python项目——外星人入侵游戏

开发大型项目时,做好规划后再动手编写项目很重要。规划可确保你不偏离轨道,从而提高项目成功的可能性。 下面来编写有关游戏《外星人入侵》的描述,其中虽然没有涵盖这款游戏的所有细节,但能让你清楚地知道该如何动手开发它。 在游戏《外星人入侵》中,玩家控制着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左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星 人出现在天空中,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人

效果图

 


Windows系统中首先安装pip

要安装 pip ,请访问 pip · PyPI下载压缩包

 把他放到你预先准备好的文件夹中,并解压

解压后安装pip 

打开cmd,控制台命令进入pip文件夹,在命令行窗口输入python setup.py install

在python的文件夹中找到Scripts文件夹,如果在其中发现以上四个文件则表示安装成功

pip的配置设置

打开资源管理器–>右键此电脑–>点击属性–>点击高级系统设置–>点击环境变量–>将Scripts文件夹的路径添加到path变量中

 在命令行输入pip,不报错就成功了


使用安装pygame

在命令行中输入pip install  pygame


以上不会的可直接在pycharm中安装

 

 在这里直接安装pygame也可


这里准备工作就做好了

直接上代码

需要的图片文件images

ship.bmps

beijin.png

 alien.bmp

将以上图片命名一致放入项目根目录下的文件夹images中

给大家看一下项目的功能模块组成

alien_invasion.py

import pygame

from button import Button
from game_stats import GameStats
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from scoreboard import Scoreboard



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))
    bg = pygame.image.load(r"images\beijin.png")  # 图片位置
    #标题
    pygame.display.set_caption("外星人入侵")

    # 创建Play按钮
    play_button = Button(ai_settings, screen, "Play")

    # 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)

    # 创建一组一个用于存储子弹的编组
    bullets = Group()
    aliens = Group()

    # 创建外q星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # 创建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)

    # 开始游戏的主循环
    while True:
        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)

        screen.blit(bg, (0, 0))

run_game()
'''   
    # 创建一艘飞船
    ship = Ship(ai_settings,screen)

    # 创建一个用于存储子弹的编组
    bullets = Group()

    # 创建一个外星人
    alien = Alien(ai_settings, screen)
'''

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()
        # 游戏刚启动时处于活动状态
        #self.game_active = True

        # 让游戏一开始处于非活动状态
        self.game_active = False

        # 在任何情况下都不应重置最高得分
        self.high_score = 0

    def reset_stats(self):
        """初始化随游戏进行可能变化的统计信息"""
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1

alien.py

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 = pygame.image.load(r'images\alien.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 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

    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

game_functions.py

import sys
import 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:
        # 创建一颗子弹,并将其加入到编组bullets中
        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"""
    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,并切换到新屏幕"""
    # 每次循环时都重绘屏幕
    #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)

    # 显示得分
    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:
        # 如果整群外星人都被消灭,就提高一个等级
        bullets.empty()
        ai_settings.increase_speed()
        # 提高等级
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)




def create_fleet(ai_settings, screen,ship, aliens):
    """创建外星人群"""
    # 创建一个外星人,并计算每行可容纳多少个外星人
    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 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 create_alien(ai_settings, screen, aliens, alien_number,row_number):
    """创建一个外星人并将其放在当前行"""
    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 get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕可容纳多少行外星人"""
    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 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):
    """将整群外星人下移,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 update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """ 检查是否有外星人到达屏幕边缘
    然后更新所有外星人的位置"""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    # 检查是否有外星人到达屏幕底端
    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)

    # 检测外星人和飞船碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
    # 检查是否有外星人抵达屏幕底端
    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)

def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """响应被外星人撞到的飞船"""
    if stats.ships_left > 0:
        # 将ships_left减1
        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):
    """检查是否有外星人抵达屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 像飞船被外星人撞到一样处理
            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
            break


def check_play_button(ai_settings, screen, stats, sb, play_button, ship,aliens, bullets, mouse_x, mouse_y):
    """在玩家单击Play按钮时开始新游戏"""
    button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked 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)
        # 重置游戏统计信息
        stats.reset_stats()
        stats.game_active = True

        # 重置记分牌图像
        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 check_high_score(stats, sb):
    """检查是否诞生了新的最高得分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

button.py

import pygame.font
class Button():
    def __init__(self, ai_settings, 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)

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):
        """在飞船所处的位置创建一个子弹对象"""
        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

        # 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.ship_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)

scoreboard.py

import pygame.font
from pygame.sprite import Group
from 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
        self.prep_score()

        # 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_score(self):
        """将得分转换为渲染的图像"""
        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):
        """在屏幕上显示飞船和得分"""
        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)
        # 绘制飞船
        self.ships.draw(self.screen)

    def prep_high_score(self):
        """将最高得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)

        # 将最高得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_level(self):
        """将等级转换为渲染的图像"""
        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_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_settings,self.screen)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)




settings.py


class Settings():
    """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 = 1030
        self.screen_height = 700
        self.bg_color = (230, 230, 230)
        #self.bg=pygame.image.load(r"C:\Users\YJ\PycharmProjects\alien_invasion\images\beijin.png")  # 图片位置

        # 飞船的设置
        self.ship_speed_factor = 15         #船速系数15
        self.ship_limit=3
        # 子弹设置

        self.bullet_width = 3           #3
        self.bullet_height = 15         #15
        self.bullet_color = 230, 230, 230
        #self.bullet_speed_factor = 100
        #self.bullet_color = 60, 60, 60
        self.bullets_allowed = 5        #3

        # 外星人设置
        self.fleet_drop_speed = 10     #舰队下降速度1
        # 加快游戏节奏的速度
        self.speedup_scale = 1.1          #1.1
        # 外星人点数的提高速度
        self.score_scale = 1.5          #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 = 5     #船速系数1.5
        self.bullet_speed_factor = 100    #子弹速度系数3
        self.alien_speed_factor = 1      #外星速度因子1
        # fleet_direction为1表示向右;为-1表示向左
        self.fleet_direction = 1        #舰队方向1
        # 记分
        self.alien_points = 50          #外星点50

    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
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(r"images\ship.bmp")
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # 将每艘新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"""
        # 更新飞船的center值,而不是rect
        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.center更新rect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

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