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)