python外星人入侵游戏加随机游动_Python小游戏:外星人入侵!!!终于完成了!!!...

历时七天,终于做出来了(因为还要上网课,学习其他的东西,所以做的比较慢,如果每天能拿出五个小时做这个游戏的话,个人觉得三天差不多,当然了,这是对于小白来说)。我是按照买的资料书上来做的,在我代码里面呢,增加了一些资料上没有的功能,比如说外星人是随机产生的(资料书是创建整个外星人群),本来打算让每个外星人随机移动的,但是试了一下发现,外星人移动杂乱无章,然后后就采用了资料书上的做法,让它们作为整体移动;还有就是在射中外星人的时候,可能会产生暴击(emmm,其实是福利吧,bone,不是说伤害有暴击,这个“暴击”得分会更高一些);再一个就是随着等级增加,飞船发射子弹的宽度以及每次发射子弹的数量都会有所增加,当然,外星人以及飞船移动速度也会增加;再一个就是最高分(High score)、当前分数(score)、飞船剩余生命、等级(level)的布局和资料书有所不同,改动就大致这些吧,以后还会逐渐改善,比如增加声音啊,让外星人也能发射子弹,飞船碰到外星人的子弹也会死亡之类的功能吧。OK,废话少说,下面上代码!

alien_invasion.py:`"""该游戏主程序,尽量做到最简单"""

import pygame

from settings import Settings

from ship import Ship

from pygame.sprite import Group

from game_stats import GameStats

from button import Button

from score_board import Scoreboard

import game_function as gf

def run_game():

"""初始化背景设置"""

pygame.init()

""""创建一个Settings实例"""

ai_settings=Settings()

"""创建一个游戏窗口以及标题"""

screen=pygame.display.set_mode(

(ai_settings.screen_width,ai_settings.screen_height))

pygame.display.set_caption('Alien Invasion')

"""创建一艘飞船实例"""

ship=Ship(ai_settings,screen)

"""创建一个用于存储子弹和外星人的编组"""

bullets=Group()

aliens=Group()

"""创建外星人群"""

gf.creat_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)

#创建play按钮

play_button = Button(ai_settings,screen,"Play")

"""进入主循环"""

while True:

""""监视用户的操作,键盘和鼠标"""

gf.check_events(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb)

if stats.game_active:

"""更新飞船"""

ship.update()

"""更新子弹"""

gf.update_bullet(ai_settings,screen,ship,aliens,bullets,stats,sb)

"""更新外星人"""

gf.update_aliens(ai_settings,screen,ship,aliens,stats,bullets,sb)

"""刷新屏幕"""

gf.update_screen(ai_settings,screen,ship,aliens,bullets,

stats,play_button,sb)

run_game()`

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game_function.py:

如果把这个游戏比作一个人,那么上一段代码是刚接触这个人,他给你留下的第一印象,那么下面这段代码可以说是这个人的灵魂了`import sys

import pygame

from random import randint

from bullet import Bullet

from alien import Alien

from time import sleep

def fire_bullet(ai_settings,screen,ship,bullets,stats):

"""开火!"""

#确保屏幕上的子弹数在限制范围内

for i in range(int(stats.level/5) + 1):

if len(bullets) < ai_settings.bullet_allowed:

new_bullet=Bullet(ai_settings,screen,ship)

bullets.add(new_bullet)

def check_keydown(event,ai_settings,screen,ship,bullets,stats):

"""检查用户按键是否按下以及执行的任务"""

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_UP:

ship.moving_up=True

elif event.key == pygame.K_DOWN:

ship.moving_down=True

elif event.key == pygame.K_SPACE:

#发射一颗子弹,并且在限制范围内

fire_bullet(ai_settings,screen,ship,bullets,stats)

def check_keyup(event,ship):

"""检查用户释放按键"""

if event.key == pygame.K_RIGHT:

ship.moving_right=False

elif event.key == pygame.K_LEFT:

ship.moving_left=False

elif event.key == pygame.K_UP:

ship.moving_up=False

elif event.key == pygame.K_DOWN:

ship.moving_down=False`

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* 48`def check_events(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb):

"""响应键盘和鼠标事件"""

for event in pygame.event.get():

if event.type == pygame.K_q:

sys.exit()

#如果一直按下右键或者左键,空格键,则向右或右移动或者开火

elif event.type == pygame.KEYDOWN:

check_keydown(event,ai_settings,screen,ship,bullets,stats)

