python编程:外星人入侵(所有源码)

第一次发博客,有点紧张,完全不知道怎么写。所有代码全部都是全的哈,可以直接下载哈

先上效果图:

python编程:外星人入侵(所有源码)_第1张图片

 手把手照着书上的代码敲完了,效果图如上:

这是alien_invasion.py的全部代码。(ps:每个文件名字需要注意一下,不要写错了)

import sys
import pygame
from pygame.sprite import Group
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
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")
    play_button = Button(ai_settings,screen,"Play")
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings,screen,stats)
    #创建一艘飞船
    ship = Ship(ai_settings,screen)
    bullets = Group()
    aliens = Group()

    gf.create_fleet(ai_settings,screen,ship,aliens)

    #开始游戏的主循环
    while True:
        #监视鼠标和键盘事件
        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)

        # 每次循环时都重绘屏幕
        gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)

run_game()

不多说,全是干货,game_stats.py

class GameStats():

    def __init__(self,ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        self.game_active = False
        self.high_score = 0

    def reset_stats(self):
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1
        

scoreboard.py代码如下:

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(None,48)

        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):

        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)
        
        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):
        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)

button.py

import pygame.font

class Button():

    def __init__(self,ai_settings,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(None,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)

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(r"\alien.bmp")
        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 check_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

game_function.py

import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien

def check_keydown_events(event,ai_settings,screen,ship,bullets):
    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)

def fire_bullet(ai_settings,screen,ship,bullets):
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings,screen,ship)
        bullets.add(new_bullet)

def check_keyup_events(event,ship):
    if event.key == pygame.K_RIGHT:
        # 向右移动飞船
        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):
    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):
    button_cliked = play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_cliked and not stats.game_active:
        ai_settings.initialize_dynamic_settings()
        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):
    """更新屏幕上的图像"""
    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()

    # 让最近绘制的屏幕可见
    pygame.display.flip()

def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
    bullets.update()

    # 删除已经消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    check_bulet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)

def check_bulet_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()
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings,screen,ship,aliens)


def get_number_aliens_x(ai_settings,alien_width):
    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 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 create_fleet(ai_settings,screen,ship,aliens):
    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)

    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_rows(ai_settings,ship_height,alien_height):
    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):
    check_fleet_edgs(ai_settings,aliens)
    aliens.update()
    if pygame.sprite.spritecollideany(ship,aliens):
        ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
    check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)

def check_fleet_edgs(ai_settings,aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings,aliens)
            break

def change_fleet_direction(ai_settings,aliens):
    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):
    if stats.ships_left >0:
        stats.ships_left -= 1
        sb.prep_ships()
        aliens.empty()
        bullets.empty()

        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()

        sleep(0.5)
    else:
        stats.game_active = False
        pygame.mouse.set_visible(False)

def check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
            break

def check_high_score(stats,sb):
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

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().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载飞船图像并湖区其外界矩形
        self.image = pygame.image.load(r"\ship.bmp")
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        self.center = float(self.rect.centerx)

        # 移动标志
        self.moving_right = False
        self.moving_left = False

    def update(self):
        """根据移动标志调整船的位置"""
        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

        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

settings.py

class Settings():
    """存储外星人的所有设置的类"""

    def __init__(self):
        """初始化游戏的设置"""
        #屏幕设置
        self.screen_width = 1200
        self.screen_height = 600
        self.bg_color = (230,230,230)

        #飞船速度
        self.ship_limit = 3

        #子弹

        self.bullet_width = 500
        self.bullet_height = 15
        self.bullet_color = 60,60,60
        self.bullets_allowed = 3

        # 外星人设置
        self.fleet_drop_speed = 10
        self.speedup_scale = 1.1
        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

        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)
        print(self.alien_points)

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):

    def __init__(self,ai_settings,screen,ship):
        super().__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

        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)

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