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主文件alien_invasion.py创建一系列整个游戏都要用到的对象:存储在ai_settings 中的设置、存储在screen 中的主显示surface以及一个飞船实例等。
要玩游戏《外星人入侵》,只需运行文件alien_invasion.py。其他文件(settings.py、game_functions.py、ship.py等)包含的代码被直接或间接地导入到这个文件中。
代码:
import sys import pygame from pygame.sprite import Group from settings import Settings from ship import Ship from alien import Alien import game_functions as gf 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,并创建记分牌 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # 设置背景颜色 bg_color = (ai_settings.bg_color) # 创建一艘飞船、一个子弹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) # 开始游戏的主循环 while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) # print(stats.game_active) 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()
文件settings.py里面包含了所有的可变参数,整个项目其他的python文件都从settings.py获取,这样代码就都被封装起来了,需要修改的时候只需要调整settings.py即可。
代码:
class Settings(): def __init__(self): """ 初始化游戏的设置 """ # 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_limit = 10 # 子弹设置 self.bullet_width = 300 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 5 # 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 = 0.1 # fleet_direction 为1表示向右移,为-1表示向左移动 self.fleet_direction = 1 # 记分 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) print(self.alien_points)
文件ship.py包含Ship 类,这个类包含方法__init__() 、管理飞船位置的方法update() 、在屏幕上绘制飞船的方法blitme() 以及让飞船在屏幕上居中的center_ship方法。表示飞船的图像存储在文件夹images下的文件ship.bmp中。
对于飞船所有的操作都被封装在ship.py这个文件了。
代码:
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_settings, screen): super(Ship, self).__init__() """ 初始化飞船并设置其起始位置 """ 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() # 在飞船的属性center中存储小数值 self.center = float(self.rect.centerx) # 将每艘新飞船刚在屏幕底部中央 self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 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): """ 在指定的位置绘制飞船 """ 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
alien.py 包含了Alien这个类
类下面有__init__方法,存储来自settings.py里面的一些参数。
类下面有blitme方法,绘制外星人。
类下面有check_edges方法,判断移动的外星人是否位于移动边缘。
类下面有update方法,用于移动外星人。
代码:
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/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): """ 在指定的位置绘制外星人 """ 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
bullet.py包含Bullet类。
类下面有__init__方法,存储来自settings.py里面的一些参数。
类下面有update方法,用于向上移动自动。
类下面有draw_bullet方法,用于在屏幕上绘制子弹。
代码:
import pygame from pygame.sprite import Sprite class Bullet(Sprite): """ 一个对飞船发射子单进行管理的类 """ def __init__(self, ai_settings, screen, ship): """ 在飞船所处的位置创建一个子弹对象 """ super().__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)
game_functions.py 这个是整个项目所有的功能性函数的汇总类,游戏大部分功能都是它完成的。
这样整个项目每个python文件负责指定的单向功能,程序的可维护性和可拓展性大大增加。
随着功能增加了之后,要考虑实现功能的函数的重构,单个函数只好不要超过100行。
例如check_events函数被拆分为 check_events、check_keyup_events和check_keydown_events三个函数。
代码:
import sys import pygame from bullet import Bullet from alien import Alien from time import sleep 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: # 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) 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_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): """ 在玩家单机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.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单列表 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 """ # 每次循环事都重绘屏幕 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_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): # 检查是否有子弹击中外星人 # 如果是这样,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 * len(aliens) sb.prep_score() check_high_score(stats, sb) if len(aliens) == 0: # 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 get_number_aliens_x(ai_settings, alien_width): """ 计算每行可容纳多少外星人 """ 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_setttings, ship_height, alien_height): """ 计算屏幕可容纳多少行外星人 """ available_space_y = (ai_setttings.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): """ 创建外星人群 """ # 创建一个外星人,并计算每行可容纳多少外星人 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) # 获取外星人群 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,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 # 更新计分牌 sb.prep_ships() # 清空外星人列表和子单列表 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, stats, sb, screen, ship, aliens, bullets) break def update_aliens(ai_settings, stats, sb, screen, 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 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()
game_stats.py 存储了一些游戏的状态类,例如暂停和开始等。
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() # 游戏刚开始时处于非活动状态 self.game_active = False # 在任何情况下都不应该重置最高得分 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
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, 250, 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)
scoreboard.py 是用来暂时 最高分、当前得分、剩余生命数的。
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): """ 初始化显示得分涉及的属性 """ 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_level(self): """ 将登记转换为渲染的图像 """ 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_score(self): """ 将得分转换为一副渲染的图像 """ rounded_score = 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): """ 将最高得分转换为渲染的图像 """ high_score = 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_ships(self): """ 显示还余下多少艘飞船 """ 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 和 最高得分 """ 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)
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