利用python实现外星人入侵大战小游戏(带源代码)

https://pan.baidu.com/s/1OoUksHYCAo1f5K2S0TZ4oA
提取码:kdvy

这是主程序,最后也是运行该程序

import pygame
import sys
from settings import Settings
from ship import Ship
import game_function as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
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)
                      )
    pygame.display.set_caption('Alien invasion')
    #创建一个play的按钮
    play_button=Button(ai_settings,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_settings)
    sb=Scoreboard(ai_settings,screen,stats)
    #创建一艘飞船。一个子弹编组,一个外星人编组
    #调用ship类并创建一艘飞船
    ship=Ship(ai_settings,screen)
    #创建一个用于存储子弹的群组
    bullets=Group()
    #创建一个用于存储子弹的群组
    aliens=Group()
    #创建外星人群
    gf.create_fleet(ai_settings,screen,ship,aliens)

    #主循环:
    while True:
        #调用game_function类,
        gf.check_events(ai_settings, screen, stats, sb,play_button, ship, aliens,
                     bullets)
        if stats.game_active:#如果游戏还处于活动状态
            #更新飞船
            ship.update()
            #更新子弹位置的函数
            gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
            #更新外星人位置的函数
            gf.update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets)
        #更新屏幕函数
        gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)

run_game()
'''
alien.py   只要实现外星人的模块
'''

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rect属性
        self.image=pygame.image.load('./images/alien.bmp')
        self.rect=self.image.get_rect()
        #每个外星人最初都在屏幕的左上角附近
        self.rect.x=self.rect.width
        self.rect.y=self.rect.height
        #储存外星人的准确位置
        self.x=float(self.rect.x)

    def blitme(self):
        '''在指定位置绘制外星人 与飞船相似'''
        self.screen.blit(self.image,self.rect)

    def update(self):
        '''向左或者向右移动外星人'''
        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 主要实现飞船射出的子弹
'''
import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    '''一个对飞船发出的子弹进行管理的类'''

    def __init__(self,ai_settings,screen,ship):
        '''在飞船所处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)
'''
button.py  主要实现Play的button
'''
import pygame.font
class Button():

    def __init__(self, ai_settings, screen, msg):
        """Initialize button attributes."""
        self.screen = screen
        self.screen_rect = screen.get_rect()

        # Set the dimensions and properties of the button.
        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)

        # Build the button's rect object, and center it.
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        # The button message only needs to be prepped once.
        self.prep_msg(msg)

    def prep_msg(self, msg):
        """Turn msg into a rendered image, and center text on the button."""
        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):
        # Draw blank button, then draw message.
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

'''
game_function 最主要的模块,定义了该游戏的所有功能
'''
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep


def check_events(ai_settings, screen, stats, sb ,play_button, ship, aliens,
        bullets):
    """Respond to keypresses and mouse events."""
    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_keydown_events(event,ai_settings,screen,ship,bullets):
    '''按键摁下'''
    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:#空格键
        fire_bullet(ai_settings, screen, ship, bullets)
    elif event.key == pygame.K_q:  # 按q键退出
        sys.exit()

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 update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
    '''更新屏幕的图像,并切换到新屏幕'''
    screen.fill(ai_settings.bg_color)
    #在飞船和外星人后面重绘所有的子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    #显示得分
    sb.show_score()
    #当游戏为激活时,显示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()
    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 fire_bullet(ai_settings,screen,ship,bullets):
    '''如果没达到限制,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.bullet_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


def create_fleet(ai_settings,screen,ship,aliens):
    '''创建外星人群'''
    #外星人间距就是外星人宽度
    alien=Alien(ai_settings,screen)
    number_aliens_x=get_number_aliens(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(ai_settings,alien_width):
    '''计算每行可容纳多少外星人'''
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width) + 1)  # 加一是因为屏幕正好多一个外星人的空位
    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'''
    avaiable_space_y=(ai_settings.screen_height-(3*alien_height)-ship_height)
    number_rows=int(avaiable_space_y/(2*alien_height))
    return number_rows

def update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets):
    '''检查是否有外星人位于屏幕边缘,并更新整群外星人的位置'''
    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, stats, sb, screen, ship, aliens, bullets)
        print('ship hited!')
    check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets)

def check_fleet_edges(ai_settings,aliens):
    '''有外星人到达边缘时采用相应措施'''
    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,并改变他们的方向'''
    for alien in aliens.sprites():
        alien.rect.y+=ai_settings.fleet_drop_speed
    ai_settings.fleet_direction*=-1

