《python学习,从入门到实践》 项目一 “外星人入侵”
一.settings.py(所有的参数设置)
# coding=utf-8
class Settings():
"""存储游戏所有设置"""
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)
# 飞船的设置
# self.ship_speed_factor = 2
self.ship_limit = 3
# 子弹的设置
# self.bullet_speed_factor = 1.5
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 12
# 创建外星人移动
# self.alien_speed_factor = 1
self.fleet_drop_speed = 20
# fleet_direction为1表示向右,-1表示向左
# self.fleet_direction = 1
# 以什么养的速度加快游戏节奏
self.speedup_scale = 1.1
# 外星人点数增加
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,-1表示向左
self.fleet_direction = 1
# 记分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置和外星人点数"""
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)
二.ship.py(飞船的类)
# coding=utf-8
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, screen, ai_settings):
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图像,获取外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect() # 获取飞船矩形
self.screen_rect = screen.get_rect() # 获取屏幕矩形
# 将飞船放到屏幕中间与底部
self.rect.centerx = self.screen_rect.centerx # 屏幕x轴中心给飞船
self.rect.bottom = self.screen_rect.bottom # 屏幕底部y轴给飞船
# 在飞船的属性center中存储小数值(rect只能取整数)
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = False
def center_ship(self):
"""让飞船在屏幕上剧中"""
self.center = self.screen_rect.centerx
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
elif self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
# 根据self.center更新rect
self.rect.centerx = self.center
def blitme(self):
"""绘制飞船"""
self.screen.blit(self.image,self.rect)
三.bullet.py (子弹类)
# coding=utf-8
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""对子弹进行管理"""
def __init__(self, ai_setting, screen, ship):
"""在飞船的位置创造一个子弹的对象"""
super(Bullet, self).__init__() # 先找到Bullet的父类,将所有的self转化为其属性
self.screen = screen
# 在(0,0)处创建一个子弹的矩形,再设置正确的位置
self.rect = pygame.Rect(0, 0, ai_setting.bullet_width, ai_setting.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 存储小数表示子弹的位置
self.y = float(self.rect.y)
self.color = ai_setting.bullet_color
self.speed_factor = ai_setting.bullet_speed_factor
def update_bullet(self):
"""向上移动子弹"""
# 更新表示子弹的rect的位置
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)
四.button.py(按钮的类)
import pygame.font
class Button():
"""初始化按钮的属性"""
def __init__(self, ai_setting, screen, msg):
self.screen = screen
self.screen_rect = screen.get_rect()
# 设置按钮的尺寸和属性
self.width, self.height = 200, 50
self.button_color = (255, 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
# 按钮的标签只需要一次
self.preq_msg(msg)
def preq_msg(self, msg):
"""将msg渲染为图像,并使其在按钮上剧中"""
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)
五.alien.py (外星人类)
# coding=utf-8
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self, ai_setting, screen):
"""初始化外星人并设置其初始位置"""
super(Alien, self).__init__()
self.ai_setting = ai_setting
self.screen = screen
# 加载外星人图像,并设置rect值
self.image = pygame.image.load('images/alien.jpg')
self.rect = self.image.get_rect()
self.screen_rect = self.screen.get_rect()
# 每个外星人最初都在屏幕的左上角附近
self.rect.x = 0
self.rect.y = 0
# 存储每个外星人的准确位置
self.x = float(self.rect.x)
self.y = float(self.rect.y)
def blitme(self):
"""指定位置绘制外星人"""
self.screen.blit(self.image, self.rect)
def check_edges(self):
"""如果外星人到达边缘则返回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):
"""向右移动外星人"""
self.x += self.ai_setting.alien_speed_factor * self.ai_setting.fleet_direction
self.rect.x = self.x
六.scoreboard.py (记分板)
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_setting, 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_setting = ai_setting
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,最高得分图像
self.prep_high_score()
self.prep_score()
self.prep_level()
self.prep_ships()
def prep_high_score(self):
"""将最高得分转化为渲染的图像"""
high_score = int(round(self.stats.high_score, -1))
high_score_str = "{:,}".format(high_score) # 字符串的调用,数据中加入逗号 1,000,000
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_setting.bg_color)
# 将最高得分放到屏幕中央
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.screen_rect.top
def prep_score(self):
"""将得分转化为一幅渲染的图像"""
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_setting.bg_color)
# 将得分放在屏幕右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.left = self.screen_rect.left - 20
self.score_rect.top = 20
def show_score(self):
"""在屏幕上显示得分和飞船"""
self.screen.blit(self.score_image, self.screen_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_level(self):
"""将等级转换为渲染的图像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_setting.bg_color)
# 将等级放到分下方
self.level_rect = self.level_image.get_rect()
self.level_rect.left = self.score_rect.left
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self):
"""显示余下还有多少飞船"""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
# ship = Ship(self.ai_setting, self.screen)
ship = Ship(self.screen, self.ai_setting)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
七.game_stats.py (游戏数据统计参数)
# coding=utf-8
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self, ai_setting):
self.ai_setting = ai_setting
self.reset_stats()
# 任何情况下都不应该重置最高得分
self.high_score = 0
# 游戏启动时处于非活动状态,要通过play按键才可以启动
self.game_active = False
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_setting.ship_limit
# 在reset_stats中重置,因为每次游戏开始都重置得分
self.score = 0
self.level = 1
八.game_functions.py (游戏功能集合)
# coding=utf-8
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings, screen, ship, bullets): # 其他文件中已经定义的对象引入
"""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: # 按下Q键就可以结束游戏
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果没有到达极限,就发射一颗子弹"""
