外星人入侵游戏(Python3)
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alien_invasion.py:
#encoding:utf-8#创建pygame窗口以及响应用户输入import sysimport pygamefrom pygame.sprite import Group#导入类Settingsfrom settings import Settings#导入类Shipfrom ship import Ship#导入模块game_functionsimport game_functions as gf#导入类Alienfrom alien import Alienfrom game_stats import GameStatsfrom scoreboard import Scoreboardfrom button import Buttondef run_game(): #初始化游戏并创建一个屏幕对象 pygame.init() #初始化背景设置 ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) #设置窗口大小 pygame.display.set_caption("Alien Invasion") #创建游戏按钮 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 ship = Ship(ai_settings, screen) #创建一个用于存储子弹的编组 bullets = Group() aliens = Group() #创建外星人群 gf.create_fleet(ai_settings, screen, ship, aliens) #背景音乐 pygame.mixer.music.load("sounds/111.mp3") pygame.mixer.music.play(loops=-1, start=0.0) music1 = pygame.mixer.Sound("sounds/222.wav") #开始游戏的主循环 while True: #监视键盘和鼠标事件 gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, music1, sb) if stats.game_active: #判断是否处于活动状态(是否有命) #根据移动标志调整飞船的位置 ship.update() # 更新子弹位置并删除已消失的子弹 删除子弹击中的外星人 gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) #更新外星人位置 gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets) # 更新屏幕上的图像,并切换到新屏幕 gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)run_game()
game_functions.py
#encoding:utf-8import sysimport pygamefrom bullet import Bulletfrom alien import Alienfrom time import sleepdef check_keydown_events(event, ai_settings, stats, screen, ship, bullets, music1): '''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: #创建一颗子弹,并将其加入到编组bullets中 fire_bullet(ai_settings, stats, screen, ship, bullets, music1) elif event.key == pygame.K_ESCAPE: #按Esc退出 sys.exit()def check_keyup_events(event, ship): '''响应松开''' if event.key == pygame.K_RIGHT: ship.moving_right = False if event.key == pygame.K_LEFT: ship.moving_left = Falsedef check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, music1, sb): # 监视键盘和鼠标事件 for event in pygame.event.get(): if event.type == pygame.QUIT: #如果鼠标点击关闭,就退出窗口 sys.exit() elif event.type == pygame.KEYDOWN: #对KEYDOWN事件作出响应 check_keydown_events(event, ai_settings, stats, screen, ship, bullets, music1) elif event.type == pygame.KEYUP: #对KEYUP事件做出响应 check_keyup_events(event, ship) elif event.type == pygame.MOUSEBUTTONDOWN: #对点击play按钮做出回应 mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y, sb)def check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y, sb): '''在玩家单击Play按钮时开始新游戏''' 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) #重置游戏信息 stats.reset_stats() stats.game_active = True #把分数0显示出来 sb.prep_score() sb.show_score() #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()#更新屏幕上的图像,并切换到新屏幕def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): # 每次循环时都重绘屏幕 screen.fill(ai_settings.bg_color) #在飞船和外星人后面重绘所有子弹 for bullet in bullets.sprites(): #方法bullets.sprites()返回一个列表 bullet.draw_bullet() #更新飞船位置 ship.blitme() #显示外星人 aliens.draw(screen) #显示得分 sb.show_score() #如果游戏处于非活动状态 ,就绘制Play按钮 if not stats.game_active: play_button.draw_button() # 让最近绘制的屏幕可见 pygame.display.flip()#更新子弹位置并删除已消失的子弹def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): # 更新子弹位置 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)#检查是否有子弹击中了外星人如果击中了,就删除相应的子弹和外星人def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions: #记分 for aliens in collisions.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats, sb) #当外星人群被消灭后,删除现有的子弹并新建一群外星人, 同时加快游戏速度 if len(aliens) == 0: bullets.empty() ai_settings.increase_speed() create_fleet(ai_settings, screen, ship, aliens)#如果还没有达到限制,就发射一颗子弹def fire_bullet(ai_settings, stats, screen, ship, bullets, music1): if len(bullets) < ai_settings.bullet_allowed and stats.game_active: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) music1.play()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_xdef 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 / (3 * alien_height)) return number_rowsdef create_alien(ai_settings, screen, aliens, alien_number, row_number): '''创建一个外星人将其放在当前行''' 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): '''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) breakdef change_fleet_direction(ai_settings, aliens): '''将整群外星人下移, 并改变他们的方向''' for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1def ship_hit(ai_settings, stats, screen, ship, aliens, bullets): '''响应被外星人撞到的飞船''' if stats.ships_left > 1: #将ships_left减1 stats.ships_left -= 1 #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) #使光标可见def check_aliens_bottom(ai_settings, stats, screen, 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: #像飞船被撞一样进行处理 ship_hit(ai_settings, stats, screen, ship, aliens, bullets) breakdef update_aliens(ai_settings, stats, screen, ship, aliens, bullets): '''检查是否有外星人位于屏幕边缘 并更新外星人群中所有外星人的位置''' check_fleet_edges(ai_settings, aliens) aliens.update() #检查外星人和飞船之间的碰撞 if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, stats, screen, ship, aliens, bullets) #检查是否有外星人到达屏幕底端 check_aliens_bottom(ai_settings, stats, screen, 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 > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