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
    # 检查是否有子弹击中外星人
    # 如果是这样,就删除相应的子弹与外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if collisions:
        for alien in collisions.values():
            stats.score+=ai_settings.alien_points*len(aliens)
            sb.prep_score()
        check_high_score(stats,sb)
        stats.score+=ai_settings.alien_points
        sb.prep_score()
    # 删除已消失的子弹
    if len(aliens) == 0:
        # 删除现有的子弹并新建一群外星人,加快游戏节奏
        bullets.empty()
        ai_settings.increase_speed()
        # 提高等级
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)


def ship_hit(ai_settings,stats,sb,screen,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
        #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,并将飞船放到屏幕的中央
        create_fleet(ai_settings,screen,ship,aliens)
        #把飞船居中
        ship.center_ship()
        # 暂停
        sleep(0.5)
        #更新记分牌
        sb.prep_ships()
    else:
        stats.game_active=False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings,stats,sb ,screen,ship,aliens,bullets):
    '''检查是否有外星人到达了屏幕低端'''
    screen_rect=screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom>=screen_rect.bottom:
            #像飞船撞击外星人一样
            ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
            break


def check_play_button(ai_settings, screen, stats, sb, play_button, ship,
                      aliens, bullets, mouse_x, mouse_y):
    """Start a new game when the player clicks Play."""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        # Reset the game settings.
        ai_settings.initialize_dynamic_settings()

        # Hide the mouse cursor.
        pygame.mouse.set_visible(False)

        # Reset the game statistics.
        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()

        # Empty the list of aliens and bullets.
        aliens.empty()
        bullets.empty()

        # Create a new fleet and center the ship.
        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()


'''
game_stats.py  记录游戏的状态
'''
class GameStats():
    '''跟踪游戏统计消息'''
    def __init__(self,ai_settings):
        '''初始化统计消息'''
        self.ai_settings=ai_settings
        self.reset_stats()
        #游戏刚启动时处于非活动状态
        self.game_active=False
        #在任何情况下都不应重置最高得分(因此只能在Init里初始化,而不应该在reset里初始化)
        self.high_score=0

    def reset_stats(self):
        '''初始化在游戏运行时间可能变化的统计信息'''
        self.ships_left=self.ai_settings.ship_limit
        self.score = 0
        self.level = 1
'''
scoreboard.py 定义游戏计分板
'''
import pygame.font
from pygame.sprite import Sprite, 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
        #显示得分的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_score(self):
        '''将得分转换为一幅渲染的图像'''
        rounded_score=int(round(self.stats.score,-1))
        score_str='{:,}'.format(rounded_score)
        score_str=str(self.stats.score)
        self.score_image=self.font.render(score_str,True,self.text_color,self.ai_settings.bg_color)
        #将得分放在屏幕的右上角
        #创建一个rect,使rect始终离右边缘20像素,上边缘20像素
        self.score_rect=self.score_image.get_rect()
        self.score_rect.right=self.score_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)
        #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.screen_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=ship.rect.right+(ship_number+4)*ship.rect.width
            ship.rect.y=10
            self.ships.add(ship)

'''
定义游戏的一些设置
'''
class Settings():
    '''存储(外星人入侵)的所有设置的类'''
    '''初始化游戏的静态设置'''
    def __init__(self):
        '''初始化游戏的设置'''
        #屏幕设置
        self.screen_width=900
        self.screen_height=600
        self.bg_color=(230,230,230)
        #飞船速度设置
        self.ship_speed_factor = 1.2
        self.ship_limit=3#飞船最大生命值为3
        #子弹设置
        self.bullet_speed_factor=1
        self.bullet_width=3
        self.bullet_height=15
        self.bullet_color=(60,60,60)
        self.bullet_allowed=5
        #外星人速度设置
        self.alien_speed_factor=0.5
        self.fleet_drop_speed=4

        #以什么样的速度加快游戏节奏
        self.speedup_scale=1.1
        self.score_scale=1.5
        self.initialize_dynamic_settings()
        #fleet_direction为1表示向右移,为-1表示向左移
        self.fleet_direction=1

    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)#这句print只是测试语句,正常运行会影响游戏性能与玩家注意力


'''
ship.py 定义飞船类的实现
'''

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
        #调用外部的设置
        self.ai_settings=ai_settings
        #加载飞船图像并获取外接矩形
        self.image=pygame.image.load('./images/ship.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centerx中存储小数值
        self.center=float(self.rect.centerx)
        #控制飞船移动
        self.moving_right=False
        self.moving_left=False
        #控制飞船移动速度

    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值
        #if条件更新,还要判断是否到屏幕边缘
        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

        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):
        '''让飞船在屏幕居中'''
        self.center=self.screen_rect.centerx

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