外星人大战源码

"""
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()

飞船

外星人

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值