游戏:外星人入侵(完整源码)

"""alien.py""" """外星人""" import pygame from pygame.sprite import Sprite class Alien(Sprite): def __init__(self, ai_settings, screen): super(Alien, self).__init__() self.screen = screen self.ai_settings = ai_settings #初始化外星人并设置起始位置 self.image = pygame.image.load('images/alien.png') self.rect = self.image.get_rect() #加载外星人图像 self.rect.x = self.rect.width self.rect.y = self.rect.height #外星人默认在屏幕左上角 self.x = float(self.rect.x) #保存外星人准确的位置 def blitme(self): self.screen.blit(self.image, self.rect) #在指定位置位置外星人 def check_edges(self): screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True #外星人达到右边缘返回T elif self.rect.left <= 0: return True #外星人达到左边缘返回T def update(self): self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x #向左或向右移动外星人
"""alien_invasion.py""" """游戏主程序""" """BUG""" #游戏未开始状态,还能发射子弹 #等级无法提升和更新 import pygame from pygame.sprite import Group from settings import Settings from game_stats import GameStats from scoreboard import Scoreboard from button import Button from ship import Ship import game_function as gf def run_game(): pygame.init()#初始化游戏 ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height))#创建游戏窗口 pygame.display.set_caption("Alien Invasion")#游戏标题 #创建开始按钮 play_button = Button(ai_settings, screen, "Play") #游戏数据统计 stats = GameStats(ai_settings) #创建记分牌 sb = Scoreboard(ai_settings, screen, stats) #创建一艘飞船 ship = Ship(ai_settings, screen) #存储子弹的编组 bullets = Group() aliens = Group() gf.create_fleet(ai_settings, screen, ship, aliens) #创建外星人群 #主循环 while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)#获取键盘动作 if stats.game_active: ship.update()#刷新键盘动作 gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)#刷新子弹的位置 gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets)#刷新外星人的位置 gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)#不断刷新屏幕 run_game()
"""bullet.py""" """子弹""" import pygame from pygame.sprite import Sprite class Bullet(Sprite): def __init__(self, ai_settings, screen, ship): super(Bullet, self).__init__() self.screen = screen #在飞船位置创建一个子弹对象 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 #创建一个子弹矩形 self.y = float(self.rect.y) #子弹的位置 self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): self.y -= self.speed_factor #更新子弹位置的小数值 self.rect.y = self.y #更新子弹的位置 def draw_bullet(self): pygame.draw.rect(self.screen, self.color, self.rect)
"""button.py""" """开始按钮""" import pygame.font class Button(): def __init__(self, ai_settings, screen, msg): #初始化按钮 self.screen = screen self.screen_rect = screen.get_rect() #设置按钮 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,并居中 self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center #仅创建一次按钮标签 self.prep_msg(msg) def prep_msg(self, msg): #将msg渲染成图像,并在按钮上居中 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): #显示在屏幕上 self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)
"""game_function.py""" """核心函数""" import sys from time import sleep import pygame from bullet import Bullet from alien import Alien #按下键盘 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_UP: ship.moving_up = True elif event.key == pygame.K_DOWN: ship.moving_down = True elif event.key == pygame.K_SPACE: fire_bullet(ai_settings, screen, ship, bullets) elif event.key == pygame.K_q: sys.exit() def fire_bullet(ai_settings, screen, ship, bullets): if len(bullets) < ai_settings.bullets_allowed: #限制显示子弹的个数 new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) #弹起键盘 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 elif event.key == pygame.K_UP: ship.moving_up = False elif event.key == pygame.K_DOWN: ship.moving_down = False #获取键盘动作 def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets): for event in pygame.event.get(): if event.type == pygame.QUIT:#QUIT则退出游戏 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) #点击按钮才会触发游戏继续 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() #隐藏光标 pygame.mouse.set_visible(False) #重置游戏统计信息 stats.reset_stats() stats.game_active = True #重置记分牌图像 sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() #清空外星人和子弹列表 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() #刷新屏幕 def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): screen.fill(ai_settings.bg_color) #不断刷新屏幕 for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() #不断刷新飞船 aliens.draw(screen) #不断刷新外星人 sb.show_score() #显示得分 if not stats.game_active: play_button.draw_button() #游戏处于非活跃状态,就显示PLAY按钮 pygame.display.flip() #显示最新屏幕 #刷新子弹 def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): bullets.update() #更新子弹的位置 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) #删除已消失的子弹 #如果外星人被消灭光,则新建一批外星人 if len(aliens) == 0: bullets.empty() create_fleet(ai_settings, screen, ship, aliens) check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) #检查是否诞生最高分 def check_high_score(stats, sb): if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score() #响应子弹和外星人的碰撞 def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) #子弹碰到外星人时,都会消失 