外星人入侵
游戏开始前的注意事项
《外星人入侵》游戏简介
开始游戏项目实战开发
游戏中需要的所有模块
alien_invasion.py
alien.py
bullet.py
button.py
game_functions.py
game_stats.py
scoreboard.py
settings.py
ship.py
结束语
游戏开始前的注意事项
1:游戏《外星人入侵》将包含很多文件,请在你的D盘中新建一个空文件夹,并将其命名为alien_invasion.请务必将所有文件存储在这个文件夹中,这样游戏才能正常运行。
2:在开始编码前请安装pygame库(在pycharm终端pip install pygame即可)
如果在安装时遇到以下情况,请更新pip版本(将以下内容复制粘贴到下面回车即可)
《外星人入侵》游戏简介
在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用方向键左右移动飞<<船,还可以使用空格键进行射击。游戏开始时,一群外星人出现在天空中,他们在屏幕中向下移动。玩家的任务就是射杀这些外星人。玩家将所有的外星人全部射杀,将会出现一群新的外星人群。他们的移动速度更快。只要有外星人撞到玩家的飞船或者屏幕底部,玩家就损失一艘飞船,。玩家损失三艘飞船后游戏结束。
开始游戏项目实战开发
在D盘的alien_invasion文件夹中新建一个images文件夹,将外星人的图像命名为alien,将飞船图像命名为ship
alien.bmp
ship.bmp
游戏中需要的所有模块
下面将为大家介绍各个模块 仅供学习参考,最好还是自己多敲多练习
alien_invasion.py
创建pygame窗口
只需运行文件alien_invasion.py即可开始游戏,其他文件内容会被间接或直接导入到该文件
import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameSrats
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("外星人入侵")
# 创建play按钮
play_button = Button(ai_settings, screen, "play")
# 创建存储游戏统计信息的实例,并创建得分牌
stats = GameSrats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 创建一艘飞船,一个子弹编组和一个外星人编组
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 开始游戏主循环
while True:
gf.cheak_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)
run_game()
alien.py
管理外星人类
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初始位置"""
super().__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 cheak_edgs(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):
"""向左或向右移动外星人人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
bullet.py
创建子弹类,将子弹存储到编组Group中
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):
"""在飞船所处位置创建一个子弹对象"""
super().__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):
"""向上发射子弹"""
# 更新表示子弹的小数值
self.y -= self.speed_factor
# 更新表示子弹的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)
button.py
按键类,实例化按键,添加play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.hieght = 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,并将其居中
self.rect = pygame.Rect(0, 0, self.width, self.hieght)
self.rect.center = self.screen_rect.center
# 按钮的标志只需创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""将msg渲染为图像,并将其在按钮中居中"""
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)
game_functions.py
文件game_functions.py包含一系列函数,需要响应按键和鼠标事件,游戏大部分工作都是由它们完成的。
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def cheak_keydowen_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):
"""如果还没到达限制,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:
news_bullet = Bullet(ai_settings, screen, ship)
bullets.add(news_bullet)
def cheak_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 cheak_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:
sys.exit()
elif event.type == pygame.KEYDOWN:
cheak_keydowen_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
cheak_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
def cheak_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"""
bullets_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if bullets_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
# 重置记分牌对象
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):
"""更新子弹的位置,并删除已消失子弹"""
# 更新子弹位置
bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应子弹和外星人碰撞"""
# 删除发生碰撞的子弹和外星人
collections = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collections:
for aliens in collections.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
cheak_high_score(stats, sb)
if len(aliens) == 0:
# 如果整群外星人都被消灭,就提高一个等级
# 删除现有的子弹,加快游戏节奏,并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()
create_fleet(ai_settings, screen, ship, aliens)
def get_number_alien_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_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少行机器人"""
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):
# 创建第一行外星人并将其加入当前行
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宽度
alien = Alien(ai_settings, screen)
number_alien_x = get_number_alien_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# 创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_alien_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def cheak_fleet_edges(ai_settings, aliens):
"""有外星人到达屏幕边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.cheak_edgs():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整群外星人下移,并改变它们的位置"""
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,并将飞船放在屏幕底端中央
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 cheak_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 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"""
cheak_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查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
cheak_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def cheak_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
跟踪统计游戏信息类
class GameSrats():
"""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
创建scoerboard类,用来显示当前得分,最高得分,玩家等级,余下的飞船数。
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)
# 准备包含得分的初始图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_ships(self):
"""显示还余下多少搜飞船"""
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)
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_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 = 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.screen_rect.top
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)
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)
settings.py
存储游戏所有设置类
class Settings():
"""存储外星人入侵所有设置的类"""
def __init__(self):
"""初始化游戏静态设置"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船的速度设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 子弹设置
self.bullet_speed_factor = 10
self.bullet_width = 10
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 = 5
# fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
# 加快游戏节奏的速度
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位置"""
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 = 100
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)
ship.py
管理飞船类
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().__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中存储小数值
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = False
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
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)
结束语
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版权声明:本文为CSDN博主「hacker707」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/xqe777/article/details/124087402