Python小游戏之外星人

注意!!!:

         外星人和飞船照片存于imgs文件夹中,具体图片自行去找。有些代码存在冗余没有删除,但不影响操作。在主程序中点击运行。按q键可以退出游戏

主程序:alien_invasion.py

import sys
import pygame
from settings import Settings
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard


def run_game():
    """1-初始化pygame、确定游戏屏幕、飞船"""
    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)
    # 创建一个飞船
    ship = Ship(ai_settings, screen)
    # 创建用于存储子弹的编组
    bullets = Group()
    aliens = Group()

    # 创建外星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # 创建一个外星人
    # alien = Alien(ai_settings, screen)

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

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


run_game()


游戏函数:game_functions.py
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):
    # 监测键盘和鼠标事件的
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            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)
            # 按q 退出游戏
            elif event.key == pygame.K_q:
                sys.exit()

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_RIGHT:
                ship.moving_right = False
            elif event.key == pygame.K_LEFT:
                ship.moving_left = False

        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):
    """玩家点击Play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 fire_bullet(ai_settings, screen, ship, bullets):
    # 创建一个子弹,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 update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
    # 重绘屏幕
    screen.fill(ai_settings.bg_color)
    # 在飞船和外星人后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blime()
    aliens.draw(screen)

    # 显示得分
    sb.show_score()
    # 如果游戏处于非活动状态,显示Play按钮
    if not stats.game_active:
        play_button.draw_button()
    # 刷新屏幕
    pygame.display.flip()


#  alien.blitme()


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):
    # 相应子弹和外星人的碰撞
    # 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:
        # 如果整群外星人被消灭,就提高一个等级
        bullets.empty()
        ai_settings.increase_speed()

        # 提高一个等级
        stats.level += 1
        sb.prep_level()

        create_fleet(ai_settings, screen, ship, aliens)

    # 刷新屏幕
    pygame.display.flip()


def create_fleet(ai_settings, screen, ship, aliens):
    # 创建一个外星人 ,并计算一行可容纳多少个外星人
    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)

    """创建外星人群"""
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


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


def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):
    """相应被外星人撞到的飞船"""
    if stats.ships_left > 0:
        # 将ships_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, stats, screen, sb, ship, aliens, bullets):
    """检查是否有外星人到达了屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 像飞船撞到一样处理
            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()

    # 检查是否有外星人到达屏幕底端
    check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)

    # 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)


def check_high_score(stats, sb):
    """检查是否诞生了新的最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

飞船:ship.py

import pygame
from pygame.sprite import Sprite


class Ship(Sprite):
    def __init__(self, ai_settings, screen):
        """初始化飞船并设置初始位置"""
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        # 加载飞船图像并获取外接矩形
        self.image = pygame.image.load('imgs/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        """将每个飞船放在屏幕的底部中央"""
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

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

        self.center = float(self.rect.centerx)

    def update(self):
        """通过移动标志调整飞船的位置"""
        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
        self.rect.centerx = self.center

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

    def center_ship(self):
        """让飞船在屏幕上居中"""
        self.center = self.screen_rect.centerx

设置:settings.py

class Settings:
    def __init__(self):
        """初始化游戏设置"""
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)

        # 飞船的设置
        self.ship_speed_factor = 1.5
        self.ship_limit = 3

        # 子弹设置
        self.bullet_speed_factor = 3
        self.bullet_width = 10
        self.bullet_height = 10
        self.bullet_color = 60, 60, 60
        # 未消失的子弹数限制为5
        self.bullets_allowed = 5

        # 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
        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 = 3
        # 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)

子弹:bullet.py

import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):
    def __init__(self, ai_settings, screen, ship):
        # 在飞船所处位置创建一个子弹类
        super(Bullet, self).__init__()
        self.screen = screen

        #  在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
        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单位置
        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        # 更新表示子弹位置的最小值
        self.y -= self.speed_factor
        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)

外星人: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_settings, screen):
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载外星人图像,并设置rect属性
        self.image = pygame.image.load('imgs/alien.bmp')
        self.rect = self.image.get_rect()

        # 每个外星人最初都在屏幕左上角附件
        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):
        self.screen.blit(self.image, self.rect)

    def update(self):
        """向左或右移动外星人"""
        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

游戏设置:game_stats.py

class GameStats():
    """"""

    def __init__(self, ai_settings):
        """初始化统计信息"""
        self.ai_settings = ai_settings
        self.reset_stats()
        # 游戏刚启动时处于活动状态
        self.game_active = True
        # 让游戏一开始处于非活动状态
        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

得分显示设置: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_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
        # 显示得分信息石使用的字体设置
        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的图像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    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_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):
        """在屏幕上显示飞船和得分"""
        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)
        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.score_rect.centerx
        self.high_score_rect.top = self.score_rect.top

    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_settings.bg_color)
        # 将等级放在等分下面
        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_settings, self.screen)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)
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