小蜜蜂飞机大战


 回忆童年的小蜜蜂飞机大战 跟着一本书中的例子做成的小游戏 目的是熟悉语言和第三方库 有趣


---Python语言实现

---使用pygame模块开发

---实现了基本的游戏功能:

---------------------------------- 1.击杀

---------------------------------- 2.计分(最高分 等级 当前得分 剩余飞机数)

---------------------------------- 3.开始按钮

---------------------------------- 4.变换游戏节奏


alien_invasion.py

import sys
import pygame
from settings import Settings
from ship import Ship
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():
	pygame.init()
	ai_settings = Settings()
	screen = pygame.display.set_mode((ai_settings.screenwidth,ai_settings.screenheight))
	pygame.display.set_caption("Alien Invasion")

	ship = Ship(screen,ai_settings)
	bullets = Group()
	aliens = Group()
	stats = GameStats(ai_settings)
	gf.create_fleet(ai_settings,screen,aliens,ship)
	play_button = Button(ai_settings,screen,"Play")
	sb = Scoreboard(ai_settings,stats,screen)
	while True:
		gf.check_events(ship,bullets,screen,ai_settings,stats,play_button,aliens,sb)#检查响应事件
		if stats.game_active:
			ship.update()#更新飞船位置
			gf.update_bullets(bullets,aliens,ai_settings,screen,ship,sb,stats)#更新子弹
			gf.update_aliens(aliens,ai_settings,ship,screen,stats,bullets,sb)#更新敌人
		gf.update_screen(ai_settings,ship,screen,bullets,aliens,play_button,stats,sb)#更新屏幕 ai_settings,ship,screen

run_game()

game_functions.py

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

def fire_bullet(bullets,ai_settings,screen,ship):
	if len(bullets) < ai_settings.bullet_allowd:
		new_bullet = Bullet(screen,ship,ai_settings)#screen,ship,ai_settings
		bullets.add(new_bullet)

def check_keyup_events(event,ship):
	if event.key == pygame.K_RIGHT:
		ship.moving_right = False
	elif event.key == pygame.K_LEFT:
		ship.moving_left = False

def check_keydown_events(event,ship,bullets,screen,ai_settings):
	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 check_events(ship,bullets,screen,ai_settings,stats,play_button,aliens,sb):
	"""响应鼠标和键盘事件"""
	for event in pygame.event.get():
			if event.type == pygame.QUIT:
				sys.exit()
			elif event.type == pygame.KEYDOWN:
				check_keydown_events(event,ship,bullets,screen,ai_settings)
			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(stats,play_button,mouse_x,mouse_y,aliens,bullets,ai_settings,screen,ship,sb)

def check_play_button(stats,play_button,mouse_x,mouse_y,aliens,bullets,ai_settings,screen,ship,sb):
	button_click = play_button.rect.collidepoint(mouse_x,mouse_y)
	if button_click and not stats.game_active:
		ai_settings.initialize_dynamic_settings()
		pygame.mouse.set_visible(False)
		stats.reset_stats()
		stats.game_active = True
		sb.prep_score()
		sb.prep_high_score()
		sb.prep_level()
		sb.prep_ships()
		aliens.empty()
		bullets.empty()
		create_fleet(ai_settings,screen,aliens,ship)#ai_settings,screen,aliens,ship
		ship.center_ship()

def update_screen(ai_settings,ship,screen,bullets,aliens,play_button,stats,sb):
	"""更新屏幕"""
	screen.fill(ai_settings.color)#画颜色
	ship.blitme()#画飞船

	for bullet in bullets.sprites():#画子弹
		bullet.draw_bullet()
	aliens.draw(screen)#画敌人
	sb.show_score()#画记分版
	
	if not stats.game_active:
		play_button.draw_button()
	pygame.display.flip()#显示

def check_bullets_aliens_collisions(bullets,aliens,ai_settings,screen,ship,sb,stats):
	collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)#检测子弹与敌人碰撞 并删除
	if collisions:
		for aliens in collisions.values():
			stats.score += ai_settings.aliens_points*len(aliens)
			sb.prep_score()
		check_high_score(stats,sb)

	if len(aliens) == 0:
		bullets.empty()
		create_fleet(ai_settings,screen,aliens,ship)#ai_settings,screen,aliens,ship
		ai_settings.increase_speed()
		stats.level += 1
		sb.prep_level()

def update_bullets(bullets,aliens,ai_settings,screen,ship,sb,stats):
	bullets.update()#更新子弹位置

