Python《外星人入侵》

按照《Python编程:从入门到实践》第一篇案例写的小游戏,如下:

  1. 代码部分
  2. 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)

 

 

 

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