Python实战小项目-飞船游戏

飞船游戏

这虽然只是个小游戏,但是代码也不少,为了避免出错并且让代码清楚整洁我们把代码分为9个模块,同时还有一个image文件夹储存图像还有编辑过程中Python自己生成的一个文件夹。9个模块中,每个模块都有自己的功能,来为我们最终的游戏服务。我们看一下做出来游戏的效果。
例子1.主函数模块alien_invasion
这是主函数模块,也是启动游戏的模块,启动游戏只需要点击此模块即可。
代码:

import pygame

from pygame.sprite import Group
from settings import Settings
from ship import Ship
from alien import Alien
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")

    #创建一艘飞船、一个子弹的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)

    #创建一个用于储存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)
    

    #开始游戏的主循环
    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)
        gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,
                         play_button)


run_game()

2.游戏配置的settings模块
此模块实现游戏相关信息的配置和初始化
代码:

class Settings():
    """储存《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 = 1200
        self.screen_height = 700
        self.bg_color = (230,230,230)

        #飞船的设置
        self.ship_limit = 3

        #子弹设置
        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
        #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
        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

        #fleet_direction为1表示向右;为-1表示向左
        self.fleet_direction = 1

        #记分
        self.alien_points = 50

    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)

3.game_stats模块
用于游戏信息的统计
代码:

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动状态
        self.game_active = False

        #任何情况都不应该清除最高分
        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

4.用于储存函数的game_functions模块
此模块用于储存让游戏运行的函数,可避免主函数太长,并让其代码更易理解。
具体代码:

import sys
from time import sleep

import pygame
from bullet import Bullet
from alien import Alien

def check_keydown_events(event,ai_settings,screen,ship,bullets):
    """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()

def fire_bullet(ai_settings,screen,ship,bullets):
    """如果没有到达限制,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.bullets_allowed:          
        new_bullet = Bullet(ai_settings,screen,ship)
        bullets.add(new_bullet)

def check_keyup_events(event,ship):
    """松开响应"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False

        
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,
                 bullets):
    #监视键盘和鼠标事件
    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,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):
    """在玩家单机Play按钮时开始游戏"""
    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 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"""
    #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_high_score(stats,sb):
    """检查是否需要建立最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()
    
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,
                                  ship,aliens,bullets):
    """响应子弹和外星人的碰撞"""
    #删除发生碰撞的子弹和外星人
    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:
        #删除现有的子弹,加快游戏节奏,并创建一群外星人
        bullets.empty()
        ai_settings.increase_speed()

        #加快游戏节奏
        stats.level += 1
        sb.prep_level()
        
        create_fleet(ai_settings,screen,ship,aliens)
           
def get_number_aliens_x(ai_settings,alien_width):
    """计算一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):
    """创建一个外星人群"""
    #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)
            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,screen,stats,sb,ship,aliens,bullets):
    if stats.ships_left > 0:
        
        """响应被外星人撞到的飞船"""
        #将ships_left减1
        stats.ships_left -= 1


        #更新分数
        sb.prep_ships()
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)
        
    #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)

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:
            #像飞船被撞到一样进行处理
            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)
    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,screen,stats,sb,ship,aliens,bullets)

5.外星人的alien模块
此模块用于储存外星人的属性和行为
代码:

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """表示单个外星人"""

    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,并设置其rect属性
        self.image = pygame.image.load('image/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

        #储存外星人的准确位置
        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):
        """向右或向左移动外星人"""
        self.x += (self.ai_settings.alien_speed_factor *
                        self.ai_settings.fleet_direction)
        self.rect.x = self.x

6.ship模块
此模块用于储存飞船的属性和行为
代码:

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(Ship,self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #加载飞船图像并获取其外接矩阵
        self.image = pygame.image.load('image/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中储存小数值
        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):
        """让飞船在屏幕居中"""
        self.center = self.screen_rect.centerx

7.bullet模块
此模块用于储存子弹的属性和行为
代码:

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(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

        #储存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.y
        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)

8.button模块
此模块用于储存按钮的属性和行为
代码:

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)
        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)

9.scoreboard模块
此模块用于储存计分板的属性和行为
代码:

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):
        """初始化得分信息"""
        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"""
        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)

        #将得分板放在屏幕右上角
        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):
        """将最高分转化为渲染的图像"""
        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)
        #绘制飞船
        self.ships.draw(self.screen)

这是我所有的模块。如果你需要这个完整文件可以访问网盘
链接:https://pan.baidu.com/s/1BHM52w7-yNWPCFL8aPI-Qw
提取码:sjpb
(参考资料《Python编程从入门到实践》)

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转载自blog.csdn.net/weixin_43520670/article/details/99409723