本项目具体步骤在书本《Python编程:从入门到实践》第十二章中
安装pygame
可通过pip安装:
python -m pip install --user pygame-1.9.2a0-cp35-none-win32.whl
Pygame窗口
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
def run_game(): # 初始化游戏并创建一个屏幕对象
# 初始化pygame、设置和屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 创建一艘飞船
ship = Ship(ai_settings, screen)
# 创建一个用于存储子弹的编组
bullets = Group()
# 开始游戏的主循环
while True:
# 监视键盘和鼠标事件
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings, screen, ship, bullets)
run_game()
设置类
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 = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船的设置
self.ship_speed_factor = 1.5
# 子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
飞船图像
图片放到 images 文件夹里,图片名为 ship.bmp
图片后缀为.bmp
Ship 类
ship.py
import pygame
class Ship():
def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
self.screen = screen
self.ai_settings = ai_settings
# 加载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center中存储小数值
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = False
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 blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
响应模块 game_functions
game_functions.py
import sys
import pygame
from bullet import Bullet
def check_keydown_events(event, ai_settings, screen, ship, 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(ai_settings, screen, ship, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,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 check_keyup_events(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 check_events(ai_settings, screen, ship, bullets):
"""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_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def update_screen(ai_settings, screen, ship, bullets):
"""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所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(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)
Bullet 类
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射的子弹进行管理的类"""
def __init__(self, ai_settings, screen, ship):
"""在飞船所处的位置创建一个子弹对象"""
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弹位置
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值
self.y -= self.speed_factor
#更新表示子弹的rect的位置
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)