Python编程 外星人入侵

首先安装PIP

在Python3.6及更新的版本中,PIP已经捆绑安装了,不需要再单独安装

可以PIP升级

python -m install pip --upgrade pip

安装Pygame
打开cmd
输入

python -m pip install pygame --user

然后就开始游戏项目了
注意一下 游戏中要用到的飞船和外星人文件在(ituring.cn/book/1861)可以找到
alien_invasion.py

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

def run_game():
	# 初始化游戏 设置并创建一个屏幕对象
	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play按钮
	play_button = Button(ai_settings, screen, "play")
	
	# 创建一个用于储存游戏统计信息的实例,并创建记分牌
	stats = GameStats(ai_settings)
	sb = Scoreboard(ai_settings, screen, stats)
	
	# 创建一艘飞船、一个子弹和一个外星人编组
	ship = Ship(ai_settings, screen)
	# 创建一个用于储存子弹的编组
	bullets = Group()
	aliens = Group()
	# 创建外星人群
	gf.create_fleet(ai_settings, screen, ship, aliens)
	
	#开始游戏的主循环
	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():
	"""存储 《《外星人入侵》》的所有设置的类"""
	
	def __init__(self):
		"""初始化游戏的静态设置"""
		# 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_limit = 3
		# 子弹设置
		self.bullet_width = 3
		self.bullet_height = 15
		self.bullet_color = 60, 60, 60
		self.bullets_allowed = 3
		# 外星人设置
		self.fleet_drop_speed = 10
		# 加游戏节奏的速度
		self.speedup_scale = 1.1
		# 外星人点数的提高速度
		self.score_scale = 1.5
		
		self.initialize_dynamic_settings()
		
	def initialize_dynamic_settings(self):
		"""初始化随游戏进行而变化的设置"""
		self.ship_speed_factor = 1.5
		self.bullet_speed_factor = 3
		self.alien_speed_factor = 1
		
		# fleet_direction为1表示向右移, 为-1表示向左移
		self.fleet_direction = 1
		# 记分
		self.alien_points = 50
		
	def increase_speed(self):
		"""提高速度设置和外星人点数"""
		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)

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位置"""
		super(Ship, self).__init__()
		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中存储小数指
		self.center = float(self.rect.centerx)
		
		# 移动标致
		self.moving_right = False
		self.moving_left = False
		
	def update(self):
		"""根据移动标致调整飞船位置"""
		# 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)
		
	def center_ship(self):
		"""让飞船在屏幕上居中"""
		self.center = self.screen_rect.centerx

game_functions.py

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

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)
	elif event.key == pygame.K_q:
		sys.exit()		
def fire_bullet(ai_settings, screen, ship, bullets):
	"""如果还没有达到限制, 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, stats, sb, play_button, ship, aliens,
		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)
			
		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_play_button(ai_settings, screen, stats, sb, play_button, ship, 
		aliens, bullets, mouse_x, mouse_y):
	"""在玩家单击play按钮时开始新游戏"""
	button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
	if button_clicked and not stats.game_active:
		# 重置游戏设置
		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_score()
		sb.prep_high_score()
		sb.prep_level()
		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,并将飞船居中
		create_fleet(ai_settings, screen, ship, aliens)
		ship.center_ship()

def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
		play_button):
	"""更新屏幕上的图像, 并切换到新屏幕上"""
	# 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()
	aliens.draw(screen)
	
	# 显示得分
	sb.show_score()
	
	# 如果游戏处于非活动状态,就绘制play按钮
	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, stats, sb, ship, aliens, 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)
				
	check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
		aliens, bullets)
	
def check_bullet_alien_collisions(ai_settings, screen, stats, sb,ship, 
		aliens, bullets):
	"""响应子弹和外星人的碰撞"""
	# 删除发生碰撞的子弹和外星人
	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:
		# 如果整群外星人都被消灭,就提高一个等级
		bullets.empty()
		ai_settings.increase_speed()
		# 提高等级
		stats.level += 1
		sb.prep_level()
		
		create_fleet(ai_settings, screen, ship, aliens)

