文章目录
引入pygame
这个小游戏使用的python游戏开发中常用的模块pygame。
我们可以直接在pycharm中下载。
源码介绍
alien_invasion.py
这是游戏的主程序,负责初始化游戏界面,以及加载游戏的循环。
import sys
import pygame
from pygame.sprite import Group
from ET.setting import Setting
from ET.game_stats import GameStats
from ET.scoreboard import Scoreboard
from ET.button import Button
from ET.ship import Ship
from ET.alien import Alien
import ET.game_functions as gf
def run_game():
# 初始化游戏并创建一个屏幕对象
pygame.init()
#设置大小和名称
ai_setting = Setting()
screen = pygame.display.set_mode(
(ai_setting.screen_width,ai_setting.screen_height)
)
pygame.display.set_caption("Alien Invasion")
# 创建Play按钮
play_button = Button(ai_setting,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_setting)
sb = Scoreboard(ai_setting,screen,stats)
#创建一艘飞船
ship = Ship(ai_setting,screen)
#创建一个用于存储子弹的编组
bullets = Group()
#创建外星人群
aliens = Group()
gf.create_fleet(ai_setting,screen,ship,aliens)
# 开始游戏的主循环
while True:
gf.check_events(ai_setting,screen,stats,sb,play_button,ship,aliens,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_setting,screen,stats,sb,ship,aliens,bullets)
gf.update_aliens(ai_setting,screen,stats,sb,ship,aliens,bullets)
gf.update_screen(ai_setting,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()
alien.py
外星人类:初始化外星人的位置以及加载原图像等其他设置。
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self,ai_settings,screen):
"""初始化外星人并设置其他起始位置"""
super(Alien, self).__init__()
self.screen =screen
self.ai_settings = ai_settings
# 加载外星人图像,并设置其他rect属性
self.image = pygame.image.load('images/et.bmp')
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 update(self):
"""向左或向右移动外星人"""
self.x +=(self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction)
self.rect.x = self.x
def check_edges(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
bullet.py
子弹类:对飞船发射的子弹进行管理,包括位置,图像,以及更新。
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,screnn,ship):
"""在飞船所处的位置创建一个子弹对象"""
super(Bullet,self).__init__()
self.screnn = screnn
# 在(0,0)处创建一个子弹的举行,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
# 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):
"""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.screnn,self.color,self.rect)
button.py
按钮类,负责初始化“play”按钮,以及更新
import pygame.font
class Button():
def __init__(self,ai_srettings,screen,msg):
"""初始化按钮的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
# 设置按钮的尺寸和其他属性
self.width,self.height = 200,50
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
# 按钮的标签只需要创建一次
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)
game_functions.py
对游戏中所有的事件进行管理的类,这是这个游戏中最繁忙的类。
import sys
import pygame
from ET.bullet import Bullet
from ET.alien import Alien
from time import sleep
import ET.button
import ET.setting
import ET.scoreboard
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_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少个外星人"""
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,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_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
# 创建外星人群
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_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)
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"""
#创建新子弹,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 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):
"""响应案件和鼠标事件"""
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 check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单机Play按钮时开始新游戏"""
button_cliked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_cliked 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)
# 重置游戏信息
stats.reset_stats()
stats.game_active = True
#重置计分图像
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,并切换到新屏幕"""
# 每次循环时重绘屏幕
screen.fill(ai_settings.bg_color)
# 在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
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()
# 让最近绘制的屏幕可见
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()
# # 删除已经消失的子弹
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
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群外星人
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level +=1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人向下移动,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 ship_hit(ai_settings,screen,stats,sb,ship,aliens,bulltes):
"""响应被外星人撞到的飞船"""
if stats.ship_left>0:
# 将ship_left减1
stats.ship_left -=1
#更新记分牌
sb.prep_ships()
# 清空外星人列表和子弹列表
aliens.empty()
bulltes.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_bootom(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 aline in aliens.sprites():
if aline.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 update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
# 检测外星人和飞船之间的碰撞
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端
check_aliens_bootom(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_high_score(stats,sb):
"""检查是否诞生了新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
game_stats.py
对游戏的信息进行统计,包括积分,游戏状态等。
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()
# 在任何情况下都不应该重置最高得分
self.high_score = 0
self.level = 1
# 让游戏一开始处于非活动状态
self.game_active = False
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ship_left = self.ai_settings.ship_limit
self.score = 0
scoreboard.py
计分板:负责显示得分信息以及字体设置
import pygame.font
from pygame.sprite import Group
from ET.ship import Ship
class Scoreboard():
"""显示得分信息的类"""
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)
# 准备初始得分图像和最高得分
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_level(self):
"""将等级转化为渲染的图像"""
self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
# 将等级放在得分下方
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 prep_score(self):
"""将得分转换为一副渲染的图形"""
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):
"""在屏幕上显示得分和飞船"""
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)
# 绘制飞船
self.ships.draw(self.screen)
def prep_high_score(self):
"""将最高分转化为渲染的图像"""
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_ships(self):
"""显示还剩下多少飞船"""
self.ships = Group()
for ship_number in range(self.stats.ship_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)
setting.py
设置类:存储游戏各个类的设置,如飞船大小,外星人大小,子弹位置等等。
class Setting():
"""存储《外星人入侵》的所有设置的类"""
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)
# 飞船设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 800
self.bullet_height = 10
self.bullet_color = 60,60,60
self.bullets_allowed = 3
# 外星人设置
self.fleet_drop_speed = 1
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction为1表示向右,为-1表示向左
self.fleet_direction = 1
# 计分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置和点数"""
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
飞船类:初始化飞船设置,以及负责更新等
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"""
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/ship2.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每艘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"""
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
# 根据self.centerx更新对象
self.rect.centerx = self.center
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image,self.rect)
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
游戏页面
附上使用的图片(因为pygame默认加载位图,可以使用画板进行更改,以及调整大小)