游戏简要
游戏者可通过键盘操作飞船击落入侵的外星人。游戏包含玩家飞船、外星人、子弹等元素,游戏者可以操纵玩家飞船移动,通过发射子弹击毁外星人;游戏者一局有三次机会即有三艘飞船,外星人撞击底部(入侵成功)或者飞船(防御失败)则销毁一艘船;击落外星人则增加得分数,如果击落全部外星人,则下一局外星人入侵速度加快,分数增多。
界面:
alien_invasion.py 主函数 运行该函数即可
# coding=gbk
import sys
import pygame
from pygame.sprite import Group
import game_functions as gf
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from alien import Alien
def run_game():
#初始化pygame、设置和屏幕
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()
#创建一群外星人
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
gf.check_events(ai_settings,screen,stats,sb,play_button,ship,
aliens,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,
bullets)
gf.update_aliens(ai_settings,screen,stats,sb,ship,aliens,
bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,
bullets,play_button)
run_game()
alien.py
# coding=gbk
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):
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 update(self):
"""向左、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
def update(self):
"""向左、右移动外星人"""
self.x+=(self.ai_settings.alien_speed_factor*
self.ai_settings.fleet_direction)
self.rect.x=self.x
ship.py
# coding=gbk
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
self.ai_settings=ai_settings
#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()
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 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
settings.py
# coding=gbk
class Settings():
"""存储《外星人入侵》的所有设置的类"""
def __init__(self):
"""初始化游戏的设置"""
#屏幕设置
self.screen_width = 1300
self.screen_height = 750
#屏幕颜色
self.bg_color=(230,230,230)
#飞船的设置
self.ship_limit=3
#子弹设置
self.bullet_speed_factor=3
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=1.1
#外星人点数的提高速度
self.score_scale=1.5
#记分
self.alien_points=50
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表示向右移动,为-1表示向左移
self.fleet_direction=1
def increase_speed(self):
"""提高速度装置"""
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)
buttet.py
# coding=gbk
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射子弹进行管理的类"""
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,在设置正确的位置
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)
button.py
# coding=gbk
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=(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
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
game_functions.py
# coding=gbk
import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,ai_settings,screen,ship,bullets):
"""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_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 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:
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):
"""在玩家单击按钮式开始游戏"""
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
ai_settings.initialize_dynamic_settings()
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 update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,
play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重新绘制屏幕
screen.fill(ai_settings.bg_color)
ship.blitme()
#在飞船和外星人后面重新绘制所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#显示得分
sb.show_score()
#如果游戏处于非活动状态,就绘制按钮
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()
#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):
#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:
#如果整群外星人都消灭,就提高一个等级
#删除现有的子弹,加快游戏,并新建一群外星人
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level+=1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
#创建一颗子弹,并将其加入到编组bullets中
if len(bullets)<ai_settings.bullets_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"""
#创建一个外星人并将其加入当前行
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_alien(ai_settings,screen,aliens,alien_number,
row_number)
def get_number_aliens_x(ai_settings,alien_width):
"""计算一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))
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加入当前行
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"""
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 check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整体外星人下移,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 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:
#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,并将飞船放到屏幕地底端中央
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,screen,stats,sb,ship,aliens,bullets):
"""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:
#像飞船被撞一样处理
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""检查是否有外星人位于边缘,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)
#检测是否到达底部
check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_high_score(stats,sb):
"""检查是否诞生新的最高分"""
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()
game_stats.py
# coding=gbk
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
#在任何情况下都不应重置最高分
self.high_score=0
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
self.level=1
`
scoreboard.py
# coding=gbk
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)
#准备初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分装换为一幅渲染的图像0"""
rounded_score=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 show_score(self):
"""在屏幕上显示得分,最高分"""
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.score_rect.top
def prep_level(self):
"""将等转换为渲染图像"""
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)
完整代码:基于python的简单游戏开发