注:如果有anaconda的话直接终端输入以下命令就可安装好
pip install -I https://pypi.douban.com/simple pygame
左上角为玩家所有的存活的飞船数量,正中央的0表示最高分,右上角的0表示得分,1表示当前等级为1,点击Play游戏开始,随着关卡的提升,难度也会加强。
# coding=utf-8
"""使用pygame来编写游戏的基本结构"""
# 玩家退出游戏时,我们使用sys模块来退出
# import sys 在此文件中不需要导入sys,因为在game_functions使用了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():
"""初始化游戏并创建一个屏幕对象"""
pygame.init() # 初始化背景设置
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")
# 创建一个用于存储游戏统计信息的实例,并创建计分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 创建一艘飞船:注意,必须在while循环前面创建,以免每次循环都创建一艘飞船
ship = Ship(ai_settings, screen)
# 创建一个用于存储子弹的编组
bullets = Group()
# 创建一个空编组用于存储所有外星人
aliens = Group()
# 设置背景色
bg_color = (230, 230, 230)
# 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()
# coding=utf-8
"""将所有的设置储存在同一个地方"""
class Settings():
# 储存外星人入侵所有设置的类
def __init__(self):
"""初始化游戏的设置"""
# 外星人设置
# 添加一个控制外星人速度的设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
# fleet_direction 为1表示向右移,为-1表示向左移
self.fleet_direction = 1
# 添加子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
# 限制子弹数量6个
self.bullets_allowed = 6
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船设置
# 调整飞船的速度,将初始值1设置为1.5
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 以1.1倍速加快游戏节奏
self.speedup_scale = 1.1
# 提高外星人点数的速度
self.score_scale = 1.5
# 初始化随游戏进行而变化的属性
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,fleet_direction为-1表示向左
self.fleet_direction = 1
# 每击落一个外星人将得到50个点
self.alien_points = 50
def increase_speed(self):
"""提高速度和外星人点数设置"""
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)
# coding=utf-8
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
"""重构:模块game_functions
将管理事件的代码移到check_events()函数当中
再将check_events()放在一个名为game_function的模块中
"""
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
# 按下右键,向右移动飞船
ship.moving_right = True
elif event.key == pygame.K_LEFT:
# 按下左键,向左移动飞船
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):
# 按下空格键,创建一颗新子弹,并将其加入到bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullets = Bullet(ai_settings, screen, ship)
bullets.add(new_bullets)
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()
# 响应按键
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):
"""在玩家点击play按钮时才开始新游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置游戏设置,需要将发生变化了的设置重置为初始值,否则新游戏开始时,速度设置将是前一次游戏增加了的值
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()
# 清空外星人和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并让飞船居中
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,每次循环都要重绘屏幕"""
# 每次循环都重新绘屏幕,用背景色填充屏幕,这个方法只接受一个实参,一种颜色
screen.fill(ai_settings.bg_color)
# 在飞船和外星人后面重新绘制所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
# 填充背景后,调用ship.blitem()将飞船绘制到屏幕上,确保它出现在背景前面
ship.blitem()
# 在屏幕上绘制编组中的每个外星人
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):
"""更新子弹位置,并且删除已消失的子弹"""
# 更新子弹的位置
bullets.update()
# 删除已经消失的子弹(不删除的话会占用内存)
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_conllsions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_conllsions(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():
"""将消灭的每个外星人的点数都计入得分"""
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有子弹并且新建一群外星人,加快游戏节奏
bullets.empty()
ai_settings.increase_speed()
# 外星人都被消灭,就提高一个等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少个外星人"""
# 放置外星人的水平空间为屏幕宽度减去外星人宽度的两倍(需要在屏幕两边留下一定的间距)
available_space_x = ai_settings.screen_width - 2 * alien_width
# 确定一行可容纳多少个外星人,用空间除以外星人宽度的两倍(为什么是两倍?因为外星人自身的宽度还要算两个外星人之间的间距,间距也算一个外星人)
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings, ship_height, alien_hight):
"""计算屏幕可容纳多少外星人"""
# 可用垂直空间=屏幕高度-第一行外星人的高度,最初外星人高度,外星人间距,飞船高度
available_space_y = (ai_settings.screen_height - (3 * alien_hight) - ship_height)
# 可容纳的函数
number_rows = int(available_space_y / (2 * alien_hight))
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人,并将其放入当前行"""
# 创建一个外星人,并计算一行可容纳多少个外星人
# 外星人间距为外星人宽度
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,并计算一行可容纳多少个外星人
# 外星人间距为外星人宽度
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)
# 创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# 创建一个外星人并且添加到当前行
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def check_fleet_edges(ai_settings, aliens):
"""确定是否有外星人位于屏幕边缘,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,并改变它们的方向"""