#释放右键或左键,停止移动

elif event.type == pygame.KEYUP:

check_keyup(event,ship)

#点击Play按钮,开始游戏

elif event.type == pygame.MOUSEBUTTONDOWN:

mouse_x,mouse_y = pygame.mouse.get_pos()

check_play_button(ai_settings,screen,ship,aliens,bullets,

stats,play_button,mouse_x,mouse_y,sb)

def check_play_button(ai_settings,screen,ship,aliens,bullets,

stats,play_button,mouse_x,mouse_y,sb):

"""在玩家单击Play按钮时开始游戏"""

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.init_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(screen)

sb.prep_level()

sb.prep_ships(screen)

#清空外星人和子弹列表

aliens.empty()

bullets.empty()

#创建一群新的外星人,并让飞船居中

creat_fleet(ai_settings,screen,ship,aliens)

ship.center_ship(ai_settings)

def update_screen(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb):

"""每次循环都重绘屏幕"""

screen.fill(ai_settings.bg_color)

for bullet in bullets.sprites():

bullet.draw_bullet()

ship.blitme()

aliens.draw(screen)

sb.show_score()

#如果游戏处于非活动状态,绘制Play按钮

if not stats.game_active:

play_button.draw_button()

""""刷新屏幕,擦去旧屏幕,显示新屏幕"""

pygame.display.flip()`

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* 62`def update_bullet(ai_settings,screen,ship,aliens,bullets,stats,sb):

"""更新子弹位置,并删除已经消失的子弹"""

#更新子弹位置

bullets.update()

#删除消失的子弹

for bullet in bullets.copy():

if bullet.rect.bottom<=0:

bullets.remove(bullet)

#检查是否有子弹击中外星人

check_bullet_alien_colide(ai_settings,screen,ship,aliens,bullets,stats,sb)

def get_number_aliens_x(ai_settings,alien_width):

"""获得水平方向上外星人个数"""

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 get_space_rows(ai_settings,ship_height,alien_height):

"""获得垂直方向上外星人的行数"""

available_space_y = (ai_settings.screen_height-(3 * alien_height)-

ship_height)

number_aliens_rows = int(available_space_y/(2 * alien_height))

return number_aliens_rows

def creat_alien(ai_settings,screen,aliens,alien_number,row_number):

"""根据传入的数据在某个位置创建一个外星人"""

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 +20) + 2 * alien.rect.height * row_number

aliens.add(alien)

def creat_random_alien_x(number_aliens_x,ai_settings,screen,aliens,row_number):

"""在第一行随机创建若干个外星人"""

for i in range(2,number_aliens_x+2):

random_number_x=randint(2,i)

for alien_number in range(random_number_x - 1,random_number_x):

creat_alien(ai_settings,screen,aliens,alien_number,row_number)`

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* 40`def creat_fleet(ai_settings,screen,ship,aliens):

"""创建外星人群以及获取屏幕上最大的行数和每行最多个数"""

alien=Alien(ai_settings,screen)

number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)

number_rows = get_space_rows(ai_settings,ship.rect.height,

alien.rect.height)

"""随机创建行数"""

for j in range(0,number_rows):

random_number_y = randint(0,j)

for row_number in range(random_number_y):

creat_random_alien_x(number_aliens_x,ai_settings,

screen,aliens,row_number)

def check_fleet_edges(ai_settings,aliens):

"""有外星人到达屏幕边缘"""

for alien in aliens.sprites():

if alien.check_edges():

change_fleet_direction(ai_settings,aliens)

break

def change_fleet_direction(ai_settings,aliens):

"""将外星人下移,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,ship,aliens,stats,bullets,sb):

"""检测有外星人位于屏幕边缘或者相撞或者外星人到达底部,更新外星人的位置"""

check_fleet_edges(ai_settings,aliens)

aliens.update()

#检测飞船与外星人的撞击

if pygame.sprite.spritecollideany(ship,aliens):

ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb)

#检查是否有外星人到达屏幕底部

check_aliens_bottom(ai_settings,screen,ship,aliens,stats,bullets,sb)

def check_bullet_alien_colide(ai_settings,screen,ship,aliens,bullets,stats,sb):

"""检测子弹和外星人的碰撞"""

collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)

#两个True可使得子弹与外星人碰撞后消失,并返回一个字典

#碰撞之后加分

if collisions:

for aliens in collisions.values():

i = randint(0,10)

if i>8:

stats.score += (ai_settings.alien_points + 10) * len(aliens)

sb.prep_score()

else:

stats.score += ai_settings.alien_points * len(aliens)

sb.prep_score()

