python编程从入门到实践之外星人入侵全代码

好久没有更新了,最近寒假在家没事做,就想学点东西,在网上找到一本关于python的书籍《python编程从入门到实践》,经过大概一个多月的时间吧,也算是大致把本书浏览了一遍。

本人感觉这本书对python新手还是比较友好的, 前11章大致讲解了python的基础语法,后几章则是主要以三个具体python项目来讲解,最终加深读者对python这门编程语言的掌握。

今天就来说说书中第一个项目--外星人入侵小游戏。

相信看过书籍的朋友都有一定了解这里直接贴代码,给出效果图,还有项目全代码(和百度网盘下载连接),如果遇到问题欢迎交流。

链接: https://pan.baidu.com/s/1K-l4ZwpaYMw3-QfFZzyR_A 提取码: xbyh 

1.aliens_invasion.py

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


def run_game():
    """初始化游戏并创建一个对象"""
    pygame.init()

    ai_settings = Settings()

    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))

    pygame.display.set_caption('Aliens Invasion')
    # 创建开始按钮
    play_button = Button(ai_settings, screen, "Play")
    # 创建一个用于统计游戏信息的实例
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    # 创建一艘飞船
    ship = Ship(ai_settings, screen)
    # 创建一个用于存储子弹的编组
    bullets = Group()
    aliens = Group()
    # 创建外星人组
    gf.create_fleet(ai_settings, screen, aliens, ship)
    # 创建一个外星人
    # alien = Alien(ai_settings, screen)
    # 开始游戏主循环
    while True:
        # 监视键盘和鼠标事件
        gf.check_events(ai_settings, screen, ship, bullets, aliens, stats,
                        play_button, sb)
        if stats.game_active:
            # 更新飞船
            ship.update()
            gf.update_bullets(ai_settings, screen, ship, aliens, bullets,
                              stats, sb)
            gf.update_aliens(ai_settings, screen, ship, aliens, bullets, stats,
                             sb)
            # 更新屏幕
        gf.update_screen(ai_settings, screen, ship, bullets, aliens, stats,
                         play_button, sb)


run_game()

2.ship.py

import pygame
from pygame.sprite import Sprite


class Ship(Sprite):
    def __init__(self, ai_settings, screen):
        """初始化飞船并设置其初始化位置"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载其飞船图像并获取其外接矩形
        self.image = pygame.image.load('images\\ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # 将每艘新飞船放置在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        # 在飞船的属性中存放小数值
        self.center = float(self.rect.centerx)

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

    def blitme(self):
        """在指定位置放置飞船"""
        self.screen.blit(self.image, self.rect)

    def update(self):
        """根据移动标志调整飞船的位置"""
        # 更新飞船的center值而不是rect
        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
        # 根据self.center更新rect对象
        self.rect.centerx = self.center

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

3. bullet.py

import pygame

from pygame.sprite import Sprite


class Bullet(Sprite):
    """对飞船发射子弹进行管理的类"""
    def __init__(self, ai_settings, screen, ship):
        """在飞船所处的位置设置一个子弹"""
        super().__init__()
        self.screen = screen
        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
        # 存储用小数表示子弹的位置
        self.y = float(self.rect.y)

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

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

4 settings.py

class Settings():
    """存储《外星人入侵》的所有设置的类"""
    def __init__(self):
        """初始化游戏的设置"""
        # 屏幕设置
        self.screen_width = 900
        self.screen_height = 600
        self.bg_color = (230, 230, 230)

        # 子弹设置
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = (60, 60, 60)
        self.bullet_allowd = 3

        # 外星人设置
        self.fleet_drop_speed = 5

        # 飞船设置
        self.ship_limit = 3

        self.speedup_scale = 1.1
        self.score_scale = 1.5
        self.initialize_dynamic_settings()

    def initialize_dynamic_settings(self):
        """初始化随着游戏进行而变化的设置"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 1
        self.alien_speed_factor = 1
        # fleet_diretcion 为1时表示向右移动,为-1时表示向左移动
        self.fleet_direction = 1
        # 计分
        self.alien_points = 50

    def increase_speed(self):
        """提高速度设置"""
        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)

5 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):
        """初始化外星人并设置其起始位置"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        # 加载外星人图像, 并设置其rect属性
        self.image = pygame.image.load("images/alien.bmp")
        self.rect = self.image.get_rect()

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

        # 存储外形人的准确位置
        self.x = float(self.rect.x)

    def blitme(self):
        """在指定位置绘制外星人"""
        self.screen.blit(self.image, self.rect)

    def update(self):
        """向右或向左移动外星人"""
        self.x += (self.ai_settings.alien_speed_factor *
                   self.ai_settings.fleet_direction)
        self.rect.x = self.x

    def check_edges(self):
        """如果外星人碰到边缘就返回True"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

6 game_stats.py

class GameStats():
    """跟踪游戏的统计信息"""
    def __init__(self, ai_settings):
        """初始化统计信息"""
        self.ai_settings = ai_settings
        # 刚启动时处于活动状态
        self.game_active = False

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

    def reset_stats(self):
        """初始化可能在游戏运行期间可能会变化的统计信息"""
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1

7 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
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_ships(self):
        """显示还余下多少飞船"""
        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)

    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_score(self):
        """将得分转换为一幅渲染的图像"""
        round_score = int(round(self.stats.score, 1))
        score_str = "{:,}".format(round_score)
        self.score_image = self.font.render(score_str, True, self.text_color,
                                            self.ai_settings.bg_color)

