''
在玩家单击Play按钮时开始新游戏
:param states:
:param play_button:
:param mouse_x:
:param mouse_y:
:return:
'''
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not states.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标 正在光标位于游戏窗口时将其隐藏起来
pygame.mouse.set_visible(False)
#重置游戏统计信息
states.reset_states()
states.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()
#创建一群新外星人,让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def updata_screen(ai_settings,screen,states,sb,ship,aliens,bullets,play_button):
'''
更新屏幕上的图像,并切换到新屏幕
:param ai_settings:
:param screen:
:param ship:
:return:
'''
#每次循环都会重新绘制屏幕
screen.fill(ai_settings.bg_color)
ship.blitme()
sb.show_score()
#在飞船和外星人后面重绘所有的子弹
for bullet in bullets.sprites(): #bullets.sprites()返回一个列表,包含bullets中所有精灵
bullet.draw_bullet()
aliens.draw(screen) # pygame自动绘制编组的每个元素
if not states.game_active:
play_button.draw_button()
#让最新绘制的屏幕可见
pygame.display.flip()
def updata_bullets(ai_settings,screen,states,sb,ship,aliens,bullets):
'''
更新子弹的位置,并删除已消失的子弹
:param bullets:
:return:
'''
bullets.update() # 将编组为bullets中的每颗子弹调用该函数
# 删除已经消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
#检查是否有子弹击中了外星人
#如果是这样,就删掉对应的子弹和外星人
check_bullet_alien_collision(ai_settings,screen,states,sb,ship,aliens,bullets)
def check_bullet_alien_collision(ai_settings,screen,states,sb,ship,aliens,bullets):
# 方法sprite.groupcollide()将每颗子弹的rect和每个外星人的rect进行比较,并返回一个字典,键 每一颗子弹,值 被击中的外星人
# 两个True告诉pygame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():
states.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(states,sb)
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人 加快游戏节奏
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
#提高等级
states.level += 1
sb.prep_level()
def create_fleet(ai_settings,screen,ship,aliens):
'''
创建外星人群
:param ai_settings:
:param screen:
:param aliens:
:return:
'''
#创建一个外星人,并计算一行可以容纳多少个外星人 间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_alien_x(ai_settings,alien.rect.width)
number_rows = get_number_alien_y(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它加入到当前行
creat_aline(ai_settings,screen,aliens,alien_number,row_number)
def get_number_alien_x(ai_settings,alien_width):
'''
计算每行可容纳多少个外星人
:param ai_settings:
:param alien_width:
:return:
'''
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_alien_y(ai_settings,ship_height,alien_height):
'''
计算可容纳多少行外星人
:param ai_settings:
:param ship_height:
:param alien_height:
:return:
'''
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 creat_aline(ai_settings,screen,aliens,alien_number,row_number):
'''
创建一个外星人并将其放在当前行
:param ai_settings:
:param screen:
:param aliens:
:param alien_number:
:return:
'''
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 ship_hit(ai_settings,screen,states,sb,ship,aliens,bullets):
'''
相应被外星人撞到飞船
:param ai_settings:
:param states:
:param screen:
:param ship:
:param aliens:
:param bullets:
:return:
'''
if states.ships_left > 0:
#ship_left -1
states.ships_left -= 1
#更新飞船
sb.prep_ships()
#清空外星人列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕的中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
states.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,screen,states,sb,ship,aliens,bullets):
'''
检查是否有外星人到达了屏幕底端
:param ai_settings:
:param states:
:param screen:
:param ship:
:param aliens:
:param bullets:
:return:
'''
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞一样进行处理
ship_hit(ai_settings,screen,states,sb,ship,aliens,bullets)
break
def updata_aliens(ai_settings,screen,states,sb,ship,aliens,bullets):
'''
更新外星人群所有外星人的位置
:param aliens:
:return:
'''
check_fleet_edges(ai_settings,aliens)
aliens.update()
#检查外星人和飞船之前的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
#print('Ship hit!!!')
