《Python项目-1Alien Invasion》

1 外星人入侵

游戏介绍:
  在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用箭头键左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星人出现在天空中,并向屏幕下方移动。玩家的任务是射杀这些外星人。玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束。

游戏截图:
在这里插入图片描述

操作说明:

按键描述按键描述
向上移动Shift加速
向下移动Space开火
向左移动Q退出游戏
向右移动

2 代码

【代码链接:Alien Invasion

2.1 alien_invasion.py

import sys
import random
import pygame
from time import sleep
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien


class AlienInvasion:
    """管理游戏资源和行为的类"""

    def __init__(self):
        """初始化游戏并创建游戏资源"""
        pygame.init()
        self.settings = Settings()
        self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))  # 创建显示窗口
        pygame.display.set_caption("Alien Invasion")  # 设置窗口标题内容

        # 创建一个用于存储游戏统计信息的实例,并创建记分牌
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        # 创建play按钮
        self.play_button = Button(self, "Play")

    def run_game(self):
        """开始游戏的主循环"""
        while True:
            self._check_events()

            if self.stats.game_active:
                self.ship.update()
                self.settings.change()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()

    def _check_events(self):
        """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:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)

    def _check_play_button(self, mouse_pos):
        """在玩家单击play按钮时开始新游戏"""
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            # 重置游戏设置
            self.settings.initialize_dynamic_settings()

            # 重置游戏统计信息
            self.stats.reset_stats()
            self.stats.game_active = True
            self.sb.prep_score()
            self.sb.prep_level()
            self.sb.prep_ships()

            # 清空余下的外星人和子弹
            self.aliens.empty()
            self.bullets.empty()

            # 创建一群新的外星人并让飞船居中
            self._create_fleet()
            self.ship.center_ship()

            # 隐藏鼠标光标
            pygame.mouse.set_visible(False)

    def _check_keydown_events(self, event):
        """响应按键"""
        # 上下左右移动飞船
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        elif event.key == pygame.K_UP:
            self.ship.moving_up = True
        elif event.key == pygame.K_DOWN:
            self.ship.moving_down = True
        # Q 退出游戏
        elif event.key == pygame.K_q:
            sys.exit()
        # Shift 加速
        elif event.key == pygame.K_LSHIFT:
            self.settings.speed_change = True
        # 空格 开火
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()

    def _check_keyup_events(self, event):
        """响应松开"""
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False
        elif event.key == pygame.K_UP:
            self.ship.moving_up = False
        elif event.key == pygame.K_DOWN:
            self.ship.moving_down = False
        elif event.key == pygame.K_LSHIFT:
            self.settings.speed_change = False

    def _fire_bullet(self):
        """创建一颗子弹并将其加入编组bullets中"""
        if len(self.bullets) < self.settings.bullet_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)

    def _update_bullets(self):
        """更新子弹的位置,并删除消失的子弹"""
        # 更新子弹的位置
        self.bullets.update()
        # 删除消失的子弹
        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)

        self._check_bullet_alien_collisions()

    def _check_bullet_alien_collisions(self):
        """响应子弹和外星人碰撞"""
        # 删除发生碰撞的子弹和外星人
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
            self.sb.prep_score()
            self.sb.check_high_score()

        if not self.aliens:
            # 删除现有的子弹,并新建一群外星人
            self.bullets.empty()
            self._create_fleet()
            self.settings.increase_speed()

            # 提高等级
            self.stats.level += 1
            self.sb.prep_level()

    def _create_fleet(self):
        """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
        # 外星人的间距为外星人的宽度
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        available_space_x = self.settings.screen_width - (2 * alien_width)
        number_aliens_x = available_space_x // (2 * alien_width)

        # 计算屏幕可以容纳多少行外星人
        ship_height = self.ship.rect.height
        available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height)
        number_rows = available_space_y // (2 * alien_height)

        # 创建外星人群
        for row_number in range(number_rows):
            line_number = random.randint(1, number_aliens_x)
            for alien_number in random.sample(list(range(number_aliens_x)), line_number):
                self._create_alien(alien_number, row_number)

    def _create_alien(self, alien_number, row_number):
        """创建一个外星人并将其加入当前行"""
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        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
        self.aliens.add(alien)

    def _check_fleet_edges(self):
        """有外星人到达屏幕边缘时采取相应的措施"""
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    def _change_fleet_direction(self):
        """将整群外星人下移并改变它们的方向"""
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _update_aliens(self):
        """检查是否有外星人位于屏幕边缘,并更新外星人群中所有外星人的位置"""
        self._check_fleet_edges()
        self.aliens.update()
        # 检测是否有外星人撞到飞船
        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            print("飞船撞毁了!!!")
            self._ship_hit()
        # 检测是否有外星人到达了屏幕底端
        self._check_aliens_bottom()

    def _ship_hit(self):
        """响应飞船被外星人撞到"""
        if self.stats.ships_left > 0:
            print("当前还有 %d 艘飞船\n" % self.stats.ships_left)
            # 将ship_left减1并更新计分牌
            self.stats.ships_left -= 1
            self.sb.prep_ships()