        # 将得分放置在屏幕木右上角
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20

    def prep_high_score(self):
        """将最高得分转为渲染的图像"""
        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)
        # 将最高分放置在屏幕顶部中央
        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.screen_rect.top

    def show_score(self):
        """在屏幕上显示得分"""
        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)
        # 绘制飞船
        self.ships.draw(self.screen)

8 button.py

import pygame.font


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

        # 设置按钮的尺寸和其他属性
        self.width = 200
        self.height = 50
        self.button_color = (0, 255, 0)
        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.msg_image_rect = self.msg_image.get_rect()
        self.msg_image_rect.center = self.rect.center

    def draw_button(self):
        """绘制一个应用颜色填充的按钮,再绘制文本"""
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

9 game_functions.py

import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien


def check_events(ai_settings, screen, ship, bullets, aliens, stats,
                 play_button, sb):
    """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:
            check_keydown_event(event, ship, ai_settings, screen, bullets)
        elif event.type == pygame.KEYUP:
            check_keyup_event(event, ship)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, screen, ship, bullets, aliens,
                              stats, play_button, mouse_x, mouse_y, sb)


def check_keydown_event(event, ship, ai_settings, screen, bullets):
    """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(bullets, ai_settings, screen, ship)
    elif event.key == pygame.K_q:
        sys.exit()


def fire_bullet(bullets, ai_settings, screen, ship):
    """如果还没有到达限制就发射一枚子弹"""
    # 创建新子弹并将其加入到bullets中
    if len(bullets) <= ai_settings.bullet_allowd:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


def check_keyup_event(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 update_screen(ai_settings, screen, ship, bullets, aliens, stats,
                  play_button, sb):
    """更新屏幕上的图像,并切换到新屏幕"""
    # 每次循环时都重绘屏幕
    screen.fill(ai_settings.bg_color)
    # 在飞船和外星人后面重绘子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    sb.show_score()
    if not stats.game_active:
        play_button.draw_button()

    # 让最近绘制的屏幕可见
    pygame.display.flip()


def update_bullets(ai_settings, screen, ship, aliens, bullets, stats, sb):
    """更新子弹位置,并删除已消失的子弹"""
    # 更新子弹位置
    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_collision(ai_settings, screen, ship, aliens,
                                     bullets, stats, sb)


def check_bullet_alien_collision(ai_settings, screen, ship, aliens, bullets,
                                 stats, sb):
    """响应子弹和外星人碰撞"""
    # 如果是这样就删除相应的子弹和外形人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points
    sb.prep_score()
    check_high_score(stats, sb)
    if len(aliens) == 0:
        # 如果所有外星人都被 消灭就提高一个等级
        # 删除现有的子弹,并新建一群外星人
        bullets.empty()
        ai_settings.increase_speed()
        # 提高等级
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, aliens, ship)


def create_fleet(ai_settings, screen, aliens, ship):
    """创建外形人群"""
    # 创建一个外星人并计算一行可以创建几个外星人
    # 外星人间距是外星人宽度
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    number_aliens_x = int(get_number_liens_x(ai_settings, alien_width))
    number_rows = int(
        get_number_rows(ai_settings, ship.rect.height, alien.rect.height))
    # 创建多行外星人
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            # 创建一行外星人并将其加入当前行
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


def get_number_liens_x(ai_settings, alien_width):
    """计算每行可以容纳多少外星人"""
    avaliable_space_x = ai_settings.screen_width - (2 * alien_width)
    number_aliens_x = int(avaliable_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,并将其放在当前行"""
    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):
    """计算屏幕可以容纳多少行外星人"""
    avaliable_space_y = (ai_settings.screen_height - (3 * alien_height) -
                         ship_height)
    number_rows = int(avaliable_space_y / (2 * alien_height))
    return number_rows


def update_aliens(ai_settings, screen, ship, aliens, bullets, stats, sb):
    """检查是否有外星人触碰边缘并更新外星人群中所有外星人的位置"""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    # 检测外星人和飞船碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, screen, ship, bullets, aliens, stats, sb)
    # 检测是否有外星人到达底部
    check_aliens_bottom(ai_settings, screen, ship, bullets, aliens, stats, sb)


def check_fleet_edges(ai_settings, aliens):
    """有外星人触碰到边缘采取相应措施"""
    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,并改变他们的方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def ship_hit(ai_settings, screen, ship, bullets, aliens, stats, sb):
    """响应被外星人撞到的飞船"""
    if stats.ships_left > 0:
        # 将ship_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,并将飞船放置在中央
        create_fleet(ai_settings, screen, aliens, ship)
        ship.center_ship()
        # 暂停0.5s
        sleep(0.5)
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings, screen, ship, bullets, aliens, stats, sb):
    """检测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:
            ship_hit(ai_settings, screen, ship, bullets, aliens, stats, sb)
            break


def check_play_button(ai_settings, screen, ship, bullets, aliens, stats,
                      play_button, mouse_x, mouse_y, sb):
    """在玩家单击play时开始新游戏"""
    butoon_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if butoon_clicked and not stats.game_active:
        # 重置游戏初始值
        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_high_score()
        sb.prep_level()
        sb.prep_score()
        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, aliens, ship)
        ship.center_ship()


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

最后就是项目用的bmp图片,都在网盘压缩包里,可自己下载。

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