《Python从入门到实践》
在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用箭头键左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星人出现在天空中,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束。
最终效果:
(1)创建并设置背景窗口
(2)添加飞船图像,设置飞船移动方向、速度、活动范围等
(3)添加子弹图像,设置子弹移动方向、速度等
(4)添加外星飞船图像,设置飞船移动方向、速度、活动范围等
(5)创建计分系统
(1) alien_invasion.py
import pygame
import game_functions as gf
from settings import Settings
from ship import Ship
from pygame.sprite import Group
from game_status import GameStatus
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()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Aline 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,并创建记分牌
status = GameStatus(ai_settings)
sb = Scoreboard(ai_settings, screen, status)
# 颜色
bg_color = (230, 230, 230)
# 创建一个飞船
ship = Ship(ai_settings, screen)
# 创建一个用于存储子弹的编组
bullets = Group()
# 创建一个外星人编组
aliens = Group()
# 创建一个外星人群
gf.create_fleet(ai_settings, screen, aliens, ship)
# 开始游戏主循环
while True:
# 检查玩家的输入
gf.check_events(ai_settings, screen, status, sb, play_button, ship, aliens, bullets)
if status.game_active:
ship.update()
# 更新屏幕上子弹
gf.update_bullets(ai_settings, screen, status, sb, ship, aliens, bullets)
# 更新屏幕上外星人
gf.update_aliens(ai_settings, screen, status, sb, ship, aliens, bullets)
# 更新后的位置重新绘制屏幕
gf.update_screen(ai_settings, screen, status, sb, ship, aliens, bullets, play_button)
run_game()
(2) alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self, ai_settings, screen):
"""初始化外星人并设置其他起始位置"""
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()
# 每个外星人最初都在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 储存外星人的确切位置
self.x = float(self.rect.x)
def blitme(self):
"""指定位置绘制外星人"""
self.screen.blit(self.image, self.rect)
def check_edges(self):
"""外星人处于边缘上,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):
"""向左或者向右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
(3) bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""对飞船发射的子弹进行管理的类"""
def __init__(self, ai_settings, screen, ship):
"""创建一个子弹对象"""
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)处创建以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
# 存储用小数表示制单的位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
# 更新表示制单位置的小数值
self.y -= self.speed_factor
# 更新表示子弹的rect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)
(4) button.py
import pygame.font
class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按钮属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
# 设置安妮尺寸和其他属性
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渲染未图像,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,再绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
(5) game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_events(ai_settings, screen, status, 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, status, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, status, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
"""玩家代几Play按钮时开始新游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not status.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
status.reset_status()
status.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,并让飞船居中
create_fleet(ai_settings, screen, aliens, ship)
ship.center_ship()
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):
"""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 update_bullets(ai_settings, screen, status, 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, status, sb, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, status, sb, ship, aliens, bullets):
"""响应子弹和外星人的碰撞"""
# 击中敌人则删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
status.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(status, sb)
if len(aliens) == 0:
# 删除子弹建立新的外星人
bullets.empty()
ai_settings.increase_speed()
# 提高等级
status.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, aliens, ship)
def update_screen(ai_setting, screen, status, sb, ship, aliens, bullets, paly_button):
"""更换屏幕上图像,并切换到新屏幕"""
# 每次循环时都重绘屏幕
screen.fill(ai_setting.bg_color)
# 在飞船和外星人后买你重绘所有子弹
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 status.game_active:
paly_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def create_fleet(ai_settings, screen, aliens, ship):
"""创见外星人群"""
alien = Alien(ai_settings, screen)
# 外星人间距是外星人的宽度
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
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 get_number_aliens_x(ai_settings, alien_width):
"""计算可容纳多少个外星人"""
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个外星人"""
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
num_rows = int(available_space_y / (2 * alien_height))
return num_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其打入当前行"""
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 check_fleet_edges(ai_settings, aliens):
"""外星人到达边缘采取相应措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将外星人下移,并该改变他们方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, status, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if status.ships_left > 0:
status.ships_left -= 1
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, aliens, ship)
ship.center_ship()
sleep(0.5)
else:
status.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, screen, status, sb, ship, aliens, bullets):
"""检查是否有外星人达到了屏幕顶端"""
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, status, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, screen, status, sb, ship, aliens, bullets):
"""更新外星人群中外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, status, sb, ship, aliens, bullets)
# 检查是否有外星人达到屏幕底端
check_aliens_bottom(ai_settings, screen, status, sb, ship, aliens, bullets)
def check_high_score(status, sb):
"""检查是否诞生了最高得分"""
if status.score > status.high_score:
status.high_score = status.score
sb.prep_high_score()
(6) game_status.py
class GameStatus():
"""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_status()
# 游戏处于非活动状态
self.game_active = False
# 在任何情况下不应该重置最高得分
self.high_score = 0
def reset_status(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
(7) scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
def __init__(self, ai_settings, screen, status):
"""初始化希纳是得分所涉及属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.status = status
# 显示得分信息使用的字体设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 准备最高得分与当前得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换成一副渲染的图像"""
rounded_score = int(round(self.status.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 prep_high_score(self):
"""将得分转换成一副渲染的图像"""
high_score = int(round(self.status.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.high_score_rect.top
def show_score(self):
"""在屏幕上显示得分与等级"""
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_level(self):
"""将等级转换为渲染的图像"""
self.level_image = self.font.render(str(self.status.level), True, self.text_color, self.ai_settings.bg_color)
# 将等级放在得分的下面
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.high_score_rect.bottom + 10
def prep_ships(self):
"""显示余下的多少飞船"""
self.ships = Group()
for ship_number in range(self.status.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)
(8) settings.py
class Settings():
"""存储所有所有设置的类"""
def __init__(self):
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
self.ship_speed_factor = 1.5
# 子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
# 外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
self.fleet_direction = 1
# 飞船设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 提高游戏难度
self.speedup_scale = 1.1
self.initialize_dynamic_settings()
# 外星人点数提高的速度
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表似乎向右;为-1表示向左
self.fleet_direction = 1
self.alien_points = 50
def increase_speed(self):
"""提高游戏速度设置"""
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)
print(self.alien_points)
(9) 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
# 加载船图像
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 blitme(self):
"""当前位置绘制飞船"""
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
def update(self):
"""根据移动表纸调整飞船的位置"""
# 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