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

这里写图片描述

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