#检查是否刷新最高分

check_high_score(stats,sb,screen)

if len(aliens) == 0:

#删除现有的子弹,加快游戏速度,创建新的外星人

ship.center_ship(ai_settings)

bullets.empty()

ai_settings.increase_speed()

#提高等级

stats.level += 1

ai_settings.increase_bullet_size()

sb.prep_level()

creat_fleet(ai_settings,screen,ship,aliens)`

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* 66`def ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb):

"""飞船与外星人相撞,生命减1,清除外星人和子弹列表

并创建新的外星人,飞船放在屏幕底部中央位置"""

if stats.ship_left > 0:

stats.ship_left -= 1

sb.prep_ships(screen)

#清空外星人和子弹列表

aliens.empty()

bullets.empty()

#新建一个飞船和外星人群

creat_fleet(ai_settings,screen,ship,aliens)

ship.center_ship(ai_settings)

#暂停0.5秒

sleep(0.5)

else:

ai_settings.bullet_width = 3

stats.game_active = False

pygame.mouse.set_visible(True)

def check_aliens_bottom(ai_settings,screen,ship,aliens,stats,bullets,sb):

"""检查是否有外星人到达底部"""

screen_rect = screen.get_rect()

for alien in aliens.sprites():

if alien.rect.bottom >= screen_rect.bottom:

ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb)

break

def check_high_score(stats,sb,screen):

"""检查是否产生了新的最高分"""

if stats.score > stats.high_score:

stats.high_score = stats.score

sb.prep_high_score(screen)`

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后面的文件基本是作为分支吧,一些属性还有一些初始化的数据,都是为game_function文件提供资源的

settings.py:`class Settings():

def __init__(self):

"""设置长度和宽度以及背景色属性"""

self.screen_width = 800

self.screen_height = 700

self.bg_color=(255,255,255)

self.ship_limit = 2

"""子弹设置"""

self.bullet_width = 3

self.bullet_height=15

self.bullet_color=(60,60,60)

self.bullet_allowed=8

"""外星人移动设置"""

self.fleet_drop_speed = 10

"""以什么样的速度加快游戏节奏"""

self.speed_up_scale = 1.1

self.init_dynamic_settings()

"""外星人点数的提高"""

self.score_scale = 1.5

"""子弹大小提高"""

self.bullet_scale = 10

def init_dynamic_settings(self):

self.speed = 1.5

self.bullet_speed = 3

self.alien_speed = 0.2

#fleet_direction为1表示向右移动,-1表示向左移动

self.fleet_direction = -1

#计分

self.alien_points = 10

def increase_speed(self):

"""提高速度设置和外星人点数设置"""

self.speed *= self.speed_up_scale

self.bullet_speed *= self.speed_up_scale

self.alien_speed *= self.speed_up_scale

self.alien_points = int(self.alien_points * self.score_scale)

def increase_bullet_size(self):

self.bullet_width += self.bullet_scale`

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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

#加载飞船图像并获取其外接矩形

self.image=pygame.image.load('images/ship.bmp')

self.rect=self.image.get_rect()#获取飞船的矩形

self.screen_rect=screen.get_rect()#获取屏幕矩形

self.ai_settings=ai_settings

#将每艘新飞船放在屏幕底部中央位置

self.rect.centerx=self.screen_rect.centerx

self.rect.centery=self.screen_rect.centery

self.rect.bottom=self.screen_rect.bottom

self.center_x=float(self.rect.centerx)

self.center_y=float(self.rect.centery)

"""连续检测按键,设置未按下右键为False"""

self.moving_right=False

self.moving_left=False

self.moving_up=False

self.moving_down=False

def update(self):

"""如果连续按方向键,则一直移动,并且不超过边界"""

if self.moving_right and self.rect.right < self.screen_rect.right:

self.center_x+=self.ai_settings.speed

#使用两个if,这样玩家同时按下两个键,

#将先增大rect.centerx值,再降低,则飞船位置不变

if self.moving_left and self.rect.left > 0:

self.center_x-=self.ai_settings.speed

if self.moving_up and self.rect.top > 0:

self.center_y-=self.ai_settings.speed

if self.moving_down and self.rect.bottom < self.screen_rect.bottom:

self.center_y+=self.ai_settings.speed

self.rect.centerx=self.center_x

self.rect.centery=self.center_y

"""在指定位置绘制飞船"""

def blitme(self):

self.screen.blit(self.image,self.rect)

def center_ship(self,ai_settings):

self.center_x = ai_settings.screen_width/2

self.center_y = ai_settings.screen_height - 28`

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alien.py:`import pygame

from pygame.sprite import Sprite

class Alien(Sprite):

def __init__(self,ai_settings,screen):

super().__init__()

