外星人入侵项目

外星人小游戏

说明:此游戏主要借助库pygame实现,需要了解关于继承,库的调用的基础知识

文件装配:
外星人入侵项目_第1张图片

​ 装配说明:一个大文件夹里面有一个小的文件夹用于储存图像,alien用于储存外星人的类,alien_invasion用于主函数,bullet用处储存子弹的类,button按钮类,game_function用于摆放实现函数的文件,game_stats用于跟踪游戏的统计信息,scoreboard计分板文件,setting一些基础设置文件,方便修改设置ship就是飞船的类。

外星人图片:

在这里插入图片描述

飞船图片:
在这里插入图片描述

游戏界面展示:

外星人入侵项目_第2张图片

外星人入侵项目_第3张图片
外星人入侵项目_第4张图片

源代码

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().__init__()
        self.screen = screen
        self.ai_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.png")
        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

        #储存外星人的准确位置
        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_ai_settings.alien_speed_factor*self.ai_ai_settings.fleet_direction)
        self.rect.x = self.x

    def blitme(self):
        """在指定位置绘制外星人"""
        self.screen.blit(self.image,self.rect)

alien_invasion.py

import pygame
from setting import Settings
from ship import Ship
import game_function as gf
from pygame.sprite import Group
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")

    #创建Play按钮
    play_button = Button(ai_settings,screen,"Play")
    #创建一个哟关于储存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)
    #创建一艘飞船
    ship = Ship(ai_settings,screen)
    #创建一个用于储存子弹的编组
    bullets = Group()
    #创建一个外星人编组
    aliens = Group()
    gf.create_fleet(ai_settings,screen,aliens,ship)

    '''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()

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对象"""
    def __init__(self,ai_settings,screen,ship):
        '''在飞船所处位置船舰一个子弹对象'''
        super(Bullet,self).__init__()  #此行再python3中也写为  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

        #储存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
        #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

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)
        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.mas_image = self.font.render(msg,True,self.text_color,
                                          self.button_color)
        self.msg_image_rect = self.mas_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,在绘制文本
        self.screen.fill(self.button_color,self.rect)
        self.screen.blit(self.mas_image,self.msg_image_rect)

game_function.py

import sys

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

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):
    #在玩家在单机Play按钮时开始新游戏
    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()
        #重置游戏统计信息
        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,并让飞船居中
        create_fleet(ai_settings,screen,aliens,ship)
        ship.center_ship()
        #隐藏光标
        pygame.mouse.set_visible(False)

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_DOWN:
        ship.moving_down = True
    elif event.key == pygame.K_UP:
        ship.moving_up = True
    elif event.key == pygame.K_SPACE:
        #创建一颗子弹,并将其加入到编组,并检查是否超出极限
        fire_bullet(ai_settings,screen,ship,bullets)
    elif event.key == pygame.K_q:
        sys.exit()


def fire_bullet(ai_settings,screen,ship,bullets):
    #如果还没到达子弹数目的极限,那么就发射一颗子弹,子弹超出屏幕就删除
    if len(bullets) < ai_settings.bullet_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

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_DOWN:
        ship.moving_down = False
    elif event.key == pygame.K_UP:
        ship.moving_up = False


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):
    """响应子弹和外星人碰撞 """
    #删除发生碰撞的子弹和外星人
    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:
        #删除现有的所有子弹,加快游戏节奏,并创建一个新的外星人群
        bullets.empty()
        ai_settings.increase_speed()
        #提高等级
        stats.level += 1
        sb.prep_level()

        create_fleet(ai_settings,screen,aliens,ship)

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):
    #将正群外星人下移,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,stats,sb,screen,ship,aliens,bullets):
    #响应被外星人撞到的飞船
    if stats.ships_left >0:
        #将ships_left减少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,并将飞创放到屏幕底端中央
        create_fleet(ai_settings,screen,aliens,ship)
        ship.center_ship()
        #暂停
        sleep(1)
    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了屏幕低端
    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,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
    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)

    #检查是否有外星人到达屏幕地段
    check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets)

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的状态,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 get_number_aliens_x(ai_settings,alien_width):
    #计算每行可容纳多少个外星人
    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 get_number_rows(ai_settings,ship_height,alien_height):
    #尖酸屏幕可容纳多少行外星人
    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):
    #创建一个外星人并将其放在当前行
    alien = Alien(ai_settings,screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2*alien_width*alien_number
    alien.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,aliens,ship):
    #创建外星人群
    #创建一个外星人,并计算每行可容纳多少个外星人
    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):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings,screen,aliens,alien_number,row_number)



def check_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

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
        #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的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):
        #初始化显示得分的属性
        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()
        #准备当前得分的图像
        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 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):
        #将最高的分妆化为渲染的图像
        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_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)

setting.py

class Settings():
    def __init__(self):
        #初始化游戏的静态设置
        #屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230,230,230)
        #飞船的设置
        #self.ship_speed_factor = 1.5
        self.ship_limit = 3
        #子弹设置
        #self.bullet_speed_factor = 3
        self.bullet_width = 300
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullet_allowed = 20
        #外星人设置
        #self.alien_speed_factor = 1
        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
        #以什么样的速度加快游戏节奏
        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设置
        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 = 50

    def increase_speed(self):
        #提高速度的设置
        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().__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        self.image = pygame.image.load('images/ship1.png')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        #将每艘飞船设置为屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        #在飞船的属性centerx,centery中储存小数值
        self.centerx = float(self.rect.centerx)
        self.centery = float(self.rect.centery)

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

    def update(self):
        if self.moving_right and self.rect.right < self.screen_rect.right :
            self.centerx += self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left > 0 :
            self.centerx -= self.ai_settings.ship_speed_factor
        if self.moving_down and self.rect.bottom < self.screen_rect.bottom :
            self.centery += self.ai_settings.ship_speed_factor
        if self.moving_up and self.rect.top > 0 :
            self.centery -= self.ai_settings.ship_speed_factor

        #根据飞船的center值更新rect对象
        self.rect.centerx = self.centerx
        self.rect.centery = self.centery

    def blitme(self):
        self.screen.blit(self.image,self.rect)

    def center_ship(self):
        #让飞船在屏幕上剧中
        self.centerx = self.screen_rect.centerx
        self.centery = self.screen_rect.bottom-60

eed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom :
self.centery += self.ai_settings.ship_speed_factor
if self.moving_up and self.rect.top > 0 :
self.centery -= self.ai_settings.ship_speed_factor

    #根据飞船的center值更新rect对象
    self.rect.centerx = self.centerx
    self.rect.centery = self.centery

def blitme(self):
    self.screen.blit(self.image,self.rect)

def center_ship(self):
    #让飞船在屏幕上剧中
    self.centerx = self.screen_rect.centerx
    self.centery = self.screen_rect.bottom-60

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