pygame之打飞机游戏制作


 游戏简介:游戏开始时,一群外星人出现,他们在屏幕中向下移动,玩家的任务就是消灭这些外星人,一群外星人被消灭之后,                   玩家将提高一个等级,同时 将会出现移动速度更快的外星人,每消灭一个外星人都将会有一定的得分,消灭一群外星                  人之后还会有额外的得分,得分和等级显示在游戏界面的右上角,历史最高得分显示在中间,如果玩家的飞船被外星                    人撞到之后,玩家将损失一艘飞 船,直到玩家损失三艘飞船之后,游戏结束。


玩法介绍: 方向键:移动飞船

                  空格键:开火

       ‘q’键:结束游戏


项目结构:


相关代码: 


aliens_invasion.py


import pygame

from settings import Settings
from ship import Ship
import game_funtions as gf
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard


def run_game():
    pygame.init()
    ai_settings=Settings()
    screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")
    play_button=Button(screen,'Play')
    #存储游戏统计信息的实例
    stats=GameStats(ai_settings)
    sb=Scoreboard(ai_settings,screen,stats)

    #飞船
    ship=Ship(ai_settings,screen)
    #子弹
    bullets=pygame.sprite.Group()
    #外星人
    aliens=pygame.sprite.Group()
    gf.create_fleet(ai_settings,screen,ship,aliens)

    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,screen,sb,ship,aliens,bullets)
        gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()

settings.py

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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=750
        self.bg_color=(255,255,255)

        self.ship_speed_factor=0.5
        self.ship_limit=3

        self.bullet_speed_factor=0.8
        self.bullet_width=3
        self.bullet_height=12
        self.bullet_color=60,60,60
        self.bullets_allowed=3

        self.alien_speed_factor=0.4
        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

        self.speedup_scale=1.1
        self.score_scale=1.5

        self.initialiaze_dynamic_settings()

    def initialiaze_dynamic_settings(self):
        self.ship_speed_factor=1.5
        self.bullet_speed_factor=2
        self.alien_speed_factor=1
        self.fleet_direction=1
        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)

ship.py


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
        #加载飞船图像并提取外接矩形
        self.image=pygame.image.load('images/ship1.bmp')
        self.rect=self.image.get_rect()
        self.screen_rect=screen.get_rect()
        #将没搜飞船放在屏幕底部中央
        self.rect.centerx=self.screen_rect.centerx
        self.rect.bottom=self.screen_rect.bottom

        self.center=float(self.rect.centerx)

        self.moving_ringt=False
        self.moving_left = False

    def update(self):
        if self.moving_ringt and self.rect.right<self.screen_rect.right:
            #self.rect.centerx+=1
            self.center+=self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left>0:
            #self.rect.centerx-=1
            self.center -= self.ai_settings.ship_speed_factor

        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



bullet.py


import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):

    def __init__(self,ai_settings,screen,ship):

        super(Bullet, self).__init__()
        self.screen=screen

        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):
        self.y-=self.speed_factor
        self.rect.y=self.y

    def draw_bullet(self):
        pygame.draw.rect(self.screen,self.color,self.rect)




alien.py


import pygame
from pygame.sprite import Sprite
class Alien(Sprite):

    def __init__(self,ai_settings,screen):

        super(Alien, self).__init__()
        self.screen=screen
        self.ai_settings=ai_settings

        self.image=pygame.image.load('images/alien3.jpg')
        self.rect=self.image.get_rect()

        self.rect.x=self.rect.width
        self.rect.y=self.rect.height

        self.x=float(self.rect.x)

    def blitme(self):
        self.screen.blit(self.image,self.rect)

    def checck_edges(self):
        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):
        self.x+=self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction
        self.rect.x=self.x


button.py



import pygame.font
class Button():

    def __init__(self,screen,msg):
        self.screen=screen
        self.screen_rect=screen.get_rect()

        self.width,self.height=200,50
        self.button_color=(0,255,0)
        self.text_color=(255,255,255)
        self.font=pygame.font.SysFont('dfkaisb',48)

        self.rect=pygame.Rect(0,0,self.width,self.height)
        self.rect.center=self.screen_rect.center