	#删除消失的子弹
	for bullet in bullets.copy():
		if bullet.rect.bottom <= 0:
			bullets.remove(bullet)

	check_bullets_aliens_collisions(bullets,aliens,ai_settings,screen,ship,sb,stats)#检测子弹与敌人碰撞

def craete_alien(aliens,alien_number,screen,ai_settings,alien_number_row):
	alien = Alien(screen,ai_settings)#screen,ai_settings
	alien_width = alien.rect.width
	alien.x = alien_width+alien_number*2*(alien_width)
	alien.rect.x = alien.x
	alien.rect.y = alien.rect.height+alien_number_row*2*(alien.rect.height)
	aliens.add(alien)

def get_number_aliens_x(ai_settings,alien_width):
	available_space_x = ai_settings.screenwidth-(alien_width*2)
	number_aliens_x = int(available_space_x/(2*alien_width))
	return number_aliens_x

def get_number_rows(ai_settings,ship_height,alien_height):
	available_space_y = ai_settings.screenheight-ship_height-3*(alien_height)
	number_rows = int(available_space_y/(2*alien_height))
	return number_rows

def create_fleet(ai_settings,screen,aliens,ship):
	'''创建外星人群'''
	alien = Alien(screen,ai_settings)
	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)

	for alien_number_row in range(number_rows):
		for alien_number in range(number_aliens_x):
			craete_alien(aliens,alien_number,screen,ai_settings,alien_number_row)

def change_fleet_edges(aliens,ai_settings):
	for alien in aliens.sprites():
		if alien.check_edges():
			change_fleet_direction(aliens,ai_settings)
			break

def change_fleet_direction(aliens,ai_settings):
	for alien in aliens.sprites():
		alien.rect.y += ai_settings.alien_drop_speed
	ai_settings.fleet_direction *= -1

def ship_hit(ai_settings,screen,aliens,ship,stats,bullets,sb):
	if stats.ships_left > 0:
		stats.ships_left -= 1
		aliens.empty()
		bullets.empty()
		create_fleet(ai_settings,screen,aliens,ship)
		ship.center_ship()
		sleep(0.5)
		sb.prep_ships()
	else:
		stats.game_active = False
		pygame.mouse.set_visible(True)

def update_aliens(aliens,ai_settings,ship,screen,stats,bullets,sb):
	change_fleet_edges(aliens,ai_settings)
	aliens.update()

	#检测飞船与敌人的碰撞
	if pygame.sprite.spritecollideany(ship,aliens):
		ship_hit(ai_settings,screen,aliens,ship,stats,bullets,sb)

	check_aliens_bottom(aliens,ai_settings,ship,screen,stats,bullets,sb)#检测敌人到达底部

def check_aliens_bottom(aliens,ai_settings,ship,screen,stats,bullets,sb):
	screen_rect = screen.get_rect()
	for alien in aliens.sprites():
		if alien.rect.bottom >= screen_rect.bottom:
			ship_hit(ai_settings,screen,aliens,ship,stats,bullets,sb)
			break

def check_high_score(stats,sb):
		if stats.high_score < stats.score:
			stats.high_score = stats.score
			sb.prep_high_score()


settings.py

class Settings():
	"""所有设置的类"""
	def __init__(self):	
		#屏幕设置
		self.screenwidth = 1366
		self.screenheight = 768
		self.color = (255,255,255)

		#飞船设置
		self.ship_limit = 3

		#子弹设置
		self.bullet_width = 3
		self.bullet_height = 15
		self.bullet_color = (60,60,60)
		self.bullet_allowd = 10