# 创建一颗子弹并加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_setting, screen, stats, sb, play_button, ship, aliens, bullets):
"""响应按键和鼠标"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_setting, 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_setting, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
def check_play_button(ai_setting, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
"""单击play按钮时开始游戏"""
# if play_button.rect.collidepoint(mouse_x, mouse_y):
# 当单机play区域并且初始为false时才有效
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_setting.initialize_dynamic_settings()
# 隐藏光标(游戏开始后)
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
sb.prep_score()
sb.prep_level()
sb.prep_high_score()
sb.prep_ships()
# 清空外星人和子弹列表
aliens.empty()
bullets.empty()
# 船舰一群新的外星人并让飞船剧中
create_fleet(ai_setting, screen, ship, aliens)
ship.center_ship()
def update_bullets(ai_setting, screen, stats, sb, ship, aliens, bullets):
"""更新子弹的位置和删除消失的子弹"""
# 更新子弹位置
bullets.update()
# 删除已经消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
print(len(bullets)) # 显示子弹余数
check_bullet_alien_collision(ai_setting, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collision(ai_setting, screen, stats, sb, ship, aliens, bullets):
# 检查是否有子弹击中了外星人
# 如果是这样。删除对应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_setting.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
# 外星人打完了
if len(aliens) == 0:
# 删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_setting.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_setting, screen, ship, aliens)
def check_high_score(stats, sb):
"""检查是否诞生了最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_score()
def get_number_aliens_x(ai_setting, alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_setting.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x /(2 * alien_width))
return number_aliens_x
def get_number_alien_y(ai_setting, alien_height, ship_height):
"""计算屏幕可容纳多少行外星人"""
available_space_y = ai_setting.screen_height - ship_height-alien_height
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
def create_alien(ai_setting, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其当前行"""
alien = Alien(ai_setting, 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_setting, screen, ship, aliens):
"""创建外星人群"""
# 创建一个外星人,并计算每行可容纳多少个外星人
alien = Alien(ai_setting, screen)
number_aliens_x = get_number_aliens_x(ai_setting, alien.rect.width)
number_rows = get_number_alien_y(ai_setting, alien.rect.height, ship.rect.height)
# 创建第一个外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_setting, screen, aliens, alien_number,row_number)
def check_fleet_edges(ai_setting, aliens):
"""外星人到达边缘时采取对应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_setting, aliens)
break
def change_fleet_direction(ai_setting, aliens):
"""外星人下移动,并改变方向"""
for alien in aliens.sprites():
alien.rect.y += ai_setting.fleet_drop_speed
ai_setting.fleet_direction *= -1
def ship_hit(ai_setting, stats, sb, screen, ship, aliens, bullets):
"""响应被外星人撞到飞船"""
if stats.ships_left > 0:
# 将ships_left减1
stats.ships_left -= 1
print("ships_left:%d" % stats.ships_left)
# 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,并创建一个飞船
create_fleet(ai_setting, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(2)
else:
stats.game_active = False
pygame.mouse.set_visible(True)# 游戏结束后光标才显示
# if stats.ships_left == 0:
# print("game over")
# sys.exit() 飞船没有了就游戏结束了
def check_aliens_bottom(ai_setting, stats, sb, screen, ship, aliens, bullets):
"""检查是否有外星人到达屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞到一样处理
ship_hit(ai_setting, stats, sb, screen, ship, aliens, bullets)
def update_aliens(ai_setting, stats, sb, screen, ship, aliens, bullets):
"""更新外星人群中所有的外星人位置"""
check_fleet_edges(ai_setting, aliens)
aliens.update()
# 检测外星人和飞船有无碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_setting, stats, sb, screen, ship, aliens, bullets)
# 检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_setting, stats, sb, screen, ship, aliens, bullets)
# sys.exit()撞到之后游戏窗口结束
def update_screen(ai_setting, screen, stats, sb, ship, aliens, bullets, play_button):
"""更新屏幕的图像,切换到屏幕"""
# 每次循环更新屏幕
screen.fill(ai_setting.bg_color)
# 在飞船和外星人后面重绘制所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet() # 子弹绘制
bullet.update_bullet() # 子弹移动
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play按钮
# 注意这个顺序很重要,要在绘制子弹飞船的后面,不然就后面的屏幕覆盖了
if not stats.game_active:
play_button.draw_button()
# 让最近的图像可见
pygame.display.flip()
九.alien_invasion.py (外星人入侵主函数)
# coding=utf-8
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
"""初始化游戏并创建一个对象"""
pygame.init()
ai_setting = Settings()
screen = pygame.display.set_mode((ai_setting.screen_width, ai_setting.screen_height))
pygame.display.set_caption("Alien Invasion")
# 创建Play按钮
play_button = Button(ai_setting, screen, "Play")
# 创建一个用于存储子弹的编组
bullets = Group()
# 船舰一艘肺循环
ship = Ship(screen, ai_setting)
# 创建一个外星人编组
aliens = Group()
# 创建外星人群
gf.create_fleet(ai_setting, screen, ship, aliens)
# 创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_setting)
# 创建存储游戏统计信息的实例,并创建记分牌
sb = Scoreboard(ai_setting, screen, stats)
# 开始主循环
while True:
gf.check_events(ai_setting, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_setting, screen, stats, sb, ship, aliens, bullets)
gf.update_aliens(ai_setting, stats, sb, screen, ship, aliens, bullets)
gf.update_screen(ai_setting, screen, stats, sb, ship, aliens, bullets, play_button)
# 屏幕图像的跟新当然是最后一个
run_game()
直接运行 alien_invasion.py 主函数即可