        self.prep_msg(msg)
    def prep_msg(self,msg):
        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):
        self.screen.fill(self.button_color,self.rect)
        self.screen.blit(self.msg_image,self.msg_image_rect)


scoreboard.py


import pygame.font
from pygame.sprite import Group
from ship import Ship


class Scoreboard():

    def __init__(self,ai_settings,screen,stats):
        self.screen=screen
        self.screen_rect=screen.get_rect()
        self.ai_settings=ai_settings
        self.stats=stats

        self.text_color=(30,30,30)
        self.font=pygame.font.SysFont('dfkaisb',35)
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        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)

        self.score_rect=self.score_image.get_rect()
        self.score_rect.right=self.screen_rect.right-20
        self.screen_rect_top=20

    def show_score(self):
        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)

    def prep_high_score(self):
        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)

        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):
        self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)

        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):
        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)

games_stats.py


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()
        self.game_active=False
        self.high_score=0

    def reset_stats(self):
        """初始化在游戏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

game_funtions.py


import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien

def check_keydown_evevnts(event,ai_settings,screen,ship,bullets):
    """响应按键"""
    if event.key == pygame.K_RIGHT:
        # ship.rect.centerx+=1
        ship.moving_ringt = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    elif event.key==pygame.K_SPACE:
        fire_bullets(ai_settings, screen, ship, bullets)
    elif event.key==pygame.K_q:
        sys.exit()

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

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_evevnts(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)
    if button_clicked and not stats.game_active:
        ai_settings.initialiaze_dynamic_settings()
        #隐藏光标
        pygame.mouse.set_visible(False)

        stats.reset_stats()
        stats.game_active=True

        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()

        aliens.empty()
        bullets.empty()

        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()

def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    sb.show_score()

    if not stats.game_active:
        play_button.draw_button()
    pygame.display.flip()

def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
     bullets.update()
     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):
    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:
        bullets.empty()
        ai_settings.increase_speed()
        #提高等级
        stats.level+=1
        sb.prep_level()

        create_fleet(ai_settings, screen, ship, aliens)

def fire_bullets(ai_settings,screen,ship,bullets):
    if len(bullets)<ai_settings.bullets_allowed:
        new_bullet=Bullet(ai_settings,screen,ship)
        bullets.add(new_bullet)

def get_number_aliens_x(ai_settings,alien_width):
    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):
    avaliable_space_y=(ai_settings.screen_height-(3*alien_height)-ship_height)
    number_rows=int(avaliable_space_y/(2*(alien_height)))
    return number_rows

def create_alien(ai_settings,screen,aliens,alien_number,row_number):
    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):
    alien=Alien(ai_settings,screen)
    alien_width=alien.rect.width
    number_aliens_x=get_number_aliens_x(ai_settings,alien_width)
    number_rows=get_number_rows(ai_settings,ship.rect.height,alien.rect.height)

    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):
    for alien in aliens.sprites():
        if alien.checck_edges():
            change_fleet_direction(ai_settings,aliens)
            break

def change_fleet_direction(ai_settings,aliens):
    for alien in aliens.sprites():
        alien.rect.y+=ai_settings.fleet_drop_speed
    ai_settings.fleet_direction*=-1

def ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullents):
    if stats.ships_left>0:
        stats.ships_left-=1
        #更新记分牌
        sb.prep_ships()

        aliens.empty()
        bullents.empty()

        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()
        sleep(0.5)
    else:
        stats.game_active=False
        pygame.mouse.set_visible(True)

def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
    """检查是否有外星人到达底端"""
    screen_rect=screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom>=screen_rect.bottom:
            ship_hit(ai_settings, stats, screen,sb,ship, aliens, bullets)
            break

def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
    check_fleet_edges(ai_settings,aliens)
    aliens.update()

    if pygame.sprite.spritecollideany(ship,aliens):
        ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
    check_aliens_bottom(ai_settings, stats, screen,sb, ship, aliens, bullets)

def check_high_score(stats,sb):
    if stats.score>stats.high_score:
        stats.high_score=stats.score
        sb.prep_high_score()



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转载自blog.csdn.net/qq_41900081/article/details/81237908