简单的Python项目——《外星人入侵》(关键词:pygame,类,函数,编组,图像)

程序概述

这是一个简单的射击小游戏,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用箭头键左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星人出现在天空中,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束。

笔记补充

  1. 注意,图片来源于网络,在*http://pixabay.com/*上搜索到的图
  2. 图片应该单独建议一个文件夹方便存放,名为images
  3. 可以使用文件的操作,把最高分存储起来,并建立一个排行榜
  4. pygame是Python游戏开发常用模块,应该继续深度学习
  5. 大型项目设计必须要有条理,按照面向对象的编程思想,我们在扩展功能时只要由各个分类到主程序修改
  6. 注意形参修改时常常牵一发动全身

运行代码及详细注解

ship类

import pygame

from pygame.sprite import Sprite

class Ship(Sprite):
    def __init__(self, ai_settings, screen):  # 第二个参数指定了将飞船绘制在什么地方
        """初始化飞船位置并色湖之其初始值"""
        super(Ship, self).__init__()  # 使Ship继承Sprite,以便能创建飞船编组
        self.screen = screen
        self.ai_settings = ai_settings  # 使飞船能读取速度设置

        # 加载飞船图像并获取其外接矩形
        self.image = pygame.image.load('images/ship.bmp')  # 这个函数表示一个飞船的surface,存储在了self.image
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # 将每艘船都放在屏幕底部中央
        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"""
        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

alien类

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起始位置"""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载外星人的图像,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)

        # 外星人设置
        self.alien_speed_factor = 1

    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Ture"""
        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

bullet类

import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):
    """在飞船所处的位置创建一个子弹对象"""

    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)处创建一个表示子弹的矩形,再设置正确的值
        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类

import pygame.font
# 它让Python能够将文本渲染到屏幕上

class Button():
    #按钮类,指play键

    def __init__(self, ai_settings, screen, msg):  # msg是需要显示的文本
        """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)  # 实参none让Python实验默认字体,48指定文本字号

        # 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  # 创建了一个rect按钮对象,并将center属性设置为屏幕的center对象

        # 按钮的标签只需创建一次
        self.prep_msg(msg)  # Pygame 通过将你要显示的字符串渲染为图像来处理文本。我们调用 prep_msg() 来处理这样的渲染。

    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)
        # screen.fill() 来绘制表示按钮的矩形,再调用 screen.blit()
        # 并向它传递一幅图像以及与该图像相关联的 rect 对象,从而在屏幕上绘制文本图像。

game_stats类

class GameStats():
    """根据游戏的统计信息"""

    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跃状态
        self.game_active = False
        self.score = 0

        # 在任何情况下都不应该重置最高分
        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.score = 0
        self.ships_left = self.ai_settings.ship_limit
        self.level = 1

scoreboard类

import pygame.font
from pygame.sprite import Group

from ship import Ship


# 需要在屏幕上显示文本,故导入该模块

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_ships()
        self.prep_high_score()
        self.prep_level()

    def prep_score(self):
        """将得分转化为一幅渲染的图像"""
        rounded_score = 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
        # 在 prep_score() 中,我们首先将数字值 stats.score 转换为字符串,再将这个字符串传递给创建图像的 render()。
        # 为在屏幕上清晰地显示得分,我们向 render() 传递了屏幕背景色,以及文本颜色。 我们将得分放在屏幕右上角,并在得分增大导致这个数字更宽时让它向左延伸。
        # 为确保得分始终锚定在屏幕右边,我们创建了一个名为 score_rect 的 rect,让其右边缘与屏幕右边缘相距 20 像素,并让其上边缘与屏幕上边缘也相距 20 像素。

    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)#在屏幕上绘制飞船

    def prep_high_score(self):
        """将最高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)

        # 将最高分放在屏幕中央
        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()  # 创造一个空编组,用于存储飞船实例
        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)

settings类

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 = (250, 250, 250)

        # 飞船设置
        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.bullets_allowed = 3

        # 外星人设置
        self.fleet_drop_speed = 10

        # 计分
        self.alien_points = 50

        # 以怎样的速度加快游戏节奏
        self.speedup_scale = 1.2
        # 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表示为右,为-1表示为左
        self.fleet_direction = 1

    def increase_speed(self):
        """提高速度设置与外星人点数"""
        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)

函数模块game_function

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


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_SPACE:
        # 创造一颗子弹,并将其假如到编组bullets中
        fire_bullet(ai_settings, screen, ship, bullets)


def fire_bullet(ai_settings, screen, ship, bullets):
    """"如果没有达到限制,就发射一颗子弹"""
    # 创建一颗新子弹,并放入编组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):
    """响应松开"""
    if event.key == pygame.K_RIGHT:
        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):
    """响应按键与鼠标事件"""
    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, 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()  # get_pos()将返回一个元组,其中包含玩家单击时鼠标的 x 和 y 坐标
            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):
    """"在玩家按下play键后开始游戏"""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    # 标志 button_clicked 的值为 True 或 False ,有效避免了空白play的bug
    # 使用 collidepoint() 检查鼠标单击位置是否在 Play 按钮的 rect 内

    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)

        # 重新统计游戏信息
        stats.reset_stats()
        stats.game_active = True

        # 重置计分牌
        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):
    """更新屏幕上的图像,并切换到新屏幕"""
    # 每次循环都重新绘制屏幕
    screen.fill(ai_settings.bg_color)
    ship.blitme()  # 将飞船图像绘制到屏幕上

    # 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,就显示Play键
    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,并删除已经消失的子弹"""
    # 更新子弹的位置
    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_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets)


def check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """响应子弹和外星人的碰撞"""
    # 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 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):
    """计算屏幕可以容纳多少行外星人"""
    available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (2 * alien_height)) - 5
    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中"""
    alien = Alien(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = 2 * alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    alien.rect.y = 3 * 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,并计算一行可容纳多少个外星人
    # 外星人行距为外星人宽度
    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):
        # 创建一个外星人并将其加入当前行
        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, screen, stats, 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,并将飞船放在屏幕底端中央
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        # 暂停
        sleep(0.5)

    else:
        stats.game_active = False  # 停止游戏
        pygame.mouse.set_visible(True)  # 复原光标


def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """
    检测是否有外星人到达屏幕边缘
        然后更新所有外星人的位置
    """
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    # 检测外星人和飞船的碰撞
    # 方法 spritecollideany() 接受两个实参:一个精灵和一个编组。它检查编组是否有成员与精灵发生了碰撞
    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, sb, screen, ship, aliens, bullets)


def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets):
    """检查是否有外星人到达屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 像飞船被撞到一样进行处理
            ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
            break


def check_high_score(stats,sb):
    """检查是否诞生了最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

主程序alien_invasion

import pygame # 导入了pygame模块
from pygame.sprite import Group # 实现pygame中编组功能,方便管理数据
from settings import Settings
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
from ship import Ship # 导入各种类
import game_functions as gf # 使用本项目的函数库


def run_game():
    # 初始化游戏并创建一个屏幕对象
    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,创建一个用于存储子弹的编组,创建一个外星人群编组
    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, screen, stats, sb, ship, aliens, bullets)

        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)


run_game()

运行截图

开始界面
游戏中界面

本图文内容来源于网友网络收集整理提供,作为学习参考使用,版权属于原作者。
THE END
分享
二维码
< <上一篇

)">
下一篇>>