            # 清空余下的外星人和子弹
            self.aliens.empty()
            self.bullets.empty()

            # 创建一群新的外星人,并将飞船放到屏幕底端的中央
            self._create_fleet()
            self.ship.center_ship()

            # 暂停
            sleep(0.5)
        else:
            print("你没有飞船了,游戏结束")
            self.stats.game_active = False
            pygame.mouse.set_visible(True)

    def _check_aliens_bottom(self):
        """检查是否有外星人到达了屏幕底端"""
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                # 如果是,像飞船被撞到一样处理
                print("外星人吃掉了你的脑袋!!!")
                self._ship_hit()
                break

    def _update_screen(self):
        """更新屏幕上的图像,并切换到新屏幕"""
        self.screen.fill(self.settings.bg_color)
        # self.screen.blit(self.settings.bg, self.settings.bg.get_rect())
        self.ship.blitme()
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        self.aliens.draw(self.screen)

        # 显示得分
        self.sb.show_score()

        # 如果游戏处于非活动状态,就绘制play按钮
        if not self.stats.game_active:
            self.play_button.draw_button()

        pygame.display.flip()


if __name__ == '__main__':
    # 创建游戏实例并运行游戏
    ai = AlienInvasion()
    ai.run_game()

2.2 settings.py

import pygame


class Settings:
    """存储游戏中所有设置的类"""

    def __init__(self):
        """初始化游戏的静态设置"""
        # 屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (255, 255, 255)
        self.bg = pygame.image.load("C:/Users/Sussurro/Desktop/外星人入侵/alien_invasion/images/bg.png")

        # 飞船设置
        # self.ship_speed = 0.5
        self.ship_limit = 3
        # 速度标志
        self.speed_change = False

        # 子弹设置
        # self.bullet_speed = 0.5
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = (60, 60, 60)
        self.bullet_allowed = float('inf')  # 屏幕上可显示的最大子弹数量

        # 外星人设置
        # self.alien_speed = 0.2
        self.fleet_drop_speed = 10

        # 加快游戏节奏的进度
        self.speedup_scale = 1.1
        # 外星人分数的提高速度
        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 = 0.5
        self.bullet_speed = 1
        self.alien_speed = 0.3

        # fleet_direction 为1表示向右移动,为-1表示向左移动
        self.fleet_direction = 1

        # 计分
        self.alien_points = 50

    def increase_speed(self):
        """提高速度设置和外星人分数"""
        self.bullet_speed *= self.speedup_scale
        self.alien_speed *= self.speedup_scale

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

    def change(self):
        """根据速度标志调整飞船速度"""
        if self.speed_change:
            self.ship_speed = 1
        else:
            self.ship_speed = 0.5

2.3 alien.py

import pygame
from pygame.sprite import Sprite


class Alien(Sprite):
    """表示单个外星人的类"""

    def __init__(self, ai_game):
        """初始化外星人并设置其初始位置"""
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings

        # 加载外星人图像并设置其rect属性
        self.image = pygame.image.load("C:/Users/Sussurro/Desktop/外星人入侵/alien_invasion/images/alien.bmp")
        self.rect = self.image.get_rect()

        # 每个外星人最初都在屏幕左上角
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        # 存储外星人的精确水平位置
        self.x = float(self.rect.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 or self.rect.left < 0:
            return True

    def update(self):
        """向左或者向右移动外星人"""
        self.x += self.settings.alien_speed * self.settings.fleet_direction
        self.rect.x = self.x

2.4 ship.py

import pygame
from pygame.sprite import Sprite


class Ship(Sprite):
    """管理飞船的类"""

    def __init__(self, ai_game):
        """初始化飞船并设置其初始位置"""
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings
        self.screen_rect = ai_game.screen.get_rect()

        # 加载飞船图像并获取其外接矩形
        self.image = pygame.image.load('C:/Users/Sussurro/Desktop/外星人入侵/alien_invasion/images/ship.bmp')
        self.rect = self.image.get_rect()

