用 python 写游戏《外星人入侵》完整代码

aliven_invasion.py:
#此模块用于开发游戏所需的功能
import pygame 
#导入设置类
from settings import Settings
from ship import Ship #飞船类
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard



def run_game():
	#初始化背景设置
	pygame.init()
	
	#将设置类进行实例化
	ai_settings = Settings()
	
	#设置窗口
	screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
	pygame.display.set_caption("兔C:外星人入侵")
	
	
	#创建存储游戏统计信息的实例,并创建记分牌
	#创建一个用于存储游戏统计信息的实例
	stats = GameStats(ai_settings)
	# 记分牌
	sb = Scoreboard(ai_settings,screen,stats)
	
	#创建飞船
	ship = Ship(ai_settings,screen)
	#创建一个用于存储子弹的编组
	bullets = Group()
	
	#创建外星人
	#alien = Alien(ai_settings,screen)
	
	#创建外星人编组
	aliens = Group()
	#创建外星人群
	gf.create_fleet(ai_settings,screen,ship,aliens)
	
	#创建按钮
	play_button = Button(ai_settings,screen,"Play")
	
	# while 循环来控制游戏
	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,screen,stats,sb,ship,aliens,bullets)
		
		bullets.update()
		gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
		
run_game()

game_functions.py:
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

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:
		#创建一颗子弹,并将其加入到编组bullets中
		fire_bullet(ai_settings,screen,ship,bullets)
	elif event.key == pygame.K_q:
		sys.exit()
			
def fire_bullet(ai_settings,screen,ship,bullets):
	#如果还没有达到限制,就发射一颗子弹
	#创建新子弹,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):
	if event.key == pygame.K_RIGHT:
		ship.moving_right = False
	elif event.key == pygame.K_LEFT:
		ship.moving_left = False
			
#管理被隔离的监听循环事件	
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_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):
	button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
	#在玩家单机play按钮时开始游戏
	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)
		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
		create_fleet(ai_settings,screen,ship,aliens)
		ship.center_ship()			
			

def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
		#每次循环时都重绘屏幕
		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):	
	#检查是否有子弹击中外星人,如果是,删除相应子弹和外星人。
	collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
	
	if len(aliens) ==0:
		bullets.empty()
		ai_settings.increase_speed()
		create_fleet(ai_settings,screen,ship,aliens)
		
		stats.level += 1
		sb.prep_level()
		
	if collisions:
		for aliens in collisions.values():
			stats.score += ai_settings.alien_points *len(aliens)
			sb.prep_score()
		check_high_score(stats,sb)
		stats.score +=ai_settings.alien_points
		sb.prep_score()
		
		
			
def get_number_aliens_x(ai_settings,alien_width):
	#计算可容纳多少个外星人
	available_space_x = ai_settings.screen_width - 2 * alien_width
	#外星人间距为外星人宽度
	number_aliens_x = int(available_space_x /(2 * alien_width))
	return number_aliens_x			
			
def get_number_rows(ai_settings,ship_height,alien_height):
	#计算屏幕可容纳多少个外星人
	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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
	#创建一个外星人在当前行
	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 create_fleet(ai_settings,screen,ship,aliens):
	#创建外星人群
	#创建一个外星人,计算每行可以容纳多少个外星人
	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) 
	
	#创建外星人群
	for row_number in range(number_rows):
		#创建一行外星人
		for alien_number in range(number_aliens_x):
			#创建第一个外星人并将其加入当前行
			create_alien(ai_settings,screen,aliens,alien_number,row_number)
			
			
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,并改变他们的方向
	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):
	if stats.ships_left > 0:
		#响应外星人撞到的飞船
		stats.ships_left -= 1
	
		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,screen,stats,sb,ship,aliens,bullets):
	#检查是否有外星人到达底部
	screen_rect = screen.get_rect()
	
	for alien in aliens.sprites():
		if alien.rect.bottom >= ship.rect.bottom:
			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
	check_fleet_edges(ai_settings,aliens)
	
	#更新外新人群中所有外星人的位置
	aliens.update()
	
	
	if pygame.sprite.spritecollideany(ship,aliens):
		#print("Ship hit!!!")
		ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
	
	check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
	
def check_high_score(stats,sb):
	#检查是否诞生了新的最高分
	if stats.score > stats.high_score:
		stats.high_score = stats.score
		sb.prep_high_score()

alien.py
import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
	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rect属性
		self.image = pygame.image.load('alien.bmp')
		self.rect = self.image.get_rect()
		
		#每个外星人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 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	
		
	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 blitme(self):
		self.screen.blit(self.image,self.rect)

bullet.py
import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
	#一个对飞船发射子弹管理的类
	def __init__(self,ai_settings,screen,ship):
		#在飞船所处位置创建一个子弹对象
		super(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
		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
"""pygame.font 用于将本文渲染到屏幕上"""
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)
		
				#None 参数用于指定使用什么字体来进行渲染。None为pygame默认字体,48为字体字号
		self.font = pygame.font.SysFont("arial",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渲染到按钮上,并使其居中
		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
		
	#将按钮显示在屏幕上
	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_stats.py
class GameStats():
	#跟踪游戏的统计信息
	def __init__(self,ai_settings):
		self.ai_settings = ai_settings
		self.reset_stats()
		
		#在游戏刚启动时处于活动状态
		self.game_active = False
		#最高得分记录
		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):
		#初始化现实得分涉及的属性
		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()

	def prep_score(self):
		#将得分转换为一副渲染的图像
		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.bg_color)
		
		#将得分放到屏幕上
		self.score_rect = self.score_image.get_rect()
		self.score_rect.right = self.screen_rect.right - 20
		self.score_rect.top = 20
		
		
	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)
		
		#将最高得分显示在屏幕顶部
		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)

	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)
		self.ships.draw(self.screen)
		
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 = 800
		self.bg_color = (230,230,230)
		
		self.bullet_speed_factor = 1
		self.bullet_width = 3
		self.bullet_height = 15
		self.bullet_color = 60,60,60
		self.bullets_allowed = 3
		#外星人设置
		self.fleet_drop_speed =10		
		#初始化岁游戏进行而变化的设置
		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):
		#飞船的设置
		self.ship_speed_factor = 1.5
		#飞船的生命值
		self.ship_limit = 3
		#外星人的设置
		self.alien_speed_factor = 1
		
		#fleet_direction为1表示向右移动,为-1表示向左移动
		self.fleet_direction =1
		#记分
		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)
		

ship.py
import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
		
	def __init__(self,ai_settings,screen):
		super(Ship,self).__init__()
		
		#初始化飞船并设置其初始值
		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('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centerx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 update(self):
		#根据移动标志调整飞船的位置
			#更新飞船的centerx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值
		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

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