python外星人入侵游戏图片_Python外星人入侵游戏编程完整版

PYTHON游戏编程外星人入侵的完整实现思路,具体内容如下

准备工作:下载python,比如Anaconda3(64 bit),导入pygame游戏包

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1.外星人设置,alien.py,代码:

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他位置"""

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('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):

"""向右移动外星人"""

self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)

self.rect.x = self.x

2.游戏主程序,alien_invasion.py,代码:

import pygame

from settings import Settings

from game_stats import GameStats

from button import Button

from ship import Ship

from pygame.sprite import Group

import game_functions as gf

from scoreboard import Scoreboard

def run_game():

pygame.init() # 初始化背景设置

ai_settings = Settings() # 全局设置

screen = pygame.display.set_mode( # 创建screen显示窗口

(ai_settings.screen_width,ai_settings.screen_height)

)

pygame.display.set_caption('Alien Invasion') # 标题

#新建Play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)

# 创建飞船

ship = Ship(ai_settings,screen)

# 创建子弹编组

bullets = Group()

#创建一个外星人

aliens = Group()

#创建外星人群

gf.create_fleet(ai_settings,screen,ship,aliens)

# 开始游戏主循环

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:

# 移动飞船

gf.update_ship(ship)

# 更新子弹位置

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

#更新外星人

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

# 更新屏幕

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

run_game()

3.设置子弹,bullet.py,代码:

import pygame

from pygame.sprite import Sprite

import time

class Bullet(Sprite):

'''飞船子弹进行管理'''

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

super(Bullet,self).__init__()

self.screen = screen

# 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高

self.rect = pygame.Rect(0,0,

ai_settings.bullet_width, ai_settings.bullet_height)

self.rect.centerx = ship.rect.centerx # 设置中心点x轴坐标跟飞船一致

self.rect.top = ship.rect.top # 设置y轴坐标顶部跟飞船一致

# 设置成小数进行计算

self.top = float(self.rect.top)

self.color = ai_settings.bullet_color

self.speed_factor = ai_settings.bullet_speed_factor

def update(self):

self.top -=self.speed_factor

self.rect.top = self.top

print(self.rect.top)

def draw_bullet(self):

pygame.draw.rect(self.screen,self.color,self.rect)

4.设置Play按钮,button.py,代码:

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)

5.设置游戏功能,game_functions.py,代码:

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):

# 监视键盘和鼠标事件

for event in pygame.event.get():

if event.type == pygame.QUIT: # 关闭窗口退出

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_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

#重置计分牌图像

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

'''更新屏幕上的图片,并切换到新屏幕'''

screen.fill(ai_settings.bg_color) # 设置背景颜色

ship.blitme() # 绘制飞船

aliens.draw(screen)

# 循环子弹组里面的元素,进行绘制 为空时不执行

for bullet in bullets.sprites():

bullet.draw_bullet() # 绘制子弹

#显示得分

sb.show_score()

#如果游戏处于非活跃状态,就显示Play按钮

if not stats.game_active:

play_button.draw_button()

# 显示最新屏幕,擦拭旧屏幕

pygame.display.flip()

# print('1')

def check_keydown_events(event,ai_settings,screen,ship,bullets):

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_q:

sys.exit()

def check_keyup_events(event,ship):

if event.key == pygame.K_RIGHT:

ship.moving_right = False

elif event.key == pygame.K_LEFT:

ship.moving_left = False

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

'''更新子弹位置,删除子弹'''

bullets.update() # 子弹组每个成员执行self.update()操作

for bullet in bullets.sprites():

if bullet.rect.bottom <= 0: # 子弹出界 删除

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):

"""响应外星人和子弹的碰撞"""

#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:

#删除现有的子弹并新建一群外星人,加快游戏进度节奏

bullets.empty()

ai_settings.increase_speed()

#提高等级

stats.level += 1

sb.prep_level()

create_fleet(ai_settings,screen,ship,aliens)

def update_ship(ship):

ship.update()

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

# 创建一个子弹对象 加入到子弹组

if len(bullets) < ai_settings.bullets_allowed: # 子弹少于允许值时再生成

new_bullet = Bullet(ai_settings, screen, ship)

bullets.add(new_bullet)

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 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 create_aliens(ai_settings,screen,aliens,alien_number,row_number):

"""创建一个外星人并将其放在当期行"""

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,并计算一行可以容纳多少个外星人

#外星人间距为外星人宽度

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)

#创建第一行外星人

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_aliens(ai_settings,screen,aliens,alien_number,row_number)

def check_fleet_edges(ai_settings,aliens):