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: #删除现有子弹、加快速度、创建一群新的外星人 bullets.empty() ai_settings.increase_speed() #提高等级 stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) #每行显示外星人的个数 def get_number_aliens_x(ai_settings, alien_width): available_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(available_space_x / (2 * alien_width)) return number_aliens_x #计算可容纳多少行外星人 def get_number_rows(ai_settings, ship_height, alien_height): available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(available_space_y / (2 * alien_height)) return number_rows #创建一个外星人,放在当前行 def create_alien(ai_settings, screen, aliens, alien_number, row_number): 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) #创建外星人群 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) 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) #外星人达到边缘时触发change_fleet_direction函数 def check_fleet_edges(ai_settings, aliens): for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break #外星人下移,并改变它们的方向 def change_fleet_direction(ai_settings, aliens): for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 #更新外星人的位置 def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): check_fleet_edges(ai_settings, aliens) aliens.update() if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets) #响应外星人撞到飞船 def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): if stats.ships_left > 0: stats.ships_left -= 1 #ships_left减1 #更新记分牌 sb.prep_ships() aliens.empty() bullets.empty() #清空外星人列表和子弹列表 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() #创建一群新的外星人 sleep(0.5) #暂停 else: stats.game_active = False pygame.mouse.set_visible(True) #检查外星人是否达到底部 def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets): screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) break
"""game_stats.py""" """游戏统计信息""" class GameStats(): def __init__(self, ai_settings): self.ai_settings = ai_settings self.reset_stats() self.game_active = False self.high_score = 0 def reset_stats(self): self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
"""scoreboard.py""" """记分""" import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): def __init__(self, ai_settings, screen, stats): #初始化记分相关属性 self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats #记分数字显示效果 self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) #初始得分图像 self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): #将得分渲染为图像 score_str = str(self.stats.score) self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color) #将得分固定在右上角 self.score_rect = self.score_image.get_rect() self.score_rect.right = self.screen_rect.right - 20 self.score_rect.top = 20 def prep_high_score(self): """将最高得分渲染为图像""" 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 show_score(self): #在屏幕上显示得分和最高分 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) def prep_level(self): """将等级渲染为图像""" 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() 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.py""" """初始设置""" class Settings(): def __init__(self): self.screen_width = 1200 #游戏窗口尺寸 self.screen_height = 800 self.bg_color = (230, 230, 230) #游戏窗口背景色 #飞船设置 self.ship_limit = 3 #子弹设置 self.bullet_width = 5 self.bullet_height = 15 #宽3、高15像素的矩形(子弹) self.bullet_color = 60, 60, 60 self.bullets_allowed = 3 #外星人设置 #外星人下移的速度 self.fleet_drop_speed = 10 #游戏速度 self.speedup_scale = 1.1 #分值增加幅度 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 #1表示右移、1表示左移 self.fleet_direction = 1 #记分基数 self.alien_points = 50 def increase_speed(self): #提高速度 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)
"""ship.py""" """飞船""" import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_settings, screen): super(Ship, self).__init__() self.screen = screen self.ai_settings = ai_settings self.image = pygame.image.load('images/ship.png') #载入飞船图像 self.rect = self.image.get_rect() #获取飞船的surface属性 self.screen_rect = screen.get_rect() #获取游戏窗口的surface属性 self.rect.centerx = self.screen_rect.centerx #将飞船的中心位置等于窗口的中心 self.rect.bottom = self.screen_rect.bottom #将飞船的底部等于窗口的底部 self.centerx = float(self.rect.centerx) #在飞船的属性center中存储小数值 self.centery = float(self.rect.centery) self.moving_right = False #飞船的移动标志 self.moving_left = False self.moving_up = False self.moving_down = False #飞船移动函数 #rect对象的上下左右为top/bottom/left/right,而非up/down/left/right def update(self): if self.moving_right and self.rect.right < self.screen_rect.right: self.centerx += self.ai_settings.ship_speed_factor #右移 if self.moving_left and self.rect.left > 0: self.centerx -= self.ai_settings.ship_speed_factor #左移 if self.moving_up and self.rect.top > 0: self.centery -= self.ai_settings.ship_speed_factor #上移 if self.moving_down and self.rect.bottom < self.screen_rect.bottom: self.centery += self.ai_settings.ship_speed_factor #下移 #根据self.center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): self.center = self.screen_rect.centerx #让飞船居中



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