Python《外星人入侵》源码

Python项目《外星人入侵》

这个项目是接触Python一学期以后老师让我们做的项目,当然刚接触,肯定是照着书本写的,期间错误不断,重写了好几次,改了很多,花了大概四天时间吧,本来就啥也不懂,所以比较慢,下面吧源码放在上面,
这是效果图Python《外星人入侵》源码_第1张图片

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")
    #创造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)
    ship = Ship(ai_settings,screen)
    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:

        #监视键盘和鼠标事件
        gf.check_events(ai_settings,screen,stats,sb,play_button,ship,
                        aliens,bullets)
        if stats.game_active:
            ship.update()
            #让最近绘制的屏幕可见
            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()

game_functions.py

在大型项目中,加新代码前重构既有代码。重构旨在简化既有代码的结构,使其更容易扩展。创建新模块,它将存储大量让游戏《外星人入侵》运行的函数。通过创建模块game_ functions ,可避免alien inasiopy太长,并使其逻辑更容易理解。

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 :
        # 向右移动飞船
        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)
        #创建一颗子弹并将其加入到编组bullets中
    elif event.key==pygame.K_q:
        sys.exit()
def check_keyup_events(event,ship):
    """响应松开"""
    if event.key == pygame.K_RIGHT :
        # 向右移动飞船
        ship.moving_right = False
    elif event.key == pygame.K_LEFT :
        # 向左移动飞船
        ship.moving_left = False
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
    """相应按键和鼠标事件"""
    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
        #重置计分牌图像
        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,ship,aliens)
        ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,
                  play_button):
    """更新屏幕并切换到新屏幕上"""
    #每次循环时都重绘屏幕
    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()
    #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()
    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"""
    #更新子弹位置
    bullets.update()
    #删除已经消失的子弹
    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):
    """响应子弹和外星人发生碰撞"""
    #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 :
        # 删除现有的子弹并新建一群外星人
        bullets.empty()
        ai_settings.increase_speed()
        #提高等级
        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)
    # 向左移动飞船
def get_number_aliens_x(ai_settings,alien_width):
    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"""
    #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.ships_left>0:
        #将ships_left -= 1
        stats.ships_left -= 1
        #更新计分牌
        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()
         #暂停
        sleep(0.5)
    else:
        stats.game_active=False
        pygame.mouse.set_visible(True)
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """更新外星人群中所有外星人的位置"""
    check_fleet_edges(ai_settings,aliens)
    aliens.update()
    #检测外星人与飞船之间的碰撞
    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)

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:
         #像飞船被撞到一样被处理
         ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
         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()

alien.py

负责外星人的大部分

import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
    """表示单个外星人类"""
    def __init__(self,ai_settings,screen):
        """初始化外星人并设置其起始位置"""
        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()
        #每个外星人最初都在屏幕左上角附近
        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):
         """向右移动外星人"""
         self.x += (self.ai_settings.alien_speed_factor *
                       self.ai_settings.fleet_direction)
         self.rect.x=self.x

bullet.py

负责子弹

import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
    """一个队飞船发射子弹管理的类"""
    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,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rectde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)

button.py

负责按钮

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=(1,220,212)
        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
        #按钮的标签只需要建一次
        self.prep_msg(msg)
    def prep_msg(self,msg):
        """将msg渲染成图像,并使按钮居中"""
        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)

game_stats.py

统计游戏信息

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()
        #让游戏一开始处于非活动状态
        self.game_active=False
        self.high_score=0
    def reset_stats(self):
        """初始化在游戏里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=0

scoreboard.py

得分情况

import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
    """现实得分信息的类"""
    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):
        """将得分转换为一幅渲染的图像"""
        rounded_score=int(round(self.stats.score,-1))
        score_str="{:,}".format(rounded_score)
        score_str=str(self.stats.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)
    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)

settings.py

每次给游戏添加新功能时,通常也将引入一些新设置。下面来编写一个名为settings 的模块,其中包含一个名为settings 的类,用于将所有设置存储在一 一个地方,以免在代
码中到处添加设置。这样,我们就能传递一一个设 置对象,而不是众多不同的设置。另外,这让函数调用更简单,且在项目增大时修改游戏的外观更容易:要修改游戏,只需修改
settings.py中的 -些值,而无需查找散布在文件中的不同设置。

class Settings():
 """存储《外星人入侵》的所设置类"""
 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 = (164, 177, 161)
    #飞船设置
    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
    #以什么样的速度加快游戏节奏
    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):
    self.ship_speed_factor = 1.5
    self.bullet_speed_factor = 7
    self.alien_speed_factor = 0.6
    #fleet_direction为1表示向右:为-1表示向左
    self.fleet_direction=1
    #计分
    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)
    self.alien_points=int(self.alien_points*self.score_scale)

ship.py

负责管理飞船大部分的行为

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
        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)
    def center_ship(self):
        """让飞船在屏幕上居中"""
        self.center=self.screen_rect.centerx

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