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- 1.主要是参考《Python编程从入门到实践》作者:Eric Matthes这本书。
- 2.我大约敲了两天,看到小游戏可以run时,有一点点小成就感。
- 3.主要是想学习一下python。
- 4.我把外星人的图片更改了(着实感觉原alien有点丑),但书籍中的图片我也保存了下来。
- 5.你需要将所有的文件放在一个文件夹里,并运行其中的alien_invasion.py
- import sys
- import pygame
- from settings import Settings
- from ship import Ship
- 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():
- # 初始化游戏并创建一个屏幕对象
- 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")
-
- #创建一个用于存储游戏统计信息的实例
- stats = GameStats(ai_settings)
- sb = Scoreboard(ai_settings, screen, stats)
-
- #创建一艘飞船,一个子弹编组,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)
-
- #开始游戏主循环
- while True:
- #监视键盘和鼠标事件
- gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
- if stats.game_active:
- ship.updata()
- 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()
- class Settings():
- """ 存储《飞机大战》的所有设置类"""
- def __init__(self):
- """初始化游戏的静态设置"""
- #屏幕设置
- self.screen_width = 1100
- self.screen_height = 688
- self.bg_color = (230, 230, 230)
-
- #外星人设置
- self.fleet_drop_speed = 10
-
- #加快游戏节奏的速度
- self.speedup_scale = 1.1
- #外星人分数的提高速度
- self.score_scale = 1.5
-
- self.initialize_dynamic_settings()
-
- # 飞船的设置
- self.ship_limit = 3
-
- #子弹设置
- self.bullet_width = 5
- self.bullet_height = 15
- self.bullet_color = 60, 60, 60
- self.bullet_allowed = 10
-
- 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
-
- # 一个外星人分值
- self.alien_points = 50
-
- # fleet_direction为1表示向右,-1表示向左
- self.fleet_direction = 1
-
- 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)
- import pygame
- from pygame.sprite import Sprite
-
- class Ship():
- def __init__(self,ai_settings, screen):
- """初始化飞船图像并设置其初始值"""
- super(Ship, self).__init__()
- self.screen = screen
- self.ai_settings = ai_settings
-
- #加载飞船图像并获取其外界矩形
- 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
-
- #在飞船的树形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 updata(self):
- """根据移动标志调整飞船的位置"""
- 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.centex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):
- """让飞船在屏幕上居中"""
- self.center = self.screen_rect.centerx
- import sys
- import pygame
- from bullet import Bullet
- from alien import Alien
- from time import sleep
-
- 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 creat_alien(ai_settings, screen, aliens, alien_number, row_number):
- # 创建一个外星人并将其加入当前行
- 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_sittings, screen, ship, aliens):
- #外星人间距为外星人宽度
- alien = Alien(ai_sittings, screen)
- number_aliens_x = get_number_aliens_x(ai_sittings, alien.rect.width)
- number_rows = get_number_rows(ai_sittings, ship.rect.height, alien.rect.height)
-
- #创建外星人群
- for row_number in range(number_rows):
- #创建第一个外星人
- for alien_number in range(number_aliens_x):
- creat_alien(ai_sittings, screen, aliens, alien_number, row_number)
-
-
- def check_keydown_events(event, ai_settings, screen, ship, bullets):
- if event.key == pygame.K_RIGHT:
- # 向右移动飞船
- ship.moving_right = True
- elif event.key == pygame.K_LEFT:
- ship.moving_left = True
- elif event.key == pygame.K_SPACE:
- #创建新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):
- """如果还没到达限制,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.bullet_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
-
- 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 update_screen(ai_settings, screen, stats, sb, ship, alien, bullets, play_button):
- """更新屏幕上的图像,并切换到新屏幕"""
- 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()
- alien.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()
- for bullet in bullets.copy():
- if bullet.rect.bottom <= 0:
- bullets.remove(bullet)
- #print(len(bullets))
-
- 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
- #如果击中,就删除相应的子弹和外星人
- collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
-
- if collisions:
- for aliens in collisions.values():
- stats.score += ai_settings.alien_points
- 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,并创建一群新的外星人
- #如果整群外星人都被消灭就提高一个等级
- bullets.empty()
- ai_settings.increase_speed()
-
- #提高等级
- stats.level += 1
- sb.prep_level()
- create_fleet(ai_settings, screen, ship, aliens)
-
- def check_fleet_edges(ai_settings, aliens):
- """有外星人到达边缘时采取相应措施"""
- 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):
- """响应被外星人撞到的飞船"""
- if stats.ships_left > 0:
- # Decrement ships_left.
- stats.ships_left -= 1
-
- #更新记分牌
- 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()
-
- #检查外乡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)
-
- def check_high_score(stats, sb):
- """检查是够诞生了最高得分"""
- if stats.score > stats.high_score:
- stats.high_score = stats.score
- sb.prep_high_score()
- 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
-
- #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)
- 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"""
- 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/aliens.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):
- """Return True if alien is at edge of screen."""
- 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
-
- 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()
-
- # 游戏刚启动时处于活动状态
- self.game_active = False
-
- #在任何情况都不重置最高得分
- self.high_score = 0
-
- def reset_stats(self):
- """初始化随游戏运行可能变化的统计信息"""
- self.ships_left = self.ai_settings.ship_limit
- self.score = 0
- self.level = 1
- 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它属性
- 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)
- 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):
- """初始化显示得分的属性"""
- self.screen = screen
- self.screen_rect = screen.get_rect()
- self.ai_settings = ai_settings
- self.stats = stats
-
- # 显示得分时使用的字体设置
- self.text_color = (30, 30, 30)
- self.font = pygame.font.SysFont(None, 48)
-
- #准备包含最高得分和当前得分的图像
- 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 = "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):
- """将最高得分转换为一幅渲染的图像"""
- high_score = int(round(self.stats.high_score, -1))
- high_score_str = "High score:{:,}".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)
-
- # 将等级放在得分下面
- 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_internal(ship)
-
- def show_score(self):
- """在屏幕上显示飞船和得分"""
- 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)
命名为 alien.bmp
命名为aliens.bmp
命名为 ship.bmp
鼠标点击Play开始,Q键可以结束游戏
右上角数字1表示等级,随着清理完一次飞船,等级+1
随着游戏的进行,外星人的速度越来越快,且得分也越来越高
总共有三条命,用完则此局结束
速度,得分和子弹的设置都在代码settings里
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