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  • Python游戏编程外星人入侵(完整版)

    准备工作:下载python,比如Anaconda3(64 bit),导入pygame游戏包

    1.外星人设置,alien.py,代码:

    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他位置"""
            super(Alien,self).__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 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

    2.游戏主程序,alien_invasion.py,代码:

    import pygame
    
    from settings import Settings
    from game_stats import GameStats
    from button import Button
    from ship import Ship
    from pygame.sprite import Group
    import game_functions as gf
    from scoreboard import Scoreboard
    
    def run_game():
        pygame.init()       # 初始化背景设置
        ai_settings = Settings()        # 全局设置
    
        screen = pygame.display.set_mode(           # 创建screen显示窗口
            (ai_settings.screen_width,ai_settings.screen_height)
        )
        pygame.display.set_caption('Alien Invasion')    # 标题
        #新建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)
        # 创建飞船
        ship = Ship(ai_settings,screen)
        # 创建子弹编组
        bullets = Group()
        
        #创建一个外星人
        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:
            # 监视键盘和鼠标事件
            gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
            
            if stats.game_active:
                # 移动飞船
                gf.update_ship(ship)
                # 更新子弹位置
                gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
                #更新外星人
                gf.update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets)
            # 更新屏幕
            gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
    
    run_game()

    3.设置子弹,bullet.py,代码:

    import pygame
    from pygame.sprite import Sprite
    import time
    
    class Bullet(Sprite):
        '''飞船子弹进行管理'''
    
        def __init__(self,ai_settings,screen,ship):
            super(Bullet,self).__init__()
            self.screen = screen
    
            # 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高
            self.rect = pygame.Rect(0,0,
            ai_settings.bullet_width, ai_settings.bullet_height)
    
            self.rect.centerx = ship.rect.centerx  # 设置中心点x轴坐标跟飞船一致
            self.rect.top = ship.rect.top          # 设置y轴坐标顶部跟飞船一致
    
            # 设置成小数进行计算
            self.top = float(self.rect.top)
    
            self.color = ai_settings.bullet_color
            self.speed_factor = ai_settings.bullet_speed_factor
    
        def update(self):
            self.top -=self.speed_factor
            self.rect.top = self.top
            print(self.rect.top)
    
        def draw_bullet(self):
            pygame.draw.rect(self.screen,self.color,self.rect)

    4.设置Play按钮,button.py,代码:

    import pygame.font
    
    class Button():
        
        def __init__(self,ai_settings,screen,msg):
            """初始化按钮属性"""
            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)

    5.设置游戏功能,game_functions.py,代码:

    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):
        # 监视键盘和鼠标事件
        for event in pygame.event.get():
    
            if event.type == pygame.QUIT:  # 关闭窗口退出
                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):
        """在玩家单击Play按钮时开始游戏"""
        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()
            
            #隐藏光标
            pygame.mouse.set_visible(False)
            #重置游戏统计信息
            stats.reset_stats()
            stats.game_active = True
            
            #重置计分牌图像
            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 update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
        '''更新屏幕上的图片,并切换到新屏幕'''
        screen.fill(ai_settings.bg_color)  # 设置背景颜色
        ship.blitme()  # 绘制飞船
        aliens.draw(screen)
        # 循环子弹组里面的元素,进行绘制 为空时不执行
        for bullet in bullets.sprites():
            bullet.draw_bullet()    # 绘制子弹
        #显示得分
        sb.show_score()
        #如果游戏处于非活跃状态,就显示Play按钮
        if not stats.game_active:
            play_button.draw_button()
        # 显示最新屏幕,擦拭旧屏幕
        pygame.display.flip()
        # print('1')
    
    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)
        elif event.key == pygame.K_q:
            sys.exit()
    
    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
    
    def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
        '''更新子弹位置,删除子弹'''
        bullets.update()     # 子弹组每个成员执行self.update()操作
        for bullet in bullets.sprites():
            if bullet.rect.bottom <= 0:  # 子弹出界 删除
                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):  
        """响应外星人和子弹的碰撞"""
        #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:
            #删除现有的子弹并新建一群外星人,加快游戏进度节奏
            bullets.empty()
            ai_settings.increase_speed()
            
            #提高等级
            stats.level += 1
            sb.prep_level()
            
            create_fleet(ai_settings,screen,ship,aliens)
    
    def update_ship(ship):
        ship.update()
    
    def fire_bullet(ai_settings,screen,ship,bullets):
        # 创建一个子弹对象 加入到子弹组
        if len(bullets) < ai_settings.bullets_allowed:  # 子弹少于允许值时再生成
            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)
        number_rows = int(available_space_y / (2 * alien_height))
        return number_rows
        
    def create_aliens(ai_settings,screen,aliens,alien_number,row_number):
        """创建一个外星人并将其放在当期行"""
        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,并计算一行可以容纳多少个外星人
        #外星人间距为外星人宽度
        alien = Alien(ai_settings,screen)
        number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
        number_rows = get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
        
