android studio游戏简单五子棋代码_Python小游戏:外星人入侵!!!五子棋人机AI对战,如何简单实现AI智能,原码附上。...

大家好我是城南,今天给大家分享的是pygame小游戏

首先是实现简单的AI人机五子棋对战

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下面有这个五子棋的全代码,代码中我添加了很多注释。其中下图则是如何实现人机AI智能,(伪AI智能,哈哈)

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供大家一起学习,上源码:

"""五子棋之人机对战"""import sysimport randomimport pygamefrom pygame.locals import *import pygame.gfxdrawfrom collections import namedtupleChessman = namedtuple('Chessman', 'Name Value Color')Point = namedtuple('Point', 'X Y')BLACK_CHESSMAN = Chessman('黑子', 1, (45, 45, 45))WHITE_CHESSMAN = Chessman('白子', 2, (219, 219, 219))offset = [(1, 0), (0, 1), (1, 1), (1, -1)]class Checkerboard:    def __init__(self, line_points):        self._line_points = line_points        self._checkerboard = [[0] * line_points for _ in range(line_points)]    def _get_checkerboard(self):        return self._checkerboard    checkerboard = property(_get_checkerboard)    # 判断是否可落子    def can_drop(self, point):        return self._checkerboard[point.Y][point.X] == 0    def drop(self, chessman, point):        """        落子        :param chessman:        :param point:落子位置        :return:若该子落下之后即可获胜,则返回获胜方,否则返回 None        """        # 把黑棋/白棋落子的坐标打印出来        print(f'{chessman.Name} ({point.X}, {point.Y})')        self._checkerboard[point.Y][point.X] = chessman.Value        # 打印获胜方出来        if self._win(point):            print(f'{chessman.Name}获胜')            return chessman    # 判断是否赢了    def _win(self, point):        cur_value = self._checkerboard[point.Y][point.X]        for os in offset:            if self._get_count_on_direction(point, cur_value, os[0], os[1]):                return True    # 判断是否赢了的代码,从这里往上看,代码都是正着写,反着看,写代码思路缺什么补什么,所以从这里开始看    # 声明一个函数,按方向数数,数满5个就获胜。    # 一个二维坐标上,判断上下、左右、两个45度直线,是否有五个相同的直连棋子,只要满足五颗子,则游戏结束:    def _get_count_on_direction(self, point, value, x_offset, y_offset):        count = 1        for step in range(1, 5):            x = point.X + step * x_offset            y = point.Y + step * y_offset            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:                count += 1            else:                break        for step in range(1, 5):            x = point.X - step * x_offset            y = point.Y - step * y_offset            if 0 <= x < self._line_points and 0 <= y < self._line_points and self._checkerboard[y][x] == value:                count += 1            else:                break        return count >= 5SIZE = 30  # 棋盘每个点时间的间隔Line_Points = 19  # 棋盘每行/每列点数Outer_Width = 20  # 棋盘外宽度Border_Width = 4  # 边框宽度Inside_Width = 4  # 边框跟实际的棋盘之间的间隔Border_Length = SIZE * (Line_Points - 1) + Inside_Width * 2 + Border_Width  # 边框线的长度Start_X = Start_Y = Outer_Width + int(Border_Width / 2) + Inside_Width  # 网格线起点(左上角)坐标SCREEN_HEIGHT = SIZE * (Line_Points - 1) + Outer_Width * 2 + Border_Width + Inside_Width * 2  # 游戏屏幕的高SCREEN_WIDTH = SCREEN_HEIGHT + 200  # 游戏屏幕的宽Stone_Radius = SIZE // 2 - 3  # 棋子半径Stone_Radius2 = SIZE // 2 + 3Checkerboard_Color = (0xE3, 0x92, 0x65)  # 棋盘颜色,0x是16进制表示哦BLACK_COLOR = (0, 0, 0)WHITE_COLOR = (255, 255, 255)RED_COLOR = (200, 30, 30)BLUE_COLOR = (30, 30, 200)RIGHT_INFO_POS_X = SCREEN_HEIGHT + Stone_Radius2 * 2 + 10def print_text(screen, font, x, y, text, fcolor=(255, 255, 255)):    imgText = font.render(text, True, fcolor)    screen.blit(imgText, (x, y))def main():    pygame.init()    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))    pygame.display.set_caption('五子棋')    font1 = pygame.font.SysFont('SimHei', 32)  # 字体:黑体,32号    font2 = pygame.font.SysFont('SimHei', 72)  # 字体:黑体,72号    fwidth, fheight = font2.size('黑方获胜')    checkerboard = Checkerboard(Line_Points)    cur_runner = BLACK_CHESSMAN    winner = None    computer = AI(Line_Points, WHITE_CHESSMAN)    # 设置黑白双方初始连子为0    black_win_count = 0    white_win_count = 0    while True:        for event in pygame.event.get():            if event.type == QUIT:                sys.exit()            elif event.type == KEYDOWN:                if event.key == K_RETURN:                    if winner is not None:                        winner = None                        cur_runner = BLACK_CHESSMAN                        checkerboard = Checkerboard(Line_Points)                        computer = AI(Line_Points, WHITE_CHESSMAN)            elif event.type == MOUSEBUTTONDOWN:  # 检测鼠标落下                if winner is None:  # 检测是否有一方胜出                    pressed_array = pygame.mouse.get_pressed()                    if pressed_array[0]:                        mouse_pos = pygame.mouse.get_pos()                        click_point = _get_clickpoint(mouse_pos)                        if click_point is not None:  # 检测鼠标是否在棋盘内点击                            if checkerboard.can_drop(click_point):                                winner = checkerboard.drop(cur_runner, click_point)                                if winner is None:  # 再次判断是否有胜出                                    # 一个循环内检测两次,意思就是人出一次检测一下,电脑出一次检测一下。                                    