练习这个项目时,我用的编辑器是pycharm,然后安装第三方库pygame(功能很强大),这个项目代码还是比较多的,需要学习管理包含多个文件的项目,体会到函数以及变量命名方法还需要重构很多代码,以提高代码的效率,总之,对于刚入门来说,是一个用来练手的一个非常不错的项目。
安装pygame这里就不多说了,下面是我完成所有操作后的代码:
alien_invasion.py
import sys
import pygame
from pygame.sprite import Group
from setting 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
def run_game():
# 初始化游pygame,设置和屏幕对象
pygame.init()#初始化背景设置
ai_settings= Settings() #创建Settings实例,并将其存储在变量ai_settings中
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))#创建一个名为screen的显示窗口
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)
# 创建飞船,子弹编组和外星人编组
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 创建一个外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 开始游戏主循环
while True:
gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
ship.update()
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()#初始化游戏,并开始主循环
setting.py
class Settings():
"""存储游戏中所有设置的类"""
def __init__(self):
"""初始化游戏的静态设置"""
# 屏幕设置
self.screen_width = 800
self.screen_height = 600
self.bg_color = (230,230,230)#设定创建的显示窗口的大小,以及颜色
# 飞船的设置
self.ship_limit = 3
# 子弹设置
self.bullet_width = 300
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 = 3
self.alien_speed_factor = 1
# fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
#记分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置和外星人点数"""
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("C:\python项目文件\飞机大战\images\ship.bmp")
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()#把表示屏幕的矩形存储在其中
# 将每艘飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx #self.rect.centerx飞船的中心坐标设置为表示屏幕的中心坐标,即飞船在屏幕中心
self.rect.bottom = self.screen_rect.bottom#飞船下边缘y坐标设置为表示屏幕的矩形的属性bottom
# 在飞船属性centerx中存储小数值
self.center = float(self.rect.centerx)#使用函数float()将self.rect.centerx的值转换为小数
self.bottom = float(self.rect.bottom)
# 移动标志
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = 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
#在pygame中,原点位于屏幕左上角
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
if self.moving_up and self.rect.top > 0:
self.bottom -= self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.bottom += self.ai_settings.ship_speed_factor
# 根据self.center更新rect对象
self.rect.centerx = self.center
self.rect.bottom = self.bottom
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
game_functions.py
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
from random import randint
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_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = 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
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = 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:#玩家单击游戏窗口的关闭按钮时,将检测到pygame.QUTT事件,调用sys.exit()退出事件
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,并切换到新屏幕"""
# 每次循环都重绘屏幕
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)
#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):
"""更新子弹位置,并删除消失的子弹"""
#更新子弹位置
bullets.update()
# 删除以消失子弹
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"""
# 如果是这样,就删除相应的子弹和外星人
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:
# 删除现有子弹, 加快游戏节奏,并新建一群外星人
#如果整群外星人都被消灭,就提高一个等级
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):
"""如果还没有达到限制,就发射一颗子弹"""
# 创建一颗子弹,并加入到编组bullet中
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"""
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):
#创建一个外星人并加入当前行
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它放在当前行"""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
#alien.x = randint(10,30) + 2 * alien_width * alien_number 随机生成位置
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
#alien.rect.y = randint(-30,0) + 2 * alien.rect.height * row_number 随机生成位置
aliens.add(alien)
def get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少外星人"""
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 ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ship_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()
#创建一群外星人,并将飞船放到屏幕底部中央
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, stats, sb, screen, ship, aliens, bullets):
"""检查是否有外星人到达屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样处理
ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""检查是否有外星人位于屏幕边缘,更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
print('ship hit!!!')
# 检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings, stats, sb, screen, 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方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_high_score(stats, sb):
"""检查是否产生了最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
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,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"""
# 更新表示子弹位置的小数值
self.y -= self.speed_factor
# 更新表示子弹的rect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)
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("C:\python项目文件\飞机大战\images\lien.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):
"""向左或右移动外星人"""
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
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()
#游戏刚启动时处于非活动状态
self.game_active = False
# 在任何时候都不应重置最高得分
self.high_score = 1
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
button.py
import pygame.font
class Button():
def __init__(self, ai_setings, screen, msg):
"""初始化按钮的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
#设置按钮属性和其他属性
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)
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)
#准备包含最高得分和当前得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分渲染为一幅渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_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):
"""在屏幕上显示当前得分和最高得分"""
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):
"""将最高分转化为渲染的图像"""
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):
"""显示还剩余多少飞船"""
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)
以上便是外星人这个项目的全部代码,在练习的时候我也是同样遇到过很多问题,后面会将这些问题补充上来,这里也比较多,我会将项目文件上传,大家可以下载看看效果。
这里是效果图:
我这里将子弹宽度是设置为300。
这里是代码文件以及图片下载链接:https://download.csdn.net/download/weixin_45054387/12333195