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)