"""有外星人到达边缘时采取相应措施"""

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,并改变他们的运动方向"""

for alien in aliens.sprites():

alien.rect.y += ai_settings.fleet_drop_speed

ai_settings.fleet_direction *= -1

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

"""响应被外星人撞到的飞船"""

if stats.ships_left > 0:

#将ship_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,并将飞船放到屏幕低端中央

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,stats,screen,sb,ship,aliens,bullets):

"""检查是否有外星人到达屏幕低端"""

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

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

break

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

"""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,stats,screen,sb,ship,aliens,bullets)

#检查是否有外星人到达屏幕低端

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

def check_high_score(stats,sb):

"""检查是否诞生了新的最高纪录"""

if stats.score > stats.high_score:

stats.high_score = stats.score

sb.prep_high_score()

6.游戏统计信息,game_stats.py,代码:

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()

#游戏刚启动时处于非活动状态

self.game_active = False

#在任何情况下不应该重置最高分

self.high_score = 0

self.level = 1

def reset_stats(self):

"""初始化在游戏运行期间可能变化的统计信息"""

self.ships_left = self.ai_settings.ship_limit

self.score = 0

7.分数设置,scoreboard.py,代码:

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)

#准备初始化得分图像和当前最高分数

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)

self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)

#将得分放在右上角

self.score_rect = self.score_image.get_rect()

self.score_rect.right = self.screen_rect.right - 20

self.score_rect.top = 5

def prep_high_score(self):

"""将最高得分转换为渲染图像"""

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)

#将最高分放在屏幕最中央

self.high_score_rect = self.high_score_image.get_rect()

self.high_score_rect.centerx = self.screen_rect.centerx

self.high_score_rect.top = 5

def prep_level(self):

"""将等级转换为渲染图像"""

self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)

#将得分放在右上角

self.level_rect = self.score_image.get_rect()

self.level_rect.right = self.screen_rect.right

self.level_rect.top = self.score_rect.bottom

def prep_ships(self):

"""显示还剩下多少艘飞船"""

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)

def show_score(self):

"""在屏幕上显示得分和等级"""

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)

#绘制飞船

self.ships.draw(self.screen)

8.设置,settings.py,代码:

class Settings():

'''存储外星人入侵中所有的设置'''

def __init__(self):

'''初始化设置'''

#屏幕设置

self.screen_width = 1200

self.screen_height = 600

self.bg_color = (230,230,230) # 设置背景色 灰色

#飞船设置

self.ship_limit = 3

self.ship_image_path = 'images/ship.bmp' # 飞船图片路径

#子弹设置

self.bullet_width = 3

self.bullet_height = 15

self.bullet_color = 60,60,60

self.bullets_allowed = 3 # 允许屏幕中出现子弹的数量

#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 = 1.1

#外星人点数提高速度

self.score_scale = 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 = 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

#计分

self.alien_points = 50

def increase_speed(self):

"""提高速度设置,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)

9.飞船设置,ship.py,代码:

import pygame

from pygame.sprite import Sprite

class Ship(Sprite):

'''飞船所有信息'''

def __init__(self,ai_settings,screen):

"""初始化飞船,并设置其起始位置"""

super(Ship,self).__init__()

self.screen=screen

self.ai_settings = ai_settings

# 加载飞船图片、获取外接矩形

self.image = pygame.image.load(self.ai_settings.ship_image_path) # 加载图片

self.image = pygame.transform.smoothscale(self.image,(40,60))

self.rect = self.image.get_rect() # 获取图片外接矩形

self.screen_rect = screen.get_rect() #获取屏幕外接矩形

# 将每搜新飞船放到并木底部中心

self.rect.centerx = self.screen_rect.centerx

self.rect.bottom = self.screen_rect.bottom

# 设置成浮点类型

self.center = float(self.rect.centerx) # self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算

# 移动标志

self.moving_right = False

self.moving_left = False

def blitme(self):

'''在指定位置绘制飞船'''

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

def update(self):

# 向右移动飞船

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

self.center +=self.ai_settings.ship_speed_factor

# 向左移动飞船

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

self.center -= self.ai_settings.ship_speed_factor

self.rect.centerx = self.center

def center_ship(self):

"""让飞船在屏幕上居中"""

self.center = self.screen_rect.centerx

效果展示:

2017041811565210.png

游戏资源:图片资源

2017418120021325.jpg

2017418120046186.jpg

更多关于python游戏的精彩文章请点击查看以下专题:

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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