python编程从入门到实践 项目一:外星人入侵

 更改:子弹采用爱心图片形式,飞船和外星人换成了个人照片(已打码)。改成了一个给女朋友玩儿的小游戏~

alien_invasion.py

import pygame
from pygame.sprite import Group

from settings import Settings
from ship import Ship
from game_stats import GameStas
from button import  Button
from scoreboard import Scoreboard
import game_function as gf


def run_game():
    # 初始化背景设置
    pygame.init()
    ai_settings = Settings()

    # (1200,800)为元组,确定了屏幕尺寸。screen是个surface,每一次循环都将重新绘制。
    screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("小付付大战小周周")

    #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yijijifenpai
    stats =GameStas(ai_settings)
    sb = Scoreboard(ai_settings,screen,stats)

    #创建一个小周周\一个用于存储子弹的编组\一个用于存储外星人的编组
    ship = Ship(ai_settings,screen)
    bullets = Group()
    aliens = Group()

    #创建外星人
    #alien = Alien(ai_settings,screen)
    gf.creat_fleet(ai_settings,screen,ship,aliens)

    # 游戏主循环
    while True:
        gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
        if stats.game_active:
            ship.update()#在屏幕更新前更新
            gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
            gf.update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets)
        gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)


run_game()

setting.py

"""对游戏设置"""
import pygame

class Settings():
    """存储游戏所有设置的类"""

    def __init__(self):
        """初始化设置"""
        self.screen_width = 1200
        self.screen_height = 650
        # 设置背景色
        self.bg_color = (255,174,201)

        #飞船设置
        self.ship_speed_factor = 1.5
        self.ship_limit = 3

        #子弹设置
        self.bullet_speed_factor = 1
       # self.bullet_width = 3
        #self.bullet_height = 5
       # self.bullet_color = 255,0,0
        self.bullets_allowed = 3

        #外星人设置
        self.alien_speed_factor = 1
        self.fleet_drop_speed = 10
        self.fleet_direction = 1 #1右移,-1左移

        #游戏节奏以及点数提高速度
        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 =1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1
        self.fleet_direction =1
        # 积分
        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)
        print(self.alien_points)

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):
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats

        #显示得分用的字体
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 24)

        #初始得分图像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        """将msg渲染成图像"""
        round_score = round(self.stats.score,-1)#-1表示圆整到最近的10、100、1000整数倍
        score_str = "Score - "+"{:,}".format(round_score)
        self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
        #得分放在右上角
        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):
        """渲染成图像"""
        high_score = round(self.stats.high_score,-1)#-1表示圆整到最近的10、100、1000整数倍
        high_score_str ="HighScore - " + "{:,}".format(high_score)
        self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
        #得分放在中央
        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):
        """渲染成图像"""
        self.level_image = self.font.render("Level - " +str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
        #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):
        """显示还剩多少飞船"""
        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)

    def show_score(self):
        """显示得分"""
        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)
        self.ships.draw(self.screen)

game_function.py

import sys
import pygame
from time import sleep

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
        ship.moveing_right = True
    elif event.key == pygame.K_LEFT:
        # 向左移动
        ship.moveing_left = True
    elif event.key == pygame.K_SPACE:
        #创建一颗子弹,加入编组中
        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.moveing_right = False
    elif event.key == pygame.K_LEFT:
        # 向左移动
        ship.moveing_left = False

def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
    # 事件循环,侦听事件
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        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)
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,ai_settings,screen,ship,bullets)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)

def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
    """点击按钮开始游戏"""
    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_high_score()
        sb.prep_level()
        sb.prep_ships()

        #清空外星人与子弹列表
        aliens.empty()
        bullets.empty()

        #创建外星人
        creat_fleet(ai_settings,screen,ship,aliens)
        ship.centre_ship()

def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
    """更新屏幕上的图像,并切换新的屏幕"""
    screen.fill(ai_settings.bg_color)
    #重绘子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    #alien.blitme()

    #显示得分
    sb.show_score()