		#外星人设置
		self.alien_drop_speed = 10
		self.score_scale = 1.5

		#游戏节奏
		self.speedup_scale = 1.1
		self.initialize_dynamic_settings()

	def initialize_dynamic_settings(self):
		self.ship_speed_factor = 1.5
		self.bullet_speed_factor = 3
		self.alien_speed_factor = 1.0
		self.fleet_direction = 1
		self.aliens_points = 50

	def increase_speed(self):
		self.ship_speed_factor *= self.speedup_scale
		self.bullet_speed_factor *= self.speedup_scale
		self.alien_speed_factor *= self.speedup_scale
		self.aliens_points = int(self.score_scale*self.aliens_points)

ship.py

import pygame
from pygame.sprite import Sprite 

class Ship(Sprite):
	"""飞船类"""
	def __init__(self, screen,ai_settings):
		super().__init__()
		self.screen = screen
		self.image = pygame.image.load("images/ship.bmp")
		self.rect = self.image.get_rect()
		self.screen_rect = screen.get_rect()
		self.moving_right = False
		self.moving_left = False
		self.ai_settings = ai_settings

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

	def blitme(self):
		self.screen.blit(self.image,self.rect)
		
	def update(self):
		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 > self.screen_rect.left:
			self.center -= self.ai_settings.ship_speed_factor

		self.rect.centerx = self.center

	def center_ship(self):
		self.center = self.screen_rect.centerx


bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
	"""docstring for Bullet"""
	def __init__(self, screen,ship,ai_settings):
		super(Bullet, self).__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

		self.y = float(self.rect.y)
		self.color = ai_settings.bullet_color
		self.speed_factor = ai_settings.bullet_speed_factor
		
	def update(self):
		self.y -= self.speed_factor
		self.rect.y = self.y

	def draw_bullet(self):
		pygame.draw.rect(self.screen,self.color,self.rect)


alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
	"""docstring for Alien"""
	def __init__(self, screen,ai_settings):
		super(Alien, self).__init__()
		self.screen = screen
		self.ai_settings = ai_settings

		self.image = pygame.image.load("images/alien.bmp")
		self.rect = self.image.get_rect()
		self.rect.x = self.rect.width
		self.rect.y = self.rect.height
		self.x = float(self.rect.x)

	def blitme(self):
		self.screen.blit(self.image,self.rect)


	def update(self):
		self.x += self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction
		self.rect.x = self.x

	def check_edges(self):
		screen_rect = self.screen.get_rect()
		if self.rect.right > screen_rect.right or self.rect.left <= 0:
			return True



game_stats.py

class GameStats():
	"""docstring for GameStats"""
	def __init__(self,ai_settings):
		self.ai_settings = ai_settings
		self.reset_stats()
		self.game_active = False
		self.high_score = 0

	def reset_stats(self):
		self.ships_left = self.ai_settings.ship_limit
		self.score = 0
		self.level = 1


button.py

import pygame.font

class Button():
	"""docstring for Button"""
	def __init__(self,ai_settings,screen,msg):
		self.screen = screen
		self.screen_rect = self.screen.get_rect()

		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)

		self.rect = pygame.Rect(0,0,self.width,self.height)
		self.rect.center = self.screen_rect.center

		self.prep_msg(msg)


	def prep_msg(self,msg):
		self.msg_image = self.font.render(msg,True,self.text_color,self.button_color)
		self.mse_image_rect = self.msg_image.get_rect()
		self.mse_image_rect.center = self.rect.center

	def draw_button(self):
		self.screen.fill(self.button_color,self.rect)
		self.screen.blit(self.msg_image,self.mse_image_rect)


scoreboard.py

import pygame.font
from pygame.sprite import Group 
from ship import Ship

class Scoreboard():
	"""docstring for ClassName"""
	def __init__(self, ai_settings,stats,screen):
		self.screen = screen
		self.screen_rect = screen.get_rect()
		self.ai_settings = ai_settings
		self.stats = stats

		self.text_color = (30,30,30)
		self.font = pygame.font.SysFont(None,48)

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

	def prep_score(self):
		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.color)

		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):
		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):
		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.color)

		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_level(self):
		self.level_image = self.font.render("Lv:"+str(self.stats.level),True,self.text_color,self.ai_settings.color)
		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):
		self.ships = Group()
		for ship_number in range(self.stats.ships_left):
			ship = Ship(self.screen,self.ai_settings)
			ship.rect.x = 10+ship_number*(ship.rect.width)
			ship.rect.y = 10
			self.ships.add(ship)


		

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