aliven_invasion.py:
#此模块用于开发游戏所需的功能
import pygame
#导入设置类
from settings import Settings
from ship import Ship #飞船类
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
#初始化背景设置
pygame.init()
#将设置类进行实例化
ai_settings = Settings()
#设置窗口
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("兔C:外星人入侵")
#创建存储游戏统计信息的实例,并创建记分牌
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
# 记分牌
sb = Scoreboard(ai_settings,screen,stats)
#创建飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
#创建外星人
#alien = Alien(ai_settings,screen)
#创建外星人编组
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#创建按钮
play_button = Button(ai_settings,screen,"Play")
# while 循环来控制游戏
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)
bullets.update()
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()
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,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_SPACE:
#创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
#如果还没有达到限制,就发射一颗子弹
#创建新子弹,并将其加入到编组 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):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
#管理被隔离的监听循环事件
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
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()
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):
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
#在玩家单机play按钮时开始游戏
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)
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
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
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():
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()
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_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
#检查是否有子弹击中外星人,如果是,删除相应子弹和外星人。
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) ==0:
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
stats.level += 1
sb.prep_level()
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points *len(aliens)
sb.prep_score()
check_high_score(stats,sb)
stats.score +=ai_settings.alien_points
sb.prep_score()
def get_number_aliens_x(ai_settings,alien_width):
#计算可容纳多少个外星人
available_space_x = ai_settings.screen_width - 2 * alien_width
#外星人间距为外星人宽度
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个外星人
available_space_y = (ai_settings.screen_height- (3 * alien_height) - ship_height)
number_rows =int(available_space_y /(2 * alien_height))
return number_rows
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
#创建一个外星人在当前行
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,计算每行可以容纳多少个外星人
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):
#创建一行外星人
for alien_number in range(number_aliens_x):
#创建第一个外星人并将其加入当前行
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,并改变他们的方向
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):
if stats.ships_left > 0:
#响应外星人撞到的飞船
stats.ships_left -= 1
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部中央
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底部
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= ship.rect.bottom:
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,screen,stats,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)
#更新外新人群中所有外星人的位置
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
#print("Ship hit!!!")
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
check_aliens_bottom(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分
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
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
#加载外星人图像,并设置rect属性
self.image = pygame.image.load('alien.bmp')
self.rect = self.image.get_rect()
#每个外星人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 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):
#向右移动外星人
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
def blitme(self):
self.screen.blit(self.image,self.rect)
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
#一个对飞船发射子弹管理的类
def __init__(self,ai_settings,screen,ship):
#在飞船所处位置创建一个子弹对象
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_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
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
"""pygame.font 用于将本文渲染到屏幕上"""
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,self.height = 200,50
self.button_color = (0,255,0)
self.text_color = (255,255,255)
#None 参数用于指定使用什么字体来进行渲染。None为pygame默认字体,48为字体字号
self.font = pygame.font.SysFont("arial",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渲染到按钮上,并使其居中
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
#将按钮显示在屏幕上
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_stats.py
class GameStats():
#跟踪游戏的统计信息
def __init__(self,ai_settings):
self.ai_settings = ai_settings
self.reset_stats()
#在游戏刚启动时处于活动状态
self.game_active = False
#最高得分记录
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.ships_left = self.ai_settings.ship_limit
self.score =0
self.level = 1
scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
#显示得分信息的类
def __init__(self,ai_settings,screen,stats):
#初始化现实得分涉及的属性
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):
#将得分转换为一副渲染的图像
score_str = str(self.stats.score)
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)
#将得分放到屏幕上
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)
#将最高得分显示在屏幕顶部
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):
#将等级转换为渲染的图像
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)
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):
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230,230,230)
self.bullet_speed_factor = 1
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
#初始化岁游戏进行而变化的设置
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):
#飞船的设置
self.ship_speed_factor = 1.5
#飞船的生命值
self.ship_limit = 3
#外星人的设置
self.alien_speed_factor = 1
#fleet_direction为1表示向右移动,为-1表示向左移动
self.fleet_direction =1
#记分
self.alien_points = 50
def increase_speed(self):
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)
ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self,ai_settings,screen):
super(Ship,self).__init__()
#初始化飞船并设置其初始值
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('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centerx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centerx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值
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):
self.center = self.screen_rect.centerx
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