飞船左右移动,发射子弹射击入侵的外星人(带音效)
🍋 游戏效果
🎈 下载游戏
- 运行下载的游戏 -> 更多信息 -> 仍要运行
🎯 游戏功能说明
按键 | 功能说明 |
---|---|
← | 火箭向左移动 |
→ | 火箭向右移动 |
Space | 火箭发射子弹 |
r | 重新开始游戏 |
w | 暂停游戏 |
c | 继续游戏 |
Esc | 退出游戏 |
🎄 代码
alien_invasion.py(主文件)
import pygame
import game_functions as gf
from settings import Settings
from ship import Ship
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
from all_music import bg_music
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")
# 初始化声音播放模块
pygame.mixer.init()
# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")
continue_button = Button(ai_settings, screen, "Continue")
# 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)
# 加载背景音乐
bg_music()
""" 开始游戏的主循环"""
while True:
""" 监视键盘和鼠标事件"""
gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
gf.play_bg_music()
ship.update()
gf.update_bullets(ai_settings, screen, stats, sb, ship, bullets, aliens)
gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button, continue_button)
run_game()
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
import json
import all_music as am
import os
import sys
def get_resource_path(relative_path):
if hasattr(sys, '_MEIPASS'):
return os.path.join(sys._MEIPASS, relative_path)
return os.path.join(os.path.abspath("."), relative_path)
def play_bg_music():
# 检查背景音乐流播放,有返回True,没有返回False 如果没有音乐流则选择播放
""" 此方法同Sound方法一样!都是以流的方式呈现。一直播放需要使用while循环!"""
if not pygame.mixer.music.get_busy():
pygame.mixer.music.play(loops=0,start=0)
def pause_bg_music():
# 暂停背景音乐
""" 此方法同Sound方法一样!都是以流的方式呈现。一直播放需要使用while循环!"""
if not pygame.mixer.music.get_busy():
pygame.mixer.music.pause()
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()
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部"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
""" 像飞船被撞到一样进行处理"""
am.explosion_large()
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
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:
am.explosion_large()
# 将ships_left减一
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部中央
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 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 check_fleet_edges(ai_settings, aliens):
""" 有外星人到达边缘时采取向右相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
""" 检查是否有外星人位于屏幕边缘,并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部"""
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
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 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 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):
"""创建一个外星人并将其加入当前行"""
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def fire_bullet(ai_settings, screen, ship, bullets):
""" 如果还没有到达限制,就发射一颗子弹"""
""" 创建一颗子弹,并将其加入到编组bullets中"""
if len(bullets) < ai_settings.bullets_allowed:
am.bullet_whiz()
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keydown_events(event, ai_settings, screen, ship, bullets, stats, sb, aliens):
""" 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)
elif event.key == pygame.K_ESCAPE:
# 退出游戏
with open(get_resource_path('high_score.json'), 'w') as f_obj:
json.dump(stats.high_score, f_obj)
pygame.quit()
sys.exit()
elif event.key == pygame.K_r:
# 重新开始游戏
start_play_game(ai_settings, screen, stats, sb, ship, aliens, bullets)
stats.game_active = True
stats.continue_active = False
elif event.key == pygame.K_w:
# 暂停游戏
# 显示光标
pygame.mouse.set_visible(True)
stats.continue_active = True
stats.game_active = False
# pause_bg_music()
# sleep(3600)
elif event.key == pygame.K_c:
# 继续游戏
pygame.mouse.set_visible(False)
stats.continue_active = False
stats.game_active = True
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_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:
# start_play_game(ai_settings, screen, stats, sb, ship, aliens, bullets)
stats.game_active = True
stats.continue_active = False
def start_play_game(ai_settings, screen, stats, sb, ship, aliens, bullets):
if 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_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:
with open(get_resource_path('high_score.json'), 'w') as f_obj:
json.dump(stats.high_score, f_obj)
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets, stats, sb, aliens)
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, continue_button):
""" 更新屏幕上的图像,并切换到新屏幕"""
# 每次循环时都会重绘屏幕
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.blit_me()
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 (stats.game_active is False) & (stats.continue_active is False):
