"""
python练习
2022/5/29 20:28
"""
import sys
import pygame
from random import randint
from pygame.sprite import Sprite
from time import sleep
from pygame.sprite import Group
import pygame.font
"""
在该游戏中,玩家控制一艘最初出现在屏幕底部中央的飞船,玩家可以使用箭头键移动飞船,还可以用空格键射击,游戏开始时,一群外星人出现在天空上,并向屏幕下方移动,
玩家的任务是射杀外星人,玩家将所有外星人消灭完后就将会出现新的外星人,移动速度更快,只有当外星人撞击到玩家的飞创或者到达屏幕底部时,玩家就损失一艘飞船,玩家损失三艘飞船时,GAMEOVER
"""
class Settings:
def __init__(self):
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (randint(0, 250), randint(0, 250), randint(0, 250))
# 飞船设置
self.ship_speed = 5
# 子弹设置
self.bullet_speed = 1.5
self.bullet_width = 3 # 子弹宽度够长设置为大子弹,如300,500
self.bullet_height = 15
self.bullet_color = (randint(0, 255), randint(0, 255), randint(0, 255))
self.bullets_allowed = 100 # 子弹数最大为100
# 外星人设置
self.alien_speed = 1.0
self.fleet_drop_speed = 10
# 加快游戏节奏
self.speedup_scale = 1.1
# 外星人分数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
# fleet_direction 为1时表示向右移动,-1表示向左移动
self.fleet_direction = 1
self.ship_limit = 3
def initialize_dynamic_settings(self):
# 初始化随游戏进行节奏的变化
self.ship_speed = 1.5
self.bullet_speed = 3.0
self.alien_speed = 1.0
# fleet_direction 为1时表示向右移动,-1表示向左移动
self.fleet_direction = 1
# 计分
self.alien_points = 50
def increase_speed(self):
# 提高速度设置
self.ship_speed *= self.speedup_scale
self.bullet_speed *= self.speedup_scale
self.alien_speed *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
print(self.alien_points)
class AlienInvasion:
"""管理游戏资源和行为的类"""
def __init__(self):
"""初始化游戏并创建游戏资源"""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
# self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 创建一个用于存储游戏统计信息的实例
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._creat_fleet()
# 创建play按钮
self.play_button = Button(self, "PLAY")
def _check_events(self):
"""监视键盘和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_event(event)
elif event.type == pygame.KEYUP:
self._check_keyup_event(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
# 在玩家点击play后开始游戏
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
# 重置游戏信息
self.settings.initialize_dynamic_settings()
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
# 清空余下的外星人和子弹
self.aliens.empty()
self.bullets.empty()
# 创建一群新的外星人并使飞船居中
self._creat_fleet()
self.ship.center_ship()
# 隐藏鼠标光标
pygame.mouse.set_visible(False)
def _check_keydown_event(self, event):
if event.key == pygame.K_RIGHT:
# 向右移动飞船
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_UP:
self.ship.moving_up = True
elif event.key == pygame.K_DOWN:
self.ship.moving_down = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _creat_fleet(self):
# 创建外星人群
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_alien_x = available_space_x // (2 * alien_width)
# 计算屏幕可以容纳多少外星人
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
# 创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_alien_x):
self._creat_alien(alien_number, row_number)
def _creat_alien(self, alien_number, row_number):
# 创建一个外星人并将其加入当前行
alien = Alien(self)
alien_width, alien_height = alien.rect.size
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
self.aliens.add(alien)
def _check_keyup_event(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
elif event.key == pygame.K_UP:
self.ship.moving_up = False
elif event.key == pygame.K_DOWN:
self.ship.moving_down = False
def _fire_bullet(self):
# 创建一颗子弹,并将其加入编组bullets中
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_alien(self):
self._check_fleet_edges()
# 更新外星人群中所有外星人的位置
self.aliens.update()
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _update_bullet(self):
# 删除消失的子弹,减少内存占用
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
# 检查是否有子弹击中外星人
# 如果是,就删除子弹和外星人
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True,
True) # 如果第一个布尔值变为False,子弹在击中外星人后不会消失,而是会继续前进
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
# 删除现有的子弹并新建一群外星人
self.bullets.empty()
self._creat_fleet()
self.settings.increase_speed()
# 提高等级
self.stats.level += 1
self.sb.prep_level()
def _ship_hit(self):
# 响应飞船被外星人撞到
if self.stats.ships_left > 0:
# 将ships_left减1并更新记分牌
self.stats.ships_left -= 1
self.sb.prep_ships()
# 清空余下的子弹和外星人
self.aliens.empty()
self.bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕低端的中央
self._creat_fleet()
self.ship.center_ship()
# 暂停
sleep(1.0)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _check_fleet_edges(self):
# 有外星人到达边缘的措施
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _check_aliens_bottom(self):
# 检查外星人是否到达屏幕底部
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
self._ship_hit()
break
def _change_fleet_direction(self):
# 将外星人下降
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# 显示得分
