Python从入门到实践项目——外星人入侵游戏

Alien_invasion-Game

  • 用 Python 编写的外星人入侵小游戏
  • 来源 《Python编程 从入门到实践》项目1 外星人入侵

操作方法

  • 按左右键移动飞船
  • 按空格键射击
  • 按Q键退出

附上代码

  • 主程序

    import sys
    import pygame
    from  setting import Settings
    from ship import Ship
    from alien import Alien
    import game_function as gf
    from pygame.sprite import Group
    from game_stats import GameStats
    from button import Button
    from scoreboard import Scoreboard
    
    def run_game():
        
        ai_settings = Settings()#创建一个实例
        # 初始化游戏并创建一个屏幕对象
        pygame.init()
        screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    
        programIcon = pygame.image.load("image\icon.bmp")
        pygame.display.set_icon(programIcon)
        pygame.display.set_caption("外星人入侵")
    
        #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()
    
        #创建一个外星人
        #alien = Alien(ai_settings,screen)
    
        #创建外星人群
        aliens = Group()
        gf.create_fleet(ai_settings,screen,ship,aliens)
    
        #创建一个用于存储游戏信息的实例
        stats = GameStats(ai_settings)
    
        #创建记分牌
        sb = Scoreboard(ai_settings,screen,stats)
    
        # 创建play按钮
        play_button = Button(ai_settings,screen,'Play')
    
        #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,stats,sb,screen,ship,aliens,bullets)
            
            gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
    
    run_game()
    
    

  • 飞船类:设置飞船的相关参数

    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__()
            # Sprite.__init__(self)
            self.screen = screen
    
            self.ai_settings = ai_settings
    
            # 加载飞船图像并获得其外接矩形
            self.image = pygame.image.load("image\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
    
            #在飞船属性center中存储小数
            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.rect.centerx += self.ai_settings.ship_speed_factor
    
            if self.moving_left and self.rect.left > 0:
                self.rect.centerx -= self.ai_settings.ship_speed_factor
    
        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
    

  • 外星人类

    import pygame
    from pygame.sprite import Sprite
    
    class 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起始位置'''
            Sprite.__init__(self)
            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
    
            # 存储外星人的准确位置
            self.x = float(self.rect.x)
    
        def blitme(self):
            '''在指定位置上绘制外星人'''
            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):
            '''向右移动外星人'''
            self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
            self.rect.x = self.x
    
    

  • 游戏运行函数

    import sys
    import pygame
    from bullet import Bullet
    from alien import Alien
    from time import sleep
    
    def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
        '''响应按键和鼠标事件'''
        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)
            # 重置游戏统计信息
            stats.rest_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,并让飞船居中
            create_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()
    
    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:
            fire_bullet(ai_settings,screen,ship,bullets)
        elif event.key == pygame.K_q:
            sys.exit()
    
    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
    
    def fire_bullet(ai_settings,screen,ship,bullets):
        #创建一颗子弹,并将其加到编组bullets中
        if len(bullets) < ai_settings.bullet_allowed:
            new_bullet = Bullet(ai_settings,screen,ship)
            bullets.add(new_bullet)   
    
    def check_high_score(stats,sb):
        '''检查是否诞生了最高得分'''
        if stats.score > stats.high_score:
            stats.high_score = stats.score
            sb.prep_high_score()
    
    def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
        '''更新子弹的位置,并消除已消失的子弹'''
        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了外星人,若有就删除外星人和子弹
        collisios = pygame.sprite.groupcollide(bullets,aliens,True,True)
        # 模拟高能子弹,后两个参数设置为 False,True
        if collisios:
            for alien in collisios.values():
                stats.score += ai_settings.alien_points
                sb.prep_score()
            check_high_score(stats,sb)
    
        #打完外星人后新建一批
        if(len(aliens) == 0):
            # 如果这批外星人都被消灭,就提高一个等级
            # 删除现有的子弹并新建一群外星人
            bullets.empty()
            ai_settings.increase_speed()
    
            # 提高等级
            stats.level += 1
            sb.prep_level()
            create_fleet(ai_settings,screen,ship,aliens)
    
    def create_fleet(ai_settings,screen,ship,aliens):
        '''创建外星人群'''
        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):
            #创建第一行外星人
            for alien_number in range(number_aliens_x):
                #创建一个外星人并将其加入到当前行
                create_alien(ai_settings,screen,aliens,alien_number,row_number)
    
