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:
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)