self.sb.show_score()
# 如果游戏处于非活跃状态就绘制play按钮
if not self.stats.game_active:
self.play_button.draw_button()
'''让最近绘制的屏幕可见'''
pygame.display.flip()
def run_game(self):
"""开始游戏的主循环"""
while True:
self._check_events()
if self.stats.game_active:
self.ship.update()
self.bullets.update()
self._update_bullet()
self._update_alien()
self._update_screen()
# 添加飞船图像
class Ship(Sprite):
def __init__(self, ai_game):
# 初始化飞船并设置初始位置
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
# 加载飞船图像并获取外接矩形
self.image = pygame.image.load('ship.bmp')
self.rect = self.image.get_rect()
# 对于每艘新飞船,都将其放在屏幕下方
self.rect.midbottom = self.screen_rect.midbottom
# self.x = float(self.rect.x)
# self.y = float(self.rect.y)
# 移动标签
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
"""根据移动标签调整飞船的位置"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.rect.x += self.settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.rect.x -= self.settings.ship_speed
if self.moving_up and self.rect.y > 0:
self.rect.y -= self.settings.ship_speed
if self.moving_down and self.rect.y < 800:
self.rect.y += self.settings.ship_speed
def center_ship(self):
self.rect.midbottom = self.screen_rect.midbottom
def blitme(self):
# 在指定位置绘制飞船
self.screen.blit(self.image, self.rect)
class Bullet(Sprite):
# 管理飞船所发射的子弹的类
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = ai_game.settings.bullet_color
# 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, self.settings.bullet_width, self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
# 存储用小数表示的子弹位置
self.y = float(self.rect.y)
def update(self):
# 向上移动子弹
# 更新表示子弹位置的小数值
self.y -= self.settings.bullet_speed
# 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)
class Alien(Sprite):
# 表示单个外星人的类
def __init__(self, ai_game):
# 初始化外星人并设置其实位置
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
# 加载外星人并设置rect属性
self.image = pygame.image.load('alien.bmp')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕上方
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存储外星人的精确水平位置
self.x = float(self.rect.x)
def update(self):
# 向右移动外星人
self.x += (self.settings.alien_speed * self.settings.fleet_direction)
self.rect.x = self.x
def check_edges(self):
# 如果外星人位于屏幕边缘返回True
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right or self.rect.left <= 0:
return True
class GameStats:
# 跟踪游戏的统计信息
def __init__(self, ai_game):
# 初始化统计信息
self.settings = ai_game.settings
self.reset_stats()
# 游戏刚启动处于非活跃状态
self.game_active = False
# 任何情况下都不应该重置最高得分
self.high_score = 0
self.level = 1
def reset_stats(self):
# 初始化在游戏运行时可能变化的统计信息
self.ships_left = self.settings.ship_limit
self.score = 0
# 创建play按钮
class Button:
def __init__(self, ai_game, msg):
# 初始化按钮设置
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
# 设置按钮的尺寸和其它属性
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
# 按钮的标签只需创建一次
self._prep_msg(msg)
# msg是在按钮上显示的文本
def _prep_msg(self, msg):
# 将msg渲染成图像,并将其在按钮上方居中
self.msg_image = self.font.render(msg, True, self.text_color, self.button_color) # 将文本转换成图像,True开启反锯齿功能,让图像更加平滑
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文本,再绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
class Scoreboard:
# 初始化显示得分涉及的属性
def __init__(self, ai_game):
self.ai_game = ai_game
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
self.settings = ai_game.settings
self.stats = ai_game.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)
# 准备包含最高得分和当前得分的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_ships(self):
# 显示还余下多少艘飞船
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_game)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
def prep_level(self):
# 将等级渲染成图像
level_str = str(self.stats.level)
self.level_image = self.font.render(level_str, True, self.text_color, self.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 prep_high_score(self):
# 将最高得分转换成渲染的图像
high_score = 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.settings.bg_color)
# 将最高得分放在屏幕中央
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.screen_rect.top
def prep_score(self):
# 将得分变为一组渲染的图像
round_score = round(self.stats.score, -1)
score_str = "{:,}".format(round_score)
score_str = str(self.stats.score)
self.score_image = self.font.render(score_str, True, self.text_color, self.settings.bg_color)
# 在屏幕右上角显示得分
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
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 check_high_score(self):
# 检查是否产生了新的最高分
if self.stats.score > self.stats.high_score:
self.stats.high_score = self.stats.score
self.prep_high_score()
if __name__ == '__main__':
'''创建游戏实例并运行游戏'''
ai = AlienInvasion()
ai.run_game()
外星人大战源码
最新推荐文章于 2024-01-31 22:56:42 发布