cur_runner = _get_next(cur_runner)                                    computer.get_opponent_drop(click_point)                                    AI_point = computer.AI_drop()                                    winner = checkerboard.drop(cur_runner, AI_point)                                    if winner is not None:                                        white_win_count += 1                                    cur_runner = _get_next(cur_runner)                                else:                                    black_win_count += 1                        else:                            print('超出棋盘区域')        # 画棋盘        _draw_checkerboard(screen)        # 画棋盘上已有的棋子        for i, row in enumerate(checkerboard.checkerboard):            for j, cell in enumerate(row):                if cell == BLACK_CHESSMAN.Value:                    _draw_chessman(screen, Point(j, i), BLACK_CHESSMAN.Color)                elif cell == WHITE_CHESSMAN.Value:                    _draw_chessman(screen, Point(j, i), WHITE_CHESSMAN.Color)        _draw_left_info(screen, font1, cur_runner, black_win_count, white_win_count)        if winner:            print_text(screen, font2, (SCREEN_WIDTH - fwidth) // 2, (SCREEN_HEIGHT - fheight) // 2, winner.Name + '获胜',                       RED_COLOR)        pygame.display.flip()def _get_next(cur_runner):    if cur_runner == BLACK_CHESSMAN:        return WHITE_CHESSMAN    else:        return BLACK_CHESSMAN# 画棋盘def _draw_checkerboard(screen):    # 填充棋盘背景色    screen.fill(Checkerboard_Color)    # 画棋盘网格线外的边框    pygame.draw.rect(screen, BLACK_COLOR, (Outer_Width, Outer_Width, Border_Length, Border_Length), Border_Width)    # 画网格线    for i in range(Line_Points):        pygame.draw.line(screen, BLACK_COLOR,                         (Start_Y, Start_Y + SIZE * i),                         (Start_Y + SIZE * (Line_Points - 1), Start_Y + SIZE * i),                         1)    for j in range(Line_Points):        pygame.draw.line(screen, BLACK_COLOR,                         (Start_X + SIZE * j, Start_X),                         (Start_X + SIZE * j, Start_X + SIZE * (Line_Points - 1)),                         1)    # 画星位和天元    for i in (3, 9, 15):        for j in (3, 9, 15):            if i == j == 9:                radius = 5            else:                radius = 3            # pygame.draw.circle(screen, BLACK, (Start_X + SIZE * i, Start_Y + SIZE * j), radius)            pygame.gfxdraw.aacircle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)            pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * i, Start_Y + SIZE * j, radius, BLACK_COLOR)# 画棋子def _draw_chessman(screen, point, stone_color):    # pygame.draw.circle(screen, stone_color, (Start_X + SIZE * point.X, Start_Y + SIZE * point.Y), Stone_Radius)    pygame.gfxdraw.aacircle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)    pygame.gfxdraw.filled_circle(screen, Start_X + SIZE * point.X, Start_Y + SIZE * point.Y, Stone_Radius, stone_color)# 画右侧信息显示def _draw_left_info(screen, font, cur_runner, black_win_count, white_win_count):    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2), BLACK_CHESSMAN.Color)    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, Start_X + Stone_Radius2 * 4), WHITE_CHESSMAN.Color)    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + 3, '玩家', BLUE_COLOR)    print_text(screen, font, RIGHT_INFO_POS_X, Start_X + Stone_Radius2 * 3 + 3, '电脑', BLUE_COLOR)    print_text(screen, font, SCREEN_HEIGHT, SCREEN_HEIGHT - Stone_Radius2 * 8, '战况:', BLUE_COLOR)    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - int(Stone_Radius2 * 4.5)),                       BLACK_CHESSMAN.Color)    _draw_chessman_pos(screen, (SCREEN_HEIGHT + Stone_Radius2, SCREEN_HEIGHT - Stone_Radius2 * 2), WHITE_CHESSMAN.Color)    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - int(Stone_Radius2 * 5.5) + 3, f'{black_win_count} 胜',               BLUE_COLOR)    print_text(screen, font, RIGHT_INFO_POS_X, SCREEN_HEIGHT - Stone_Radius2 * 3 + 3, f'{white_win_count} 胜',               BLUE_COLOR)def _draw_chessman_pos(screen, pos, stone_color):    pygame.gfxdraw.aacircle(screen, pos[0], pos[1], Stone_Radius2, stone_color)    pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], Stone_Radius2, stone_color)# 根据鼠标点击位置,返回游戏区坐标def _get_clickpoint(click_pos):    pos_x = click_pos[0] - Start_X    pos_y = click_pos[1] - Start_Y    if pos_x < -Inside_Width or pos_y < -Inside_Width:        return None    x = pos_x // SIZE    y = pos_y // SIZE    if pos_x % SIZE > Stone_Radius:        x += 1    if pos_y % SIZE > Stone_Radius:        y += 1    if x >= Line_Points or y >= Line_Points:        return None    return Point(x, y)class AI:    def __init__(self, line_points, chessman):        self._line_points = line_points        self._my = chessman        self._opponent = BLACK_CHESSMAN if chessman == WHITE_CHESSMAN else WHITE_CHESSMAN        self._checkerboard = [[0] * line_points for _ in range(line_points)]    def get_opponent_drop(self, point):        self._checkerboard[point.Y][point.X] = self._opponent.Value    def AI_drop(self):        point = None        score = 0        for i in range(self._line_points):            for j in range(self._line_points):                if self._checkerboard[j][i] == 0:                    _score = self._get_point_score(Point(i, j))                    if _score > score:                        score = _score                        point = Point(i, j)                    elif _score == score and _score > 0:                        r = random.randint(0, 100)                        if r % 2 == 0:                            point = Point(i, j)        self._checkerboard[point.Y][point.X] = self._my.Value        return point    def _get_point_score(self, point):        score = 0        for os in offset:            score += self._get_direction_score(point, os[0], os[1])        return score    def _get_direction_score(self, point, x_offset, y_offset):        count = 0  # 落子处我方连续子数        _count = 0  # 落子处对方连续子数        space = None  # 我方连续子中有无空格        _space = None  # 对方连续子中有无空格        both = 0  # 我方连续子两端有无阻挡        _both = 0  # 对方连续子两端有无阻挡        # 如果是 1 表示是边上是我方子,2 表示敌方子        flag = self._get_stone_color(point, x_offset, y_offset, True)        if flag != 0:            for step in range(1, 6):                x = point.X + step * x_offset                y = point.Y + step * y_offset                if 0 <= x < self._line_points and 0 <= y < self._line_points:                    if flag == 1:                        if self._checkerboard[y][x] == self._my.Value:                            count += 1                            if space is False:                                space = True                        elif self._checkerboard[y][x] == self._opponent.Value:                            _both += 1                            break                        else:                            if space is None:                                space = False                            else:                                break  # 遇到第二个空格退出                    elif flag == 2:                        if self._checkerboard[y][x] == self._my.Value:                            _both += 1                            break                        elif self._checkerboard[y][x] == self._opponent.Value:                            _count += 1                            if _space is False:                                _space = True                        else:                            if _space is None:                                _space = False                            else:                                break                else:                    # 遇到边也就是阻挡                    if flag == 1:                        both += 1                    elif flag == 2:                        _both += 1        if space is False:            space = None        if _space is False:            _space = None        _flag = self._get_stone_color(point, -x_offset, -y_offset, True)        if _flag != 0:            for step in range(1, 6):                x = point.X - step * x_offset                y = point.Y - step * y_offset                if 0 <= x < self._line_points and 0 <= y < self._line_points:                    if _flag == 1:                        if self._checkerboard[y][x] == self._my.Value:                            count += 1                            if space is False:                                space = True                        elif self._checkerboard[y][x] == self._opponent.Value:                            _both += 1                            break                        else:                            if space is None:                                space = False                            else:                                break  # 遇到第二个空格退出                    elif _flag == 2:                        if self._checkerboard[y][x] == self._my.Value:                            _both += 1                            break                        elif self._checkerboard[y][x] == self._opponent.Value:                            _count += 1                            if _space is False:                                _space = True                        else:                            if _space is None:                                _space = False                            else:                                break                else:                    # 遇到边也就是阻挡                    if _flag == 1:                        both += 1                    elif _flag == 2:                        _both += 1        # 下面这一串score(分数)的含义:评估棋格获胜分数。        # 使计算机计算获胜分值越高的棋格,就能确定能让自己的棋子最有可能达成联机的位置,也就是最佳进攻位置,        # 而一旦计算机能确定自己的最高分值的位置,计算机就具备了进攻能力。        # 同理,计算机能计算出玩家的最大分值位置,并抢先玩家获得该位置,这样计算机就具有了防御的能力。        # 在计算机下棋之前,会计算空白棋格上的获胜分数,根据分数高低获取最佳位置。        # 计算机会将棋子下在获胜分数最高的地方。        # 当已放置4颗棋子时,必须在第五个空棋格上设置绝对高的分值。也就是10000        # 当获胜组合上有部分位置已被对手的棋格占据而无法连成五子时,获胜组合上空棋格的获胜分数会直接设置为0。(四颗棋子,你把中间断了)        # 当有两组及其以上的获胜组合位置交叉时,对该位置的分数进行叠加,形成分数比周围位置明显高。(五子棋中三三相连)        score = 0        if count == 4:            score = 10000        elif _count == 4:            score = 9000        elif count == 3:            if both == 0:                score = 1000            elif both == 1:                score = 100            else:                score = 0        elif _count == 3:            if _both == 0:                score = 900            elif _both == 1:                score = 90            else:                score = 0        elif count == 2:            if both == 0:                score = 100            elif both == 1:                score = 10            else:                score = 0        elif _count == 2:            if _both == 0:                score = 90            elif _both == 1:                score = 9            else:                score = 0        elif count == 1:            score = 10        elif _count == 1:            score = 9        else:            score = 0        if space or _space:            score /= 2        return score    # 判断指定位置处在指定方向上是我方子、对方子、空    def _get_stone_color(self, point, x_offset, y_offset, next):        x = point.X + x_offset        y = point.Y + y_offset        if 0 <= x < self._line_points and 0 <= y < self._line_points:            if self._checkerboard[y][x] == self._my.Value:                return 1            elif self._checkerboard[y][x] == self._opponent.Value:                return 2            else:                if next:                    return self._get_stone_color(Point(x, y), x_offset, y_offset, False)                else:                    return 0        else:            return 0if __name__ == '__main__':    main()