    #如果处于非活动状态,显示play
    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,并删除已消失的子弹"""
    bullets.update()
    # 清除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    #print(len(bullets))
    #检查外星人是否被击中,击中后删除子弹与外星人
    check_bullet_alien_collision(ai_settings, screen, stats,sb,ship, aliens, bullets)

def check_bullet_alien_collision(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """检查外星人是否被击中,击中后删除子弹与外星人"""
    collision = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collision:
        for aliens in collision.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_hign_score(stats,sb)

    if len(aliens) == 0:
        # 删除现有子弹,加快游戏节奏,创建一群新的外星人
        bullets.empty()
        ai_settings.increase_speed()
        #提高等级
        stats.level += 1
        sb.prep_level()
        creat_fleet(ai_settings, screen, ship, aliens)

def fire_bullet(ai_settings,screen,ship,bullets):
    # 创建一颗子弹,加入编组中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def creat_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
    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
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            creat_alien(ai_settings, screen, aliens, alien_number,row_number)

def get_number_aliens_x(ai_settings,alien_width):
    # 创建一个外星人,并计算一行可容纳多少
    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"""
    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 creat_alien(ai_settings,screen,aliens,alien_number,row_number):
    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):
    """到达边缘采取的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    """下移,并改变方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets):
    """响应被撞到的飞船"""
    if stats.ship_left > 0:
        stats.ship_left -= 1

        #更新飞船
        sb.prep_ships()

        #清空外星人与子弹
        aliens.empty()
        bullets.empty()

        #创建新的外星人
        creat_fleet(ai_settings,screen,ship,aliens)
        ship.centre_ship()

        #暂停
        sleep(1)
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)

def check_aliens_bottom(ai_settings,stats,sb,screen,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:
            #按撞到飞船处理
            ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
            break

def update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets):
    """更新外星人的位置"""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    #检测与飞船的碰撞
    if pygame.sprite.spritecollideany(ship,aliens):
        ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)

    #检查是否到达屏幕底端
    check_aliens_bottom(ai_settings, stats,sb, screen, ship, aliens, bullets)

def check_hign_score(stats,sb):
    """检查是否产生最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

game_stats.py

class GameStas():
    """跟踪游戏的统计信息"""
    def __init__(self,ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        self.game_active = False
        self.score = 0
        self.level = 1
        #最高得分
        self.high_score = 0


    def reset_stats(self):
        """初始化统计信息"""
        self.ship_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1

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()

        #设置按钮属性
        self.width , self.height = 200 , 50
        self.button_color = (0,0,0)
        self.text_color = (255,255,255)
        self.font = pygame.font.SysFont(None,48)

        #让按钮居中
        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渲染成图像"""
        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)

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    """管理子弹"""
    def __init__(self,ai_settings,screen,ship):
        """在飞船处创建一个子弹对象"""
        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.image = pygame.image.load('image/3.bmp')
        self.rect = self.image.get_rect()
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top
        #小数存储子弹位置
        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"""
        self.y -= self.speed_factor
        self.rect.y = self.y

    def draw_bullet(self):
        """在屏幕上绘制"""
       # pygame.draw.rect(self.screen,self.color,self.rect)
        self.screen.blit(self.image, self.rect)

ship.py

"""管理小周周"""
from pygame.sprite import Sprite
import pygame

class Ship(Sprite):

    def __init__(self,ai_settings,screen,):
        """初始化飞船并设置其初始位置"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #load返回一个飞船的surface
        self.image = pygame.image.load('image/2.bmp')
        # 加载图像并获得外接矩形,哪怕图形本身并不是矩形
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        #将图像放置在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom =  self.screen_rect.bottom

        #在飞船属性centre中存储小数值
        self.centre = float(self.rect.centerx)

        #移动标志
        self.moveing_right =False
        self.moveing_left = False

    def update(self):
        """根据moveing_right调整位置
            更新cenre值,更新前检查位置
        """
        if self.moveing_right and self.rect.right < self.screen_rect.right:
            self.centre += self.ai_settings.ship_speed_factor
        if self.moveing_left and self.rect.left > 0:
            self.centre -= self.ai_settings.ship_speed_factor
        #根据center更新rect,只存储整数部分
        self.rect.centerx = self.centre

    def blitme(self):
        """在指定位置绘制飞船"""
        self.screen.blit(self.image,self.rect)

    def centre_ship(self):
        """让飞船居中"""
        self.centre = self.screen_rect.centerx

allen.py

import  pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """创建单个外星人"""
    def __init__(self,ai_settings,screen,):
        """初始化外星人并设置其初始位置"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # load返回一个surface,加载图像并获得外接矩形,哪怕图形本身并不是矩形
        self.image = pygame.image.load('image/1.bmp')
        self.rect = self.image.get_rect()
        #每个外星人最初在屏幕左上角附近
        self.rect.x =  self.rect.width
        self.rect.y = self.rect.height * 1.5

        #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 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

    def check_edges(self):
        """如果位于边缘,返回True"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.right <= 0 :
            return True

效果:

python编程从入门到实践 项目一:外星人入侵_第1张图片

你可能感兴趣的:(python)