play_button.draw_button()
elif stats.continue_active is True:
continue_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, bullets, aliens):
""" 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"""
""" 检查是否有子弹击中了外星人,如果击中就删除相应的子弹和外星人"""
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
am.explosion_small()
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,加快游戏节奏,并新建一群外星人"""
# 如果整群外星人都被消灭,就提高一个等级
bullets.empty()
ai_settings.increase_speed()
start_new_level(stats, sb)
create_fleet(ai_settings, screen, ship, aliens)
def start_new_level(stats, sb):
# 提高等级
stats.level += 1
sb.prep_level()
settings.py
class Settings():
""" 存储《外星人入侵》的所有设置的类"""
def __init__(self):
""" 初始化游戏的静态设置"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 750
self.bg_color = (255, 255, 255)
""" 飞船的设置"""
self.ship_limit = 3
""" 子弹设置"""
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
""" 外星人设置"""
self.fleet_drop_speed = 10
""" 以什么样的速度加快游戏节奏"""
self.speedup_scale = 1.2
""" 外星人点数的提高速度"""
self.score_scale = 1.2
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表示向右移,为-1表示向左移"""
self.fleet_direction = 1
# 记分
self.alien_points = 10 * self.speedup_scale
def increase_speed(self):
""" 提高速度设置"""
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)
ship.py
import pygame
from pygame.sprite import Sprite
import os
import sys
def get_resource_path(relative_path):
if hasattr(sys, '_MEIPASS'):
return os.path.join(sys._MEIPASS, relative_path)
return os.path.join(os.path.abspath("."), relative_path)
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(get_resource_path('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 blit_me(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
bulltet.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):
""" 在飞船所在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.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)
alien.py
import pygame
from pygame.sprite import Sprite
# 获取路径
import os, sys
def get_resource_path(relative_path):
if hasattr(sys, '_MEIPASS'):
return os.path.join(sys._MEIPASS, relative_path)
return os.path.join(os.path.abspath("."), relative_path)
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地址"""
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(get_resource_path('images/alien.png'))
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 blit_me(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
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 = (33, 33, 33)
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)
game_stats.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 = (33, 33, 33)
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 = (0, 0, 0)
self.font = pygame.font.SysFont(None, 48)
self.prep_images()
def prep_images(self):
# 准备包含 最高得分、当前得分、游戏等级、飞船 的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
""" 将得分转换为一副渲染的图像"""
rouned_score = int(round(self.stats.score, -1))
score_str = 'score:'+"{:,}".format(round(rouned_score))
self.score_iamge = 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_iamge.get_rect()
self.score_rect.right = self.screen_rect.right - 6
self.score_rect.top = 12
def show_score(self):
""" 在屏幕上显示飞船和得分"""
self.screen.blit(self.score_iamge, self.score_rect)
self.screen.blit(self.high_score_iamge, 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 = 'Highest: '+"{:,}".format(high_score)
self.high_score_iamge = 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_iamge.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('level:'+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)
all_music.py
import pygame
import os
import sys
def get_resource_path(relative_path):
if hasattr(sys, '_MEIPASS'):
return os.path.join(sys._MEIPASS, relative_path)
return os.path.join(os.path.abspath("."), relative_path)
def explosion_large():
# 外星人到达了屏幕底部或者撞到飞船的大爆炸声
explosion_large = pygame.mixer.Sound(get_resource_path("music/Explo_Large.wav"))
explosion_large.play()
def explosion_small():
# 增加子弹和外星人碰撞的小爆炸声
explosion_small = pygame.mixer.Sound(get_resource_path("music/Explo_Small.wav"))
explosion_small.play()
def bullet_whiz():
# 增加子弹射出的biu声
bullet_whiz = pygame.mixer.Sound(get_resource_path("music/Bullet_Whiz.wav"))
bullet_whiz.play()
def bg_music():
# 游戏背景音乐(若游戏开始就一直播放)
pygame.mixer.music.load(get_resource_path("music/order_music.mp3"))
外星人图片:
飞船图片:
🍧 源码地址:https://github.com/babyAnnie/python_game
网上很多免费的图片和音频,大家可以自己找下想要的图片音频。
免费提供图形的网站:pixabay https://pixabay.com/
免费提供音乐的网站:爱给 http://www.aigei.com/music