python--pygame模块--外星人入侵小游戏项目(全)

目录结构

python--pygame模块--外星人入侵小游戏项目(全)_第1张图片

python--pygame模块--外星人入侵小游戏项目(全)_第2张图片

python--pygame模块--外星人入侵小游戏项目(全)_第3张图片

外星人图片。。。我用的一哥们的微信头像。。。。

下边是所有的代码:

alien_invasion.py

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


def run_game():
    pygame.init()
    ai_settings = Settings()
    # 设置屏幕长宽
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    # 给游戏打开窗口命名
    pygame.display.set_caption("带你一起打死韩冬兴")
    # 创建Play按钮
    play_button = Button(ai_settings, screen, "Play")
    # 创建一个用户存储游戏统计信息的实例
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, ship, aliens)
    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(screen, ship, ai_settings, aliens, stats, bullets, sb)
        gf.update_screen(ai_settings, screen, stats, sb, ship,
                         aliens, bullets, play_button)


run_game()

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):
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载外星人图像,并设置其rect属性
        self.image = pygame.image.load(
            "D:\\python_work\\alien_invasion\\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
        self.x = float(self.rect.x)

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

    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

    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

bullet.py

import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):
    """这是一个飞船发射的子弹管理的类"""

    def __init__(self, ai_settings, screen, ship):
        super().__init__()
        self.screen = screen
        # 在(0,0)处创建一个表示子弹的矩形,在设置正确的位置
        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
        # 存储用小数表示子弹的位置
        self.y = float(self.rect.y)
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        """向上移动子弹"""
        self.y -= self.speed_factor
        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)

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()
        # 设置按钮的尺寸和其他属性
        self.width, self.height = 200, 50
        self.button_color = (72, 61, 139)  # 设置按钮的rect对象颜色为深蓝
        self.text_color = (255, 255, 255)  # 设置文本的颜色为白色
        # 设置了字体为默认字体,字号大小为48
        self.font = pygame.font.SysFont(None, 40)
        # 创建按钮rect对象,使其居中显示
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center
        # 按钮的标签只需要创建一次
        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显示"""
        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)

checkcode.py这个没用的,不用弄了。。。忘了删了。。。

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 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):
    """在玩家单机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_level()
        sb.prep_high_score()
        sb.prep_ships()
        aliens.empty()
        bullets.empty()
        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"""
    # 给屏幕填充颜色
    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    # 显示得分
    sb.show_score()
    if not stats.game_active:
        play_button.draw_button()
    # 让最新绘制的屏幕可见
    pygame.display.flip()


def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """更新子弹的位置,并删除已经消失的子弹"""
    bullets.update()
    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"""
    # 检查是否有子弹击中了外星人,如果击中,就删除外星人和相应的子弹
    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:
        # 删除现有的子弹并新建一群外星人,加快游戏节奏,提升一个等级
        bullets.empty()
        ai_settings.increase_speed()
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)


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 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
    # 外星人的间距为外星人的宽度
    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)
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            # 创建一个外星人并将其加入当前行
            create_alien(ai_settings, screen, aliens, alien_number, row_number)


def get_number_aliens_x(ai_settings, alien_width):
    available_space_x = ai_settings.screen_width - 3 * alien_width
    number_aliens_x = int(available_space_x / (3 * alien_width))
    return number_aliens_x


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 + 3 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = 2 * alien.rect.height + 2 * alien.rect.height * row_number
    aliens.add(alien)


def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕可容纳多少行外星人"""
    avalible_space_y = (ai_settings.screen_height -
                        (3 * alien_height) - ship_height)
    number_rows = int(avalible_space_y / (3 * alien_height))
    return number_rows


def update_aliens(screen, ship, ai_settings, aliens, stats, bullets, sb):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()
    # spritecollideany()方法接收一个精灵和一个编组两个实参,找到与精灵碰撞的成员后就停止遍历数组
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb)


def check_fleet_edges(ai_settings, aliens):
    """有外星人到达左右边缘时采取相应的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


def change_fleet_direction(ai_settings, aliens):
    """将整群的外星人下移,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, stats, screen, ship, aliens, bullets, sb):
    """响应被外星人撞到的飞船"""
    if stats.ships_left > 0:
        stats.ships_left -= 1
        sb.prep_ships()
        aliens.empty()
        bullets.empty()
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()
        # 暂停
        sleep(0.5)
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb):
    # 外星人要是挪到下边就删除它
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen.get_rect().bottom:
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
            break


def check_high_score(stats, sb):
    """检查是否诞生了新的最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

game_stats.py

class GameStats():
    def __init__(self, ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        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

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('stxihei', 20)
        # 准备初始得分图像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        """将得分渲染为一幅图像"""
        rounded_score = round(self.stats.score, -1)
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(
            str("当前得分:  " + score_str), True, self.text_color, self.ai_settings.bg_color)
        # 将得分放到屏幕右上角
        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):
        high_score = round(self.stats.high_score, -1)
        high_score_str = "{:,}".format(high_score)
        self.high_score_image = self.font.render(
            str("最高得分:  " + 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(
            "玩家等级: " + 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)

    def show_score(self):
        """在屏幕上显示得分和最高得分"""
        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)

settings.py

class Settings():
    """存储《带你一起打飞机》的所有设置的类"""

    def __init__(self):
        """初始化游戏的静态设置"""
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (255, 255, 255)
        # 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 = 40
        # 外星人设置
        self.fleet_drop_speed = 10
        # 以什么样的速度加快游戏节奏
        self.speedup_scale = 1.1
        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 = 3
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1
        # fleet_direction为1表示向右移动,为-1表示向左移动
        self.fleet_direction = 1
        # 记分
        self.alien_points = 50

    def increase_speed(self):
        """提高速度设置"""
        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)

ship.py

import pygame
from pygame.sprite import Sprite 

class Ship(Sprite):
    # screen指定了飞船将会绘制在什么地方
    def __init__(self, ai_settings, screen):
        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(
            "D:\\python_work\\alien_invasion\\images\\ship.bmp")
        # 这里是以矩形为单位操作游戏中的元素
        self.rect = self.image.get_rect()
        # 这是屏幕的矩形元素
        self.screen_rect = screen.get_rect()
        # 下边的意思是飞船矩形的中心x坐标等于屏幕矩形元素的中心x坐标
        self.rect.centerx = self.screen_rect.centerx
        # bottom代表的是矩形元素的下边缘
        self.rect.bottom = self.screen_rect.bottom
        # 在飞船属性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位置"""
        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
        # 这里centerx之存储了center的整数部分的值
        self.rect.centerx = self.center

    def blitme(self):
        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

以上就是所有代码,有问题的可以在下边问我,帮我点个赞啊

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