"""初始化外星人并设置其初始位置"""

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

#存储外星人准确位置

self.x=float(self.rect.x)

def check_edges(self):

"""如果外星人碰到屏幕边缘,则返回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):

"""移动外星人"""

self.x += (self.ai_settings.alien_speed *

(self.ai_settings.fleet_direction))

self.rect.x=self.x

def blitme(self):

"""在指定位置绘制飞船"""

self.screen.blit(self.image,self.rect)`

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bullet.py:`import pygame

from pygame.sprite import Sprite

class Bullet(Sprite):

def __init__(self,ai_settings,screen,ship):

#在飞船位置创建一个子弹对象

super(Bullet,self).__init__()

self.screen=screen

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

self.y=float(self.rect.y)

self.color=ai_settings.bullet_color

self.speed=ai_settings.bullet_speed

def update(self):

"""向上移动子弹"""

#更新子弹的小数值

self.y -= self.speed

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)`

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button.py:`import pygame.font

class Button():

def __init__(self,ai_settings,screen,msg):

"""初始化按钮属性"""

self.screen = screen

self.screen_rect = screen.get_rect()

#设置按钮大小以及其他属性

self.width,self.height = 200,50

self.button_color = (0, 255, 0)

self.text_color = (60,60,60)

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

#按钮的标签只需要创建一次

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)`

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game_stats.py:`class GameStats():

"""跟踪游戏的统计信息"""

def __init__(self,ai_settings):

self.ai_settings = ai_settings

self.game_active = False

self.reset_stats()

#任何情况下都不能重置最高分

self.high_score = 0

def reset_stats(self):

"""初始化在游戏运行过程中可能变化的统计信息"""

self.ship_left = self.ai_settings.ship_limit

self.score = 0

self.level = 1

self.bullet_width = 3`

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scord_board.py:`import pygame.font

from pygame.sprite import Group

from ship import Ship

class Scoreboard():

"""显示得分的类"""

def __init__(self,ai_settings,screen,stats):

"""初始化显示得分的属性"""

self.screen = screen

self.screen_rect = screen.get_rect()

self.ai_settings = ai_settings

self.stats = stats

#显示得分时的字体设置

self.text_color = (30,30,30)

self.font = pygame.font.SysFont(None,48)

#准备初始得分图像以及当前最高得分

self.prep_score()

self.prep_high_score(screen)

self.prep_level()

self.prep_ships(screen)

def prep_score(self):

"""将得分转化为可渲染的图像"""

rounded_score = int(round(self.stats.score,-1))

score_str ="Score:"+"{:,}".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 prep_high_score(self,screen):

"""将最高得分渲染为图片"""

high_score = int(round(self.stats.high_score,-1))

high_score_str = "High Score:"+"{:,}".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左上角"""

self.high_score_rect = self.high_score_image.get_rect()

self.high_score_rect.left = self.screen_rect.left + 20

self.high_score_rect.top = 20

def prep_level(self):

"""将等级渲染为图像"""

self.level_image = self.font.render("Level:"+str(self.stats.level),True,

self.text_color,self.ai_settings.bg_color)

#将等级放在右下角

self.level_rect = self.level_image.get_rect()

self.level_rect.right = self.score_rect.right

self.level_rect.bottom = self.score_rect.bottom + 650

def show_score(self):

"""在屏幕上显示得分,最高分,等级"""

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)

#绘制剩余飞船

self.ships.draw(self.screen)

def prep_ships(self,screen):

"""显示剩余的飞机"""

self.ships = Group()

for ship_number in range(self.stats.ship_left + 1):

ship =Ship(self.ai_settings,self.screen)

ship.rect.x = 10 + ship_number * ship.rect.width

ship.rect.y = self.screen_rect.top + 640

self.ships.add(ship)`

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代码的话,我觉得注释已经比较清楚了,然后就没有多费口舌去解释

下面是运行之后的截图:

e2c6ddabbb978cd3460d37c33b7349ac.png

当三艘飞船用光后,结束游戏

77e1551e73b19c3ac04190a8602b6eea.png

再次点击“Play”按钮,再次开始

31c1c23951a64e9978fa15b958cdb799.png

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