    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 get_number_aliens_x(ai_settings,alien_width):
        '''计算每行可以容纳多少个人外星人'''
        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行外星人'''
        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 check_fleet_edges(ai_settings,aliens):
        '''有外星人到达边缘时需要采取的相应措施'''
        for alien in aliens.sprites():
            if alien.check_edges():
                change_fleet_direction(ai_settings,aliens)
                break
    
    def change_fleet_direction(ai_settings,aliens):
        '''将整群外星人群下移,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 update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets):
        '''更新外星人群中所有外星人的位置'''
        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,stats,sb,screen,ship,aliens,bullets)
    
        # 检查是否有外星人到达屏幕底端
        check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets)
    
    def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets):
        '''响应被外星人撞到的飞船'''
        if stats.ships_left > 0:
            # 将 ships_left 减 1
            stats.ships_left -= 1
    
            # 更新记分牌
            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)
    
    def  check_aliens_bottom(ai_settings,stats,sb,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:
                # 像飞船被撞到那样处理
                ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
                break
         
    
    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'''
        #用背景色填充屏幕
        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)
        #alien.blitme()
        # 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()
    
    
    

  • 设置类:用于设置游戏的各项参数

    class Settings():
        '''
        该类用于存储游戏中的所有设置
        '''
    
        def __init__(self):
            '''初始化游戏设置'''
            #屏幕设置
            self.screen_width = 1200
            self.screen_height = 800
            self.bg_color = (230,230,230)
    
            #飞船的设置
            self.ship_speed_factor = 1.5
            self.ship_limit = 3
    
            #子弹的设置
            self.bullet_speed_factor = 1
            self.bullet_width = 3
            self.bullet_height = 15
            self.bullet_color = 60,60,60
            self.bullet_allowed = 20
    
            #外星人的设置
            self.alien_speed_factor = 1
            self.fleet_drop_speed = 10
            # fleet_direction 为1表示向右移,为-1表示向左移
            self.fleet_direction = 1
    
            # 游戏速度倍率
            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):
            '''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向右,-1向左
            self.fleet_direction = 1
    
            # 计分
            self.alien_points = 50
    
        def increase_speed(self):
            '''提高速度设置'''
            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)
    
    

  • 子弹类:飞船发射的子弹

    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'''
            Sprite.__init__(self)
            #super(Bullet,self).__init__()# 调用super()来继承.__inti__()
            self.screen = screen
    
            # 在(0,0)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
            #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)
    

  • 游戏统计信息的类

    class GameStats():
        '''跟踪游戏统计信息'''
        def __init__(self,ai_settings):
            '''初始化统计信息'''
            self.ai_settings = ai_settings
            self.rest_stats()
    
            # 历史最高分
            self.high_score = 0
    
            # 游戏刚启动时处于活动状态
            self.game_active = False
    
        def rest_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
    

  • 记分板类:将统计的当前分数、历史最高分数和等级显示在屏幕上

    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):
            '''初始化显示得分需要设置的属性'''
            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)
    
            # 准备初始和历史最高得分、等级、飞船图像
            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'''
    
            # 圆整,第二个参数为负数指圆整到最近的10、100、1000等整数倍
            rounded_score = int(round(self.stats.score,-1))
            score_str = 'current score ' +  "{:,}".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):
            ''' 将历史最高得分转换为一幅渲染的图像'''
    
            # 圆整,第二个参数为负数指圆整到最近的10、100、1000等整数倍
            rounded_score = int(round(self.stats.high_score,-1))
            high_score_str = "High score " + "{:,}".format(rounded_score)
            self.high_score_image = self.font.render(high_score_str,True,self.text_color,self.ai_settings.bg_color)
    
            # 将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 = 20
    
        def prep_level(self):
            ''' 将等级渲染为图像'''
            level_str = str("{}".format(self.stats.level))
            self.level_image = self.font.render(level_str,True,self.text_color,self.ai_settings.bg_color)
            # 将得分放在得分下方
            self.level_rect = self.level_image.get_rect()
            self.level_rect.right = self.screen_rect.right - 20
            self.level_rect.top = self.score_rect.bottom + 10
    
        def prep_ships(self):
            '''显示还剩余多少飞船'''
            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):
            '''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)
    

  • 按钮类:设置Play按钮

    import pygame.font
    
    class Button():
    
        def __init__(self,ai_settings,screen,msg):
            '''初始化按钮的属性'''
            self.screen = screen
            self.ai_settings = ai_settings
            self.screen_rect = screen.get_rect()
    
            # 设置按钮的尺寸和其它属性
            self.width,self.height = 200,50
            self.button_color = (0,255,0)
            self.text_color = (255,0,0)
            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)
    

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