Python从入门到实践-外星人入侵完整代码

Python从入门到实践-<外星人入侵>完整代码

学习Python从入门到实践,总结完整项目1-外星人入侵完整版,分享大家,共同学习。

alien_invasion.py

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
import game_functions as gf
from pygame.sprite import Group

def run_game():    
    #初始化pygame、设置和屏幕对象  	
    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")
    
    #创建一个用于存储游戏统计信息的实例,并创建记分牌    
    stats = GameStats(ai_settings)    
    sb = Scoreboard(ai_settings, screen, stats)        
    
    #创建一艘飞船    
    ship = Ship(ai_settings,screen)    
    
    #创建一个用于存储子弹的编组    
    bullets = Group()    
    aliens = Group()    
    
    #创建一个外星人    
    alien = Alien(ai_settings, screen)    
    
    #创建外星人群    
    gf.create_fleet(ai_settings, screen, ship, aliens)
    
    #开始游戏的主循环    
    while True:        
    #监听键盘和鼠标事件             
    	gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)        
    	if stats.game_active:            
    	    ship.update()            
    	    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)        
    	
    	#删除已消失的子弹        
    	for bullet in bullets.copy():            
    	    if bullet.rect.bottom <= 0:                
    	        bullets.remove(bullet)        
    	print(len(bullets))
run_game()

game_functions.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:        
    	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):        
    '''如果子弹还没有到达限制,就发射一颗子弹'''            
    #创建一颗子弹,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 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:            
            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):        
    """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, 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,并且换到新屏幕'''    
    #每次循环都重新绘制屏幕    
    screen.fill(ai_settings.bg_color)    
    
    #在飞船和外星人后面重绘所有子弹    
    for bullet in bullets.sprites():        
        bullet.draw_bullet()    
    ship.blitme()    
    aliens.draw(screen)    
    #alien.blitme()
    
    # 显示得分    
    sb.show_score()
    
    # 如果游戏处于非活动状态, 就绘制Play按钮    
    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, 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"""    
    # 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:        
        # 删除现有的所有子弹, 并创建一个新的外星人群        
        bullets.empty()        
        ai_settings.increase_speed()
        
        # 提高等级        
        stats.level += 1        
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)
        
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)
    
    '''#创建第一行外星人    
    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)'''    
    
    # 创建外星人群    
    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):    
    """计算每行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 create_alien(ai_settings, screen, aliens, alien_number, row_number):    
    """创建一个外星人并将其放在当前行"""    
    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 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 update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):    
'''检查是否有外星人位于屏幕边缘,并更新整群外星人的位置'''    
check_fleet_edges(ai_settings, aliens)    
aliens.update()
    # 检测外星人和飞船之间的碰撞    
    if pygame.sprite.spritecollideany(ship, aliens):        
    ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
    # 检查是否有外星人到达屏幕底端    
    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
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减1        
        stats.ships_left -= 1
        
        # 更新记分牌        
        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 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:            
            # 像飞船被撞到一样进行处理            
            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得分"""    
    if stats.score > stats.high_score:        
        stats.high_score = stats.score        
        sb.prep_high_score()

game_stats.py

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()            
        # 游戏刚启动时处于活动状态        
        self.game_active = False           
        # 在任何情况下都不应重置最高得分        
        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(None, 48)
        
        # 准备初始得分图像        
        self.prep_score()        
        self.prep_high_score()        
        self.prep_level()        
        self.prep_ships()
        
        # 准备包含最高得分和当前得分的图像        
        self.prep_score()        
        self.prep_high_score()
        
    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"""        
        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(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)
    

button.py

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 = (0, 255, 0)        
        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"""        
            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)

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):    
    '''一个对飞船发射的子弹进行管理的类'''    
    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,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        
        #跟新表示子弹的rect的位置        
        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)

settings.py

class Settings():    
    '''一个储存游戏《外星人入侵》的所有设置的类'''    
    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 = (230,230,230)
        
        #飞船的设置        
        #self.ship_speed_factor = 1.5        
        self.ship_limit = 3
        
        #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        
        #fleet_direction为1表示向右移,为-1表示向左移        
        self.fleet_direction = 1
        
        # 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):        
        """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表示向右; 为-1表示向左        
        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)        
        print(self.alien_points)

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
        
        #在飞船的属性center中存储小树枝        
        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

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):        
        '''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 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

还有两个图片,放在images文件下
名字分别为alien.bmp、ship.bmp
在这里插入图片描述
在这里插入图片描述
完整游戏
在这里插入图片描述

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最后附上完整代码文件
链接:https://pan.baidu.com/s/1ni_-g4hr-ILBfQbr9qq1kg 密码:af9h
欢迎转载!侵权立删!

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