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  • 项目1 《外星人入侵》 源代码

    游戏说明:

      1、左上角为剩余飞船数量

      2、上方中间位历史最高分,重新打开游戏依然保存着。

      3、右上角为本次游戏得分,得分下面为已经到了第一关

      4、开始可以点击play按钮,也可以按键盘p。结束程序可以点击关闭的叉叉,也可以按键盘上的q。

      5、按下空格键,发射子弹,打击外星人。如果外星人与飞船相撞,飞船数量减1;如果外星人触碰到底端,飞船数量减1。

      6、每当到了下一关外星人入侵都会加速。

      前面几节可能描述的有些瑕疵,可能在代码方面看起来比较凌乱,这节主要就是代码的展示。下面是整个文件的目录:

    按照文件目录的顺序,源代码:

    alien.py

    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):
            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
    
            # 存储外星人的精确位置
            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 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):
            """向左或右移动外星人"""
            self.x += (self.ai_settings.alien_speed_factor *
                            self.ai_settings.fleet_direction)
            self.rect.x = self.x

    alien_invasion.py

    import pygame
    from pygame.sprite import Group
    from settings import Settings
    from ship import Ship
    from game_stats import GameStats
    from button import Button
    from scoreboard import Scoreboard
    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")
    
        # 创建Play按钮
        play_button = Button(ai_settings,screen,"Play")
    
        # 创建一个用于存储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、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)
        # 开始游戏的主循环
        while True:
            gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
            gf.update_screen(ai_settings, screen, stats,sb,ship,aliens, bullets,
                             play_button)
            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)
    
    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类"""
    
        def __init__(self,ai_settings,screen,ship):
            """在飞船所处的位置创建一个子弹对象"""
            super().__init__()
            self.screen = screen
    
            # 在(0,0)出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
            # 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 = 200
            self.height = 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
    
            # 按钮的标签只需创建一次
            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.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

    import sys
    import pygame
    from bullet import Bullet
    from alien import Alien
    from time import sleep
    
    def check_keydown_events(event,ai_settings,screen,sb,ship,bullets,stats,aliens):
        """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()
        elif event.key == pygame.K_p:
            # 重置游戏设置
            ai_settings.initialize_dynamic_settings()
            start_game(ai_settings, screen, stats,sb,ship, aliens, bullets)
    
    def check_keyup_events(event,ship):
        if event.key == pygame.K_RIGHT:
            ship.moving_right = False
        if event.key == pygame.K_LEFT:
            ship.moving_left = False
    
    def check_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:
                check_keydown_events(event,ai_settings,screen,sb,ship,bullets,stats,aliens)
            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 start_game(ai_settings,screen,stats,sb,ship,aliens,bullets):
        # 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,并让飞船居中
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()
    
    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:
            # 重置游戏设置
            ai_settings.initialize_dynamic_settings()
            start_game(ai_settings,screen,stats,sb,ship,aliens,bullets)
    
    def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,
                      play_button):
        """更新屏幕上的图像,并切换到新屏幕上"""
        # 每次循环时都会重绘屏幕
        screen.fill(ai_settings.bg_color)
        # 在飞船和外星人后面会重绘所有子弹
        for bullet in bullets.sprites():
            bullet.draw_bullet()
        ship.blitme()
        aliens.draw(screen)
        # 显示得分
        sb.show_score()
        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_high_score(stats,sb):
        """检查是否诞生了新的最高得分"""
        if stats.score > int(stats.high_score):
            stats.high_score = stats.score
            filename = 'high_score.txt'
            with open(filename, 'w') as f:
                f.write(str(stats.high_score))
            sb.prep_high_score()
    
    def check_bullet_alien_collisions(ai_settings, screen, stats,sb,ship, aliens, bullets):
        # 检查是否有子弹击中了外星人
        # 如果是这样,就删除相应的子弹和外星人
        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:
            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_bullet(ai_settings,screen,ship,bullets):
        """如果还没有达到限制,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.bullet_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)
    
    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):
        """计算屏幕可容纳多少行外星人"""
        available_space_y = (ai_settings.screen_height -
                             (3 * alien_height - ship_height))
        numbers_rows = int(available_space_y / (2 * alien_height))
        return numbers_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,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)
        # 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_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,并改变它们的方向"""
        for alien in aliens.sprites():
            alien.rect.y += ai_settings.fleet_drop_speed
        ai_settings.fleet_direction *= -1
    def ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets):
        """响应被外星人撞到的飞船"""
        if stats.ships_left > 0:
            # 将ship_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,并将飞船放到屏幕底端中央
            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 check_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:
                # 像飞船被撞到一样处理
                ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
                break
    
    def update_aliens(ai_settings,stats,screen,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)
        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,screen,stats,sb,ship,aliens,bullets)
        # 检查是否有外星人到达屏幕底端
        check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)

    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()
            # 让游戏一开始处于非活跃状态
            self.game_active = False
            filename = 'high_score.txt'
            with open(filename) as f:
                self.high_score = f.read()
            self.level = 1
        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

    scoreboard.py

    import pygame.font
    from pygame.sprite import Group
    from ship import Ship
    
    class Scoreboard():
        """显示得分信息"""
        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):
            """将得分转换为一幅渲染的图像"""
            round_score = round(self.stats.score,-1)
            score_str = "{:,}".format(round_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 prep_high_score(self):
            """将最高得分转换为渲染的图像"""
            high_score = round(int(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_level(self):
            """将登记转换为渲染的图像"""
            self.level_image = self.font.render(str(self.stats.level),True,
                    self.text_color,self.ai_settings.bg_color)
            # 将登记放在得分下方
            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):
            """初始化游戏的设置"""
            # 屏幕设置
            self.screen_width = 1200
            self.screen_height = 600
            self.bg_color = (100,100,230)
            # 飞船的位置
            self.ship_speed_factor = 1.5
            self.ship_limit = 3
            # 子弹设置
            self.bullet_speed_factor = 3
            self.bullet_width = 3
            self.bullet_height =15
            self.bullet_color = 60,60,60
            self.bullet_allowed = 3
            # 外星人设置
            self.alien_speed_factor = 1
            self.fleet_drop_speed = 10
            # fleet_direction 为1表示向右,为-1表示向左
            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
            # 记分
            self.alien_points = 50
    
            # fleet_direction为1表示向右,为-1表示向左
            self.fleet_direction = 1
        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.alien_speed_factor
            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().__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 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)
        def center_ship(self):
            """让飞船在屏幕上居中"""
            self.center = self.screen_rect.centerx

      运行截图:

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  • 原文地址:https://www.cnblogs.com/cathycheng/p/11234922.html
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