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.ship_left > 0:
# 将ship_left-1
stats.ship_left -= 1
# 更新计分牌
sb.prep_ships()
else:
stats.game_active = False
pygame.mouse.set_visible(True)
# 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()
# 暂停
sleep(0.5)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""检查是否有外星人到达了屏幕底端"""
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,并更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查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)
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"""
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()
# coding=utf-8
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
"""控制游戏外观和飞船速度的属性"""
def __init__(self, ai_settings, screen):
"""初始化飞船并设置初始位置"""
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')
# get_rect获取相应的surface属性rect
self.rect = self.image.get_rect()
"""我们要将飞船放在屏幕底部中央,为此,首先将表示屏幕的矩形存储在self.screen_rect中"""
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
# 在飞船属性center中存储小数值,这里是因为我们在settings中将初始值1设置为1.5
self.center = float(self.rect.centerx)
""" 允许不断移动
结合使用KEYDOWN和KEYUP事件,及一个名为moving_right的标志来实现持续移动
飞船不动时,moving_right为False,玩家按下右箭头键时,将这个标志设置为True,玩家松开时,将这个标志设置为False------见game_function line16-30 (左同)
用update方法来检查标志moving_right的状态,如果这个标志为True,就调用飞船的位置
"""
# 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,这里用两个if,而没有用elif,是因为
如果玩家同时按下左右键,将增大center,再减少center的值,即飞船的位置保持不变
但如果用elif,右箭头始终保持优先地位,当左移动切换到右移动时,玩家可能同时按住左右箭头键,这种情况下,前面的做法更加准确
"""
# if限制飞船的活动范围(因为在运行游戏的时候,飞船可能飞出屏幕外)
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 blitem(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
# coding=utf-8
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
# 储存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(子弹向上移动,意味着y坐标将不断减小)
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)
# coding=utf-8
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起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载外星人图像,并设置rect属性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕左上角附近(左边距设置为外星人的宽度,上边距设置为外星人的高度)
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 blitem(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):
"""向右或向右移动外星人"""
# fleet_direction为1,就将外星人当前的x坐标增大alien_speed_factor,从而外星人向右移,如果fleet_direction为-1,就将外星人当前的x坐标减去alien_speed_factor
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction
)
# 使用self.x的值来更新rect的位置
self.rect.x = self.x
# coding=utf-8
class GameStats():
"""跟踪游戏统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
# 让游戏一开始处于非活动状态
self.game_active = False
# 任何情况下都不应重置最高得分
self.high_score = 0
# 显示等级
self.level = 1
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ship_left = self.ai_settings.ship_limit
# 为每次在开始游戏时都重置得分,我们在reset_stats()而不是__init__中初始化score
self.score = 0
# coding=utf-8
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)
# 准备好初始得分图像
self.prep_score()
# 用于包含最高得分的图像
self.prep_high_score()
# 在当前得分下显示等级
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换为一幅渲染的图像"""
# 让python将stats.score的值圆整到最近的10的整数倍
rounded_score = int(round(self.stats.score, -1))
# 让python将数值转换为字符串时在其中插入逗号
score_str = "{:,}".format(rounded_score)
# 再将这个字符串传递给创建图像的render(),为了清晰地显示得分,我们向render传递了屏幕背景色,以及文本颜色
self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
# 将得分放于屏幕右上角
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"""
# 最高分圆整到10的整数倍
high_score = int(round(self.stats.high_score, -1))
# 添加用逗号表示的千分位分隔符
high_score_str = "{:,}".format(high_score)
# 根据最高分生成一幅图像
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端中央
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.screen_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
# 将top属性设置为比得分图像的bottom属性大10像素,以便在得分和等级之间留出一定的空间
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self):
"""显示还剩下多少艘飞船"""
self.ships = Group()
for ship_number in range(self.stats.ship_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)
# coding=utf-8
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()
# 设置按钮的属性和其它属性
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):
"""绘制一个颜色填充的按钮,再绘制文本"""
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
链接:https://pan.baidu.com/s/1rOU0Py5HOECxloOvKxtcoA
提取码:qkhf
学习《Python编程从小白到入门》这本书之后,自己动手写了这个游戏,总体还是不错哒,如果有什么问题,欢迎给我留言傲!!!有什么不足欢迎指出。