settings.py
#encoding:utf-8class Settings(): """存储《《外星人入侵》》的所有设置的类""" def __init__(self): """初始化游戏的静态设置""" #屏幕设置 self.screen_width = 1500 self.screen_height = 900 self.bg_color = (230, 230, 230) #飞船的设置 self.ship_limit = 1 #3条命 #子弹设置 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 250, 60, 60 self.bullet_allowed = 30 #限制子弹最大数量 #外星人设置 self.fleet_drop_speed = 10 #外星人竖直移动速度 #以什么样的速度去加快游戏节奏 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进行的设置''' self.ship_speed_factor = 2 # 飞船速度 self.bullet_speed_factor = 3 # 子弹速度 self.alien_speed_factor = 1 # 外星人水平移动速度 # fleet_direction为1表示向右移, 为-1表示向左移 self.fleet_direction = 1 #记分 self.alien_points = 50000 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.speedup_scale self.alien_points = int(self.alien_points * self.score_scale) print(self.alien_points)
bullet.py
#encoding:utf-8import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite): '''一个对飞船发射的子弹进行管理的类''' def __init__(self, ai_setting, screen, ship): '''在飞船所处的位置处创建一个子弹对象''' super(Bullet, self).__init__() self.screen = screen #在(0,0)处创建一个表示子弹的矩形, 再设置正确的位置 self.rect = pygame.Rect(0, 0 ,ai_setting.bullet_width, ai_setting.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_setting.bullet_color self.speed_factor = ai_setting.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
#encoding:utf-8import pygame.fontclass Button(): def __init__(self, ai_setting, 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, self.height = 200, 50 self.button_color = (150, 150, 150) #黑色 self.text_color = (150, 255, 255) #白色 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, 并将其在按钮上居中''' 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,在绘制文本 self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)
game_stats.py
#encoding:utf-8class GameStats(): '''跟踪游戏的状态信息''' 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动状态 self.game_active = False #在任何情况下都不应该重置最高得分 self.high_score = 0 def reset_stats(self): '''初始化在游戏运行期间可能发生的统计信息''' self.ships_left = self.ai_settings.ship_limit self.score = 0
scoreboard.py
#encoding:utf-8import pygame.fontclass 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, 38) #准备初始得分图像和包含最高得分 self.prep_score() self.prep_high_score() 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 = 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) #将最高得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''' self.screen.blit(self.score_image, self.score_rect) '''显示最高得分''' self.screen.blit(self.high_score_image, self.high_score_rect) #在屏幕上显示score: self.font2 = pygame.font.SysFont(None, 38) self.score_image2 = self.font2.render("Score:", True, self.text_color, self.ai_settings.bg_color) self.score_rect2 = self.score_image2.get_rect() self.score_rect2.right = self.score_rect.left - 10 self.score_rect2.top = 20 self.screen.blit(self.score_image2, self.score_rect2)
ship.py
#encoding:utf-8import pygameimport pygame.fontclass Ship(): def __init__(self, ai_settings, screen): """初始化飞船并设置其初始位置""" 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''' #更改飞船的center值,而不是rect if self.moving_right and self.rect.right < self.screen_rect.right: #确保飞船不会移出屏幕 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): #让飞船居中 self.center = self.screen_rect.centerx''' def show_end(self): # 在屏幕上显示game over: self.text_color3 = (30, 30, 30) self.font3 = pygame.font.SysFont(None, 48) self.image3 = self.font3.render("Game over", True, self.text_color3, self.ai_settings.bg_color) self.rect3 = self.image3.get_rect() self.rect3.top = 20 self.rect3.left = 100 self.screen.blit(self.image3, self.rect3) print("1")'''
alien.py
#encoding:utf-8import pygamefrom pygame.sprite import Spriteclass 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初始位置''' 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): '''向左或向右移动外星人''' self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x
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