        # 对于每艘飞船,都将其放在屏幕底部的中央
        self.rect.midbottom = self.screen_rect.midbottom

        # 在飞船的属性x,y中存储最小值
        self.x = float(self.rect.x)
        self.y = float(self.rect.y)

        # 移动标志
        self.moving_right = False
        self.moving_left = False
        self.moving_up = False
        self.moving_down = False

    def update(self):
        """根据移动标志调整飞船位置"""
        # 更新飞船而不是rect对象的x,y值
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.x += self.settings.ship_speed
        if self.moving_left and self.rect.left > 0:
            self.x -= self.settings.ship_speed
        if self.moving_up and self.rect.top > 0:
            self.y -= self.settings.ship_speed
        if self.moving_down and self.rect.bottom < self.screen_rect.height:
            self.y += self.settings.ship_speed

        # 根据self.x,self.y的值更新rect对象
        self.rect.x = self.x
        self.rect.y = self.y

    def blitme(self):
        """在指定位置绘制飞船"""
        self.screen.blit(self.image, self.rect)

    def center_ship(self):
        """让飞船在屏幕底端居中"""
        self.rect.midbottom = self.screen_rect.midbottom
        self.x = float(self.rect.x)
        self.y = float(self.rect.y)

2.5 bullet.py

import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):
    """管理飞船所发射子弹的类"""

    def __init__(self, ai_game):
        """在飞船当前位置创建一个子弹对象"""
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings
        self.color = self.settings.bullet_color

        # 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, self.settings.bullet_width, self.settings.bullet_height)
        self.rect.midtop = ai_game.ship.rect.midtop

        # 存储用小数表示的子弹位置
        self.y = float(self.rect.y)

    def update(self):
        """向上移动子弹"""
        # 更新表示子弹位置的小数值
        self.y -= self.settings.bullet_speed
        # 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)

2.6 game_stats.py

class GameStats:
    """跟踪游戏的统计信息"""

    def __init__(self, ai_game):
        """初始化统计信息"""
        self.settings = ai_game.settings
        self.reset_stats()

        # 游戏刚启动时处于活动状态
        self.game_active = False

        # 在任何情况下都不应该重置最高得分
        self.high_score = 0

    def reset_stats(self):
        """初始化在游戏期间可能变化的统计信息"""
        self.ships_left = self.settings.ship_limit
        self.score = 0
        self.level = 1

2.7 button.py

import pygame.font


class Button:
    """创建按钮"""

    def __init__(self, ai_game, msg):
        """初始化按钮的属性"""
        self.screen = ai_game.screen
        self.screen_rect = self.screen.get_rect()

        # 设置按钮的尺寸和其它属性
        self.width, self.height = 200, 50
        self.button_color = (96, 96, 96)
        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.mag_image_rect = self.msg_image.get_rect()
        self.mag_image_rect.center = self.rect.center

    def draw_button(self):
        """绘制一个用颜色填充的按钮,在绘制文本"""
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.mag_image_rect)

2.8 scoreboard.py

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_game):
        """初始化显示得分涉及的属性"""
        self.ai_game = ai_game
        self.screen = ai_game.screen
        self.screen_rect = self.screen.get_rect()
        self.settings = ai_game.settings
        self.stats = ai_game.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)
        # 准备包含最高得分和当前得分图像
        self.prep_score()
        self.prep_level()
        self.prep_ships()
        self.prep_high_score()

    def prep_score(self):
        """将得分转换为一幅渲染的图像"""
        rounded_score = round(self.stats.score, -1)
        score_str = "Score: {:,}".format(rounded_score)
        self.score_image = self.font.render(score_str, True, self.text_color, self.settings.bg_color)

        # 在屏幕右上角显示得分
        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):
        """将最高得分转换为一幅渲染的图像"""
        high_score = 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.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 check_high_score(self):
        """检查是否诞生了新的最高得分"""
        if self.stats.score > self.stats.high_score:
            self.stats.high_score = self.stats.score
            self.prep_high_score()

    def prep_level(self):
        """将等级转换为一幅渲染的图像"""
        level_str = "Level: {}".format(self.stats.level)
        self.level_image = self.font.render(level_str, True, self.text_color, self.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):
        """显示还剩下多少艘飞船"""
        self.ships = Group()
        for ship_number in range(self.stats.ships_left):
            ship = Ship(self.ai_game)
            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、等级和余下的飞船数"""
        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)
        self.ships.draw(self.screen)
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