游戏简介:游戏开始时,一群外星人出现,他们在屏幕中向下移动,玩家的任务就是消灭这些外星人,一群外星人被消灭之后, 玩家将提高一个等级,同时 将会出现移动速度更快的外星人,每消灭一个外星人都将会有一定的得分,消灭一群外星 人之后还会有额外的得分,得分和等级显示在游戏界面的右上角,历史最高得分显示在中间,如果玩家的飞船被外星 人撞到之后,玩家将损失一艘飞 船,直到玩家损失三艘飞船之后,游戏结束。
玩法介绍: 方向键:移动飞船
空格键:开火
‘q’键:结束游戏
项目结构:
相关代码:
aliens_invasion.py
import pygame
from settings import Settings
from ship import Ship
import game_funtions as gf
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
pygame.init()
ai_settings=Settings()
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
play_button=Button(screen,'Play')
#存储游戏统计信息的实例
stats=GameStats(ai_settings)
sb=Scoreboard(ai_settings,screen,stats)
#飞船
ship=Ship(ai_settings,screen)
#子弹
bullets=pygame.sprite.Group()
#外星人
aliens=pygame.sprite.Group()
gf.create_fleet(ai_settings,screen,ship,aliens)
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,screen,sb,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()
settings.py
class Settings():
"""存储《外星人入侵》的所有设置的类"""
def __init__(self):
self.screen_width=1200
self.screen_height=750
self.bg_color=(255,255,255)
self.ship_speed_factor=0.5
self.ship_limit=3
self.bullet_speed_factor=0.8
self.bullet_width=3
self.bullet_height=12
self.bullet_color=60,60,60
self.bullets_allowed=3
self.alien_speed_factor=0.4
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
self.speedup_scale=1.1
self.score_scale=1.5
self.initialiaze_dynamic_settings()
def initialiaze_dynamic_settings(self):
self.ship_speed_factor=1.5
self.bullet_speed_factor=2
self.alien_speed_factor=1
self.fleet_direction=1
self.alien_points=50
def increase_speed(self):
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)
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
#加载飞船图像并提取外接矩形
self.image=pygame.image.load('images/ship1.bmp')
self.rect=self.image.get_rect()
self.screen_rect=screen.get_rect()
#将没搜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)
self.moving_ringt=False
self.moving_left = False
def update(self):
if self.moving_ringt and self.rect.right0:
#self.rect.centerx-=1
self.center -= self.ai_settings.ship_speed_factor
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):
self.center=self.screen_rect.centerx
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super(Bullet, self).__init__()
self.screen=screen
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):
self.y-=self.speed_factor
self.rect.y=self.y
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,ai_settings,screen):
super(Alien, self).__init__()
self.screen=screen
self.ai_settings=ai_settings
self.image=pygame.image.load('images/alien3.jpg')
self.rect=self.image.get_rect()
self.rect.x=self.rect.width
self.rect.y=self.rect.height
self.x=float(self.rect.x)
def blitme(self):
self.screen.blit(self.image,self.rect)
def checck_edges(self):
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):
self.x+=self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction
self.rect.x=self.x
button.py
import pygame.font
class Button():
def __init__(self,screen,msg):
self.screen=screen
self.screen_rect=screen.get_rect()
self.width,self.height=200,50
self.button_color=(0,255,0)
self.text_color=(255,255,255)
self.font=pygame.font.SysFont('dfkaisb',48)
self.rect=pygame.Rect(0,0,self.width,self.height)
self.rect.center=self.screen_rect.center
self.prep_msg(msg)
def prep_msg(self,msg):
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):
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():
def __init__(self,ai_settings,screen,stats):
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
self.text_color=(30,30,30)
self.font=pygame.font.SysFont('dfkaisb',35)
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
score_str=str(self.stats.score)
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)
self.score_rect=self.score_image.get_rect()
self.score_rect.right=self.screen_rect.right-20
self.screen_rect_top=20
def show_score(self):
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)
def prep_high_score(self):
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)
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):
self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
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):
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)
games_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()
self.game_active=False
self.high_score=0
def reset_stats(self):
"""初始化在游戏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
game_funtions.py
import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien
def check_keydown_evevnts(event,ai_settings,screen,ship,bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
# ship.rect.centerx+=1
ship.moving_ringt = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key==pygame.K_SPACE:
fire_bullets(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_ringt = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
check_keydown_evevnts(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):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialiaze_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
bullets.update()
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):
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:
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_bullets(ai_settings,screen,ship,bullets):
if len(bullets)0:
stats.ships_left-=1
#更新记分牌
sb.prep_ships()
aliens.empty()
bullents.empty()
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""检查是否有外星人到达底端"""
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(ai_settings, stats, screen,sb,ship, aliens, bullets)
break
def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
check_aliens_bottom(ai_settings, stats, screen,sb, ship, aliens, bullets)
def check_high_score(stats,sb):
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()