按照《Python编程:从入门到实践》第一篇案例写的小游戏,如下:
- 代码部分
- 附件(图片等)
1.代码部分
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_funtions 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")
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、一个子弹编组和一个外星人编组
ship=Ship(ai_settings,screen)
bullets=Group()
aliens=Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
#监听键盘和鼠标事件
gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
if stats.game_active:
ship.update()
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()
game_funtion.py
import sys,pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event,ai_settings,screen,ship,bullets):
#响应按键
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)
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()
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 update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
#更新屏幕上的图像,并切换到主屏幕
#每次循环是都会重绘屏幕
background = pygame.image.load("images/bg1.jpg").convert()
background_new=pygame.transform.scale(background, (1200, 800))
screen.blit(background_new, (0, 0))
# screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#显示得分
sb.show_score()
#如果游戏处于非活跃状态,就绘制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_settings,screen,stats,sb,ship,aliens,bullets):
#更新子弹位置,并删除已消失的子弹
#更新子弹位置
bullets.update()
# 删除消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
#检查是否有子弹击中外星人
#如果是,删除相应外星人
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):
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批外星人
bullets.empty()
ai_settings.increase_speed()
#提升等级
stats.level +=1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
#未达到上限发射一颗子弹
# 创建一颗子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
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):
#
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):
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)
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,screen,stats,sb,ship,aliens,bullets):
#响应被外星人撞到的飞船
#将ship_left减1
if stats.ships_left>0:
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,并将飞船放到屏幕底端中央
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:
#像飞船被撞击一样进行处理
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
#检测外星人是否位于屏幕边缘,并更新外星人位置
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets )
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_checked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_checked and not stats.game_active:
#重置游戏设置
ai_settings.initalize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
#重置计分牌图形
sb.prep_score()
sb.prep_level()
sb.prep_high_score()
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 check_high_score(stats,sb):
#
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()
settings.py
class Settings():
#存储《外星人入侵》的所有代码
def __init__(self):
#初始化游戏的静态设置
#屏幕设置
self.screen_width=1200
self.screen_height=800
self.bg_color=(230,230,230)
#飞船的设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed=3
#外星人设置
self.alien_speed_factor=1
self.fleet_drop_speed=10
#以什么样的速度加快游戏节奏
self.speedup_scale=50
#外星人点数的提升速度
self.score_scale=2
self.initalize_dynamic_settings()
#计分
self.alien_points = 50
def initalize_dynamic_settings(self):
#
self.ship_speed_factor=1.5
self.bullet_speed_factor =3
self.alien_speed_factor=1
# 1向右,-1向左
self.fleet_direction = 1
def increase_speed(self):
#提高速度设置和外星人点数
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
image_surface = pygame.image.load('images/ship.bmp')
image_new = pygame.transform.scale(image_surface,(100,100))
class Ship(Sprite):
def __init__(self,ai_settings,screen):
#初始化飞船并设置其位置
super(Ship, self).__init__()
self.screen=screen
self.ai_settings=ai_settings
#加载飞船图像并获取外接矩形
self.image=image_new
self.rect=self.image.get_rect()
self.screen_rect=screen.get_rect()
#将每艘新飞船放置在屏幕底部中央
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 center_ship(self):
#让飞船在屏幕上居中
self.center=self.screen_rect.centerx
def update(self):
#根据移动标志调整飞船的位置
#更新飞船发的center而不是centerx
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
self.rect.centerx=self.center
def blitme(self):
#在指定位置绘制飞船
self.screen.blit(self.image,self.rect)
aliens.py
import pygame
from pygame.sprite import Sprite
image_surface = pygame.image.load('images/alien3.bmp')
image_new = pygame.transform.scale(image_surface,(98,70))
class Alien(Sprite):
def __init__(self,ai_settings,screen):
#初始化外星人并设置起始位置
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=image_new
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):
#如果碰撞到边缘,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):
self.x+=(self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x=self.x
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_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,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
self.rect.top=ship.rect.top
#用小数表示子弹位置
self.y=float(self.rect.y)
self.color=ai_settings.bullet_color
self.speed_factor=ai_settings.bullet_speed_factor
def update(self):
#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):
#在屏幕上绘制子弹
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=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,再绘制文本
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
#显示得分信息
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)
#准备初始得分图像
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)
#将得分放到左上角
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):
#将最高分转换为渲染的图像
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_settings.bg_color)
#将最高分放在屏幕的顶部中央
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):
#
self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
#将等级放在得分下面
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 show_score(self):
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)
self.ships.draw(self.screen)
def prep_ships(self):
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)
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()
self.game_active = False
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.ships_left = self.ai_settings.ship_limit
self.score=0
self.level=1
2.附件(图片素材)