def get_number_aliens_x(ai_settings, alien_width):
	# 计算一行可容纳多少个外星人
	# 外星人间距为外星人的宽度
	available_space_x = ai_settings.screen_width - 2 * alien_width
	number_aliens_x = int(available_space_x / (2 * alien_width))
	return number_aliens_x
	
def get_number_rows(ai_settings, ship_height, alien_height):
	"""计算屏幕可容纳多少行外星人"""
	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):
	# 创建一个外星人并将其加入当前行
	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 create_fleet(ai_settings, screen, ship, aliens):
	"""创建外星人群"""
	# 创建一个外星人, 并计算每行可容纳多少个外星人
	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)
	
	# 创建第一行外星人
	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_fleet_edges(ai_settings, aliens):
	"""有外星人到达边缘时采取相应措施"""
	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, stats, sb, ship, aliens, bullets):
	"""响应被外星人撞到的飞船"""
	if stats.ships_left > 0:
		# 将ships_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,并将飞船放到屏幕底端中央
		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, screen, stats, sb, ship, aliens,
		bullets):
	"""检查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:
			# 像飞船被撞到一样进行处理
			ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
			break
						
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
	"""
	检查是否有外星人位于屏幕边缘,更新外星人群中所有外星人的位置
	"""
	check_fleet_edges(ai_settings, aliens)
	aliens.update()
	
	# 检测外星人和飞船之间的碰撞
	if pygame.sprite.spritecollideany(ship, aliens):
		ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
	# 检查是否有外星人到达屏幕底端
	check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
		
def check_high_score(stats, sb):
	"""检查是否诞生了最高得分"""
	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):
	"""一个对飞船发射的子弹进行管理的类"""
	
	def __init__(self, ai_settings, screen, ship):
		"""在飞船所在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):
		"""再屏幕上绘制子弹"""
		pygame.draw.rect(self.screen, self.color, self.rect)

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初始位置"""
		super(Alien, self).__init__()
		self.screen = screen
		self.ai_settings = ai_settings
		
		# 加载外星人的图像, 并设置其rect属性
		self.image = pygame.image.load('images/alien.bmp')
		self.rect = self.image.get_rect()
		
		# 每个外星人最初都是在左上角附近
		self.rect.x = self.rect.width
		self.rect.y = self.rect.height
		
		# 存储外星人的准确位置
		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 check_edges(self):
		"""如果外星人外星人位于屏幕边缘, 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
				
	def update(self):
		"""向左或向右移动外星人"""
		self.x += (self.ai_settings.alien_speed_factor * 
						self.ai_settings.fleet_direction)
		self.rect.x = self.x

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
		self.reset_stats()
		# 游戏刚启动时处于非活动状态
		self.game_active = False
		# 在任何情况下都不应该重置最高得分
		self.high_score = 0
		
	def reset_stats(self):
		"""初始化在游戏运行期间可能变化的统计信息"""
		self.ships_left = self.ai_settings.ship_limit
		self.score = 0
		self.level = 1

button.py

import pygame.font

class Button():
	
	def __init__(self, ai_settings, 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, self.height = 200, 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):
		# 绘制一个用颜色填充的按钮,在绘制文本
		self.screen.fill(self.button_color, self.rect)
		self.screen.blit(self.msg_image, self.msg_image_rect)

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)
		
		# 准备包含最高得分和当前得分的图像
		self.prep_score()
		self.prep_high_score()
		self.prep_level()
		self.prep_ships()
		
	def prep_score(self):
		"""将得分转化为一副渲染的图像"""
		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)
			
		# 将得分放在屏幕右上角
		self.score_rect = self.score_image.get_rect()
		self.score_rect.right = self.screen_rect.right - 20
		self.score_rect.top = 20
		
	def show_score(self):
		"""在屏幕上显示飞船和得分"""
		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)
		
	def prep_high_score(self):
		"""将最高得分转换为渲染的图像"""
		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)
			
		#将最高得分放在屏幕顶部中央
		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.score_rect.top
		
	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_ships(self):
		"""显示还余下多少艘飞船"""
		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)

然后游戏就可以运行了~
哈哈虽然有点简陋,但还是可以玩的…

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