ship_hit(ai_settings,screen,states,sb,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,screen,states,sb,ship,aliens,bullets)
def check_fleet_edges(ai_settings,aliens):
'''
有外星人到达边缘时采取相应措施
:param ai_settings:
:param aliens:
:return:
'''
for alien in aliens.sprites():
if alien.check_egdes():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
'''
将整群外星人下移,并改变他们的方向
:param ai_settings:
:param aliens:
:return:
'''
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_high_score(states,sb):
'''
检查是否诞生了新的最高得分
:param states:
:param sb:
:return:
'''
if states.score >= states.high_score:
states.high_score = states.score
sb.prep_high_score()
game_states模块
# Author:Richard
#用于跟踪游戏统计信息的新类
class GameStates():
'''
跟踪游戏的统计信息
'''
def __init__(self,ai_settings):
'''
初始化统计信息
:param ai_settings:
'''
self.ai_settings = ai_settings
self.reset_states()
#游戏刚启动时处于活动状态
self.game_active = False
#在任何情况下都不应该重置最高得分 这部其实应该存储起来,不然再来一次不会记录最高得分的
self.high_score = 0
def reset_states(self):
'''
初始化在游戏运行期间可能变化的统计信息
:return:
'''
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
scoreboard模块
# Author:Richard
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
'''
显示得分信息类
'''
def __init__(self,ai_settings,screen,states):
'''
初始化显示得分涉及的属性
:param ai_settings:
:param screen:
:param states:
'''
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.states = states
#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
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_ships(self):
'''
显示还剩下多少飞船
:return:
'''
self.ships = Group()
for ship_number in range(self.states.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 prep_high_score(self):
'''
将最高分渲染成图像
:return:
'''
high_score = round(self.states.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端中央
self.high_socre_rect =self.high_score_image.get_rect()
self.high_socre_rect.centerx = self.screen_rect.centerx
self.high_socre_rect.top = self.screen_rect.top
def prep_score(self):
'''
将得分转换为一副渲染的图像
:return:
'''
round_score = round(self.states.score,-1) #-1圆整到10,100,1000等整数倍
#score_str = str(self.states.score)
score_str = "{:,}".format(round_score) #数字转字符串使在其中插入逗号
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):
'''
显示得分 飞船
:return:
'''
self.screen.blit(self.score_image,self.score_rect)
self.screen.blit(self.high_score_image,self.high_socre_rect)
self.screen.blit(self.level_image,self.level_rect)
#绘制飞船
self.ships.draw(self.screen)
def prep_level(self):
'''
将等级转换为渲染的图像
:return:
'''
self.level_image = self.font.render('L-'+str(self.states.level),True,self.text_color,self.ai_settings.bg_color)
#将等级放在得分下面
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.bottom = self.score_rect.bottom + 30
settings模块
# Author:Richard
#将所有设置存储在一个地方,避免代码中到处添加设置
class Settings():
'''
存储《外星人入侵》的所有设置类
'''
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)
self.screen_name = 'Alien Invasion'
#飞船设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
#子弹设置 创建一个宽3像素 高15像素的深灰色子弹
self.bullet_speed_factor = 3.0
self.bullet_width = 100
self.bullet_height = 15
self.bullet_color = 60,60,60
self.bullets_allowed = 5
#外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
self.fleet_direction = 1 #+1表示右向移动 -1表示左向移动
#以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
self.score_scale = 1.5 #点数提高速度
self.initialize_dynamic_settings()
#记分
self.alien_points = 50
def initialize_dynamic_settings(self):
'''
初始化随游戏进而变化的设置
:return:
'''
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
#fleet_direction 1表示向右,-1表示向左
self.fleet_direction = 1
# 记分
self.alien_points = 50
def increase_speed(self):
'''
提高速度设置和外星人点数
:return:
'''
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模块
# Author:Richard
#创建一个ship模块,用于管理飞船的大部分行为
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
:param screen:
'''
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/ship1.bmp') #返回一个表示飞船的surface
self.rect = self.image.get_rect() #get_rec() 表示获取相应surface的属性rect,
self.screen_rect = screen.get_rect()
#将每艘新的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):
'''
根据移动标志调整飞船的位置
更新飞船的center值而不是rect
:return:
'''
if self.moving_right and self.rect.right < self.screen_rect.right:
#self.rect.centerx += 1
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
#self.rect.centerx -= 1
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center
def blitme(self):
'''
在指定位置绘制飞船 根据self.rect指定的位置将图形绘制到屏幕上
:return:
'''
self.screen.blit(self.image,self.rect)
def center_ship(self):
'''
让飞船在屏幕上居中
:return:
'''
self.cneter = self.screen_rect.centerx