接下来是外星人入侵小游戏:

我是按照买的资料书上来做的,在这个代码里面呢,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 pygamefrom settings import Settingsfrom ship import Shipfrom pygame.sprite import Groupfrom game_stats import GameStatsfrom button import Buttonfrom score_board import Scoreboardimport game_function as gfdef 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()

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 sysimport pygamefrom random import randintfrom bullet import Bulletfrom alien import Alienfrom time import sleepdef 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    
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()
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_xdef 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_rowsdef 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)                     
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)
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)

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

ship.py:

import pygamefrom pygame.sprite import Spriteclass 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

alien.py:

import pygamefrom pygame.sprite import Spriteclass 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)

bullet.py:

import pygamefrom pygame.sprite import Spriteclass 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)

button.py:

import pygame.fontclass 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)

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

scord_board.py:

import pygame.fontfrom pygame.sprite import Groupfrom ship import Shipclass 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)

代码的话,注释已经比较清楚了,所以就没有多费口舌去解释

下面是运行之后的截图:

fdb970501f9a0faf335195ba9dec17d8.png

当三艘飞船用光后,结束游戏

8b336051a7c90683b83dbcf1d4cf820e.png

再次点击“Play”按钮,再次开始

fe7f0be95b29863967385d3c8b5f62fc.png

好了今天的分享就到这里了

63c082a12e8ff4ad7be1ef07f1286f85.png

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