Python 游戏开发: 外星人入侵

Python 游戏开发: 外星人入侵_第1张图片
效果图如图所示。

文件名 功能
alien_invasion.py 程序入口
settings.py 程序配置文件
ships.py 飞船模块
alien.py 外星人模块
game_stats.py 统计数据模块
scoreboard.py 积分板模块
game_functions.py 游戏功能函数模块
bullet.py 子弹模块
button.py 按钮模块

下面是源代码:

主程序文件:

alien_invasion.py

import pygame
import game_functions as gf
from settings import Settings
from ship import Ship
from alien import Alien
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.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    ship = Ship(ai_settings,screen)
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings,screen,ship,aliens)
    stats = GameStats(ai_settings)
    play_button = Button(ai_settings,screen,"Play")
    sb = Scoreboard(ai_settings,screen,stats)
    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,screen,stats,sb,ship,aliens,bullets)
        gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)

run_game()

settings.py

class Settings():
    def __init__(self):
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230,230,230)
        self.ships_limit = 3
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60,60,60
        self.bullets_allowed = 10
        self.fleet_drop_speed = 10
        self.speedup_scale = 1.1
        self.score_scale = 1.5
        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
        self.fleet_direction = 1
        self.alien_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.alien_points = (int)(self.alien_points*self.score_scale)

ships.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
    def __init__(self,ai_settings,screen):
        super(Ship,self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

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

        self.moving_right = False
        self.moving_left = False
    
    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 > 0:
            self.center -= self.ai_settings.ship_speed_factor
        self.rect.centerx = self.center
    
    def blitme(self):
      self.screen.blit(self.image,self.rect)
    
    def center_ship(self):
        self.center = self.screen_rect.centerx

alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    def __init__(self,ai_settings,screen):
        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 check_edges(self):
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True
        else: 
            return False
    def update(self):
        self.x += self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction
        self.rect.x = self.x

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

game_stats.py

class 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.ships_limit
        self.score = 0
        self.level = 1

scoreboard.py

import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
    def __init__(self,ai_settings,screen,stats):
        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):
        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)
        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):
        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)
        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.score_rect.top
    def prep_level(self):
        self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_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.ai_settings,self.screen)
            ship.rect.x = 10+ship_number*ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)
    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)

game_functions.py

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def get_number_aliens_x(ai_settings,alien_width):
    available_space_x = ai_settings.screen_width-2*alien_width
    number_aliens = int(available_space_x/(2*alien_width))
    return number_aliens

def get_number_rows(ai_settings,ship_height,alien_height):
    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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
    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 create_fleet(ai_settings,screen,ship,aliens):
    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)
    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 check_keydown_events(event,ai_settings,screen,stats,ship,bullets):
    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:#SPACE - Shooting
        fire_bullet(ai_settings,screen,ship,bullets)
    elif event.key == pygame.K_q:#Q - Exit
        sys.exit() 
    elif event.key == pygame.K_p:#P - Start/Pause
        stats.game_active = not stats.game_active

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 start_game(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
    stats.reset_stats()
    stats.game_active = True
    aliens.empty()
    bullets.empty()
    create_fleet(ai_settings,screen,ship,aliens)
    ship.center_ship()
    pygame.mouse.set_visible(False)
    ai_settings.initialize_dynamic_settings()
    sb.prep_score()
    sb.prep_level()
    sb.prep_ships()

def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
    if play_button.rect.collidepoint(mouse_x,mouse_y):
        button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
        if button_clicked and not stats.game_active:
            start_game(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
        
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,ai_settings,screen,stats,ship,bullets)
        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(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)

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

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

def fire_bullet(ai_settings,screen,ship,bullets):
    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):
    screen.fill(ai_settings.bg_color)
    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()
    pygame.display.flip()

def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
    bullets.update()
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    check_bullet_alien_collision(ai_settings,screen,stats,sb,ship,aliens,bullets)

def check_bullet_alien_collision(ai_settings,screen,stats,sb,ship,aliens,bullets): 
    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:
        bullets.empty()
        ai_settings.increase_speed()
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings,screen,ship,aliens)

def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets):
    if stats.ships_left > 1:
        stats.ships_left -= 1
        sb.prep_ships()
        aliens.empty()
        bullets.empty()
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()
        sleep(0.5)
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
            break

def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
    check_fleet_edges(ai_settings,aliens)
    aliens.update()
    if pygame.sprite.spritecollideany(ship,aliens):
        ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
    check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets)

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

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    def __init__(self,ai_settings,screen,ship):
        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)

button.py

import pygame.font

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

        self.width,self.height = 200,50
        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.msg_image_rect = self.msg_image.get_rect()
        self.msg_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.msg_image_rect)

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