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:

 

posted @ 2019-07-23 22:27  橘子酱ing  阅读(1681)  评论(0编辑  收藏  举报