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
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()
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()
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
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)
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)
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
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)
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)
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
其中图片可截屏首页效果图,然后转化为位图,如需源码@QQ824011402。com