alien_invasion game(对应我上传的python资源)

首先作为一个小游戏,我们需要创建一个外星人的类
alien.py

#encoding:utf-8

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

还要有对应的飞船

ship.py

#-*- encoding:utf-8 -*-

import pygame
import pygame.font


class 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")
'''


button.py

我们需要初始化按钮的属性
 

        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)
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
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)

在游戏功能的设置中,需要添加一系列响应,

'''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()
'''响应松开'''
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    if event.key == pygame.K_LEFT:
        ship.moving_left = False
# 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)

 '''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()

下面是game_function的源码

#encoding:utf-8

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

def 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 = False

def 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_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 / (3 * alien_height))
    return number_rows

def 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)
            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, 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)
            break

def 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()


我们还需要添加一些列设置

#encoding:utf-8


class 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 = 700
        self.screen_height = 800
        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 = 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)
        print(self.alien_points)

我就具体说明一下这些内容,想要源码的:

https://github.com/shihao1010/alien_invasion

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转载自blog.csdn.net/sinat_41895958/article/details/81474897