        #创建第一行外星人
        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                #创建一个外星人并将其加入当前行
                create_aliens(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,并改变他们的运动方向"""
        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,并将飞船放到屏幕低端中央
            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,stats,screen,sb,ship,aliens,bullets):
        """检查是否有外星人到达屏幕低端"""
        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,screen,sb,ship,aliens,bullets)
                break
    
                 
    def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
        """更新外星人群中所有外星人的位置"""
        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,stats,screen,sb,ship,aliens,bullets)
        #检查是否有外星人到达屏幕低端
        check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)
    
    def check_high_score(stats,sb):
        """检查是否诞生了新的最高纪录"""
        if stats.score > stats.high_score:
            stats.high_score = stats.score
            sb.prep_high_score()

    6.游戏统计信息,game_stats.py,代码:

    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()
            #游戏刚启动时处于非活动状态
            self.game_active = False
            #在任何情况下不应该重置最高分
            self.high_score = 0
            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

    7.分数设置,scoreboard.py,代码:

    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)
            
            #准备初始化得分图像和当前最高分数
            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"""
            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)
            
            #将得分放在右上角
            self.score_rect = self.score_image.get_rect()
            self.score_rect.right = self.screen_rect.right - 20
            self.score_rect.top = 5
        
        def prep_high_score(self):
            """将最高得分转换为渲染图像"""
            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)
            
            #将最高分放在屏幕最中央
            self.high_score_rect = self.high_score_image.get_rect()
            self.high_score_rect.centerx = self.screen_rect.centerx
            self.high_score_rect.top = 5
            
        def prep_level(self):
            """将等级转换为渲染图像"""
            self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
            
            #将得分放在右上角
            self.level_rect = self.score_image.get_rect()
            self.level_rect.right = self.screen_rect.right
            self.level_rect.top = self.score_rect.bottom 
            
        def prep_ships(self):
            """显示还剩下多少艘飞船"""
            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):
            """在屏幕上显示得分和等级"""
            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)
            

    8.设置,settings.py,代码:

    class Settings():
        '''存储外星人入侵中所有的设置'''
    
        def __init__(self):
            '''初始化设置'''
            #屏幕设置
            self.screen_width = 1200
            self.screen_height = 600
            self.bg_color = (230,230,230)    # 设置背景色  灰色
            
            #飞船设置
            self.ship_limit = 3
            self.ship_image_path = 'images/ship.bmp'    # 飞船图片路径
            
            #子弹设置
            self.bullet_width = 3
            self.bullet_height = 15
            self.bullet_color = 60,60,60
            self.bullets_allowed = 3         # 允许屏幕中出现子弹的数量
            
            #外星人设置
            self.fleet_drop_speed = 10
            
            
            #以什么样的速度加快游戏节奏
            self.speedup_scale = 1.1
            #外星人点数提高速度
            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表示向右移,为-1表示向左移
            self.fleet_direction = 1
            
            #计分
            self.alien_points = 50
            
        def increase_speed(self):
            """提高速度设置,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)
            print(self.alien_points)
            

    9.飞船设置,ship.py,代码:

    import pygame
    from pygame.sprite import Sprite
    
    class Ship(Sprite):
        '''飞船所有信息'''
    
        def __init__(self,ai_settings,screen):
            """初始化飞船,并设置其起始位置"""
            super(Ship,self).__init__()
            self.screen=screen
            self.ai_settings = ai_settings
    
            # 加载飞船图片、获取外接矩形
            self.image = pygame.image.load(self.ai_settings.ship_image_path)   # 加载图片
            self.image = pygame.transform.smoothscale(self.image,(40,60))
            self.rect = self.image.get_rect()   # 获取图片外接矩形
            self.screen_rect = screen.get_rect()        #获取屏幕外接矩形
    
            # 将每搜新飞船放到并木底部中心
            self.rect.centerx = self.screen_rect.centerx
            self.rect.bottom = self.screen_rect.bottom
            # 设置成浮点类型
            self.center = float(self.rect.centerx)      # self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算
    
            # 移动标志
            self.moving_right = False
            self.moving_left = False
    
        def blitme(self):
            '''在指定位置绘制飞船'''
            self.screen.blit(self.image,self.rect)
    
        def update(self):
            # 向右移动飞船
            if self.moving_right and self.rect.right < self.screen_rect.right:
                self.center +=self.ai_settings.ship_speed_factor
            # 向左移动飞船
            if self.moving_left and self.rect.left > self.screen_rect.left:
                self.center -= self.ai_settings.ship_speed_factor
    
            self.rect.centerx = self.center
    
        def center_ship(self):
            """让飞船在屏幕上居中"""
            self.center = self.screen_rect.centerx

    效果展示:

    游戏资源:图片资源

     
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  • 原文地址:https://www.cnblogs.com/wangluoyouling/p/6726993.html
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