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就大概是这样
注:也可直接在Anaconda终端输入以下命令就可安装好
pip install -I https://pypi.douban.com/simple pygame
左上角为玩家所有的存活的飞船数量,正中央的0表示最高分,右上角的0表示得分,1表示当前等级为1,点击Play游戏开始,随着关卡的提升,难度也会加强。
# coding=utf-8 """使用pygame来编写游戏的基本结构""" # 玩家退出游戏时,我们使用sys模块来退出 # import sys 在此文件中不需要导入sys,因为在game_functions使用了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() # 初始化背景设置 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,并创建计分牌 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # 创建一艘飞船:注意,必须在while循环前面创建,以免每次循环都创建一艘飞船 ship = Ship(ai_settings, screen) # 创建一个用于存储子弹的编组 bullets = Group() # 创建一个空编组用于存储所有外星人 aliens = Group() # 设置背景色 bg_color = (230, 230, 230) # 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, ) if stats.game_active: ship.update() 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()
# coding=utf-8 """将所有的设置储存在同一个地方""" class Settings(): # 储存外星人入侵所有设置的类 def __init__(self): """初始化游戏的设置""" # 外星人设置 # 添加一个控制外星人速度的设置 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 # 添加子弹设置 self.bullet_speed_factor = 3 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 # 限制子弹数量6个 self.bullets_allowed = 6 # 屏幕设置 self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) # 飞船设置 # 调整飞船的速度,将初始值1设置为1.5 self.ship_speed_factor = 1.5 self.ship_limit = 3 # 以1.1倍速加快游戏节奏 self.speedup_scale = 1.1 # 提高外星人点数的速度 self.score_scale = 1.5 # 初始化随游戏进行而变化的属性 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 # fleet_direction为1表示向右,fleet_direction为-1表示向左 self.fleet_direction = 1 # 每击落一个外星人将得到50个点 self.alien_points = 50 def increase_speed(self): """提高速度和外星人点数设置""" 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)
# coding=utf-8 import sys from time import sleep import pygame from bullet import Bullet from alien import Alien """重构:模块game_functions 将管理事件的代码移到check_events()函数当中 再将check_events()放在一个名为game_function的模块中 """ def check_keydown_events(event, ai_settings, screen, ship, bullets): """响应按键""" if event.key == pygame.K_RIGHT: # 按下右键,向右移动飞船 ship.moving_right = True elif event.key == pygame.K_LEFT: # 按下左键,向左移动飞船 ship.moving_left = True elif event.key == pygame.K_SPACE: fire_bullet(ai_settings, screen, ship, bullets) def fire_bullet(ai_settings, screen, ship, bullets): # 按下空格键,创建一颗新子弹,并将其加入到bullets中 if len(bullets) < ai_settings.bullets_allowed: new_bullets = Bullet(ai_settings, screen, ship) bullets.add(new_bullets) 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() # 响应按键 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): """在玩家点击play按钮时才开始新游戏""" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: # 重置游戏设置,需要将发生变化了的设置重置为初始值,否则新游戏开始时,速度设置将是前一次游戏增加了的值 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, aliens, bullets, play_button): """更新屏幕上的图像,并切换到新屏幕,每次循环都要重绘屏幕""" # 每次循环都重新绘屏幕,用背景色填充屏幕,这个方法只接受一个实参,一种颜色 screen.fill(ai_settings.bg_color) # 在飞船和外星人后面重新绘制所有子弹 for bullet in bullets.sprites(): bullet.draw_bullet() # 填充背景后,调用ship.blitem()将飞船绘制到屏幕上,确保它出现在背景前面 ship.blitem() # 在屏幕上绘制编组中的每个外星人 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() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """更新子弹位置,并且删除已消失的子弹""" # 更新子弹的位置 bullets.update() # 删除已经消失的子弹(不删除的话会占用内存) for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_alien_conllsions(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_bullet_alien_conllsions(ai_settings, screen, stats, sb, ship, aliens, bullets): """响应子弹和外星人的碰撞""" # 删除发生碰撞的子弹和外星人 collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions: for aliens in collisions.values(): """将消灭的每个外星人的点数都计入得分""" stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats, sb) if len(aliens) == 0: # 删除现有子弹并且新建一群外星人,加快游戏节奏 bullets.empty() ai_settings.increase_speed() # 外星人都被消灭,就提高一个等级 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个外星人""" # 放置外星人的水平空间为屏幕宽度减去外星人宽度的两倍(需要在屏幕两边留下一定的间距) available_space_x = ai_settings.screen_width - 2 * alien_width # 确定一行可容纳多少个外星人,用空间除以外星人宽度的两倍(为什么是两倍?因为外星人自身的宽度还要算两个外星人之间的间距,间距也算一个外星人) number_alien_x = int(available_space_x / (2 * alien_width)) return number_alien_x def get_number_rows(ai_settings, ship_height, alien_hight): """计算屏幕可容纳多少外星人""" # 可用垂直空间=屏幕高度-第一行外星人的高度,最初外星人高度,外星人间距,飞船高度 available_space_y = (ai_settings.screen_height - (3 * alien_hight) - ship_height) # 可容纳的函数 number_rows = int(available_space_y / (2 * alien_hight)) return number_rows def create_alien(ai_settings, screen, aliens, alien_number, row_number): """创建一个外星人,并将其放入当前行""" # 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) 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): # 创建一个外星人并且添加到当前行 create_alien(ai_settings, screen, aliens, alien_number, row_number) def check_fleet_edges(ai_settings, aliens): """确定是否有外星人位于屏幕边缘,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.ship_left > 0: # 将ship_left-1 stats.ship_left -= 1 # 更新计分牌 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, screen, stats, sb, ship, aliens, bullets) 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""" 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()
# coding=utf-8 import pygame from pygame.sprite import Sprite class Ship(Sprite): """控制游戏外观和飞船速度的属性""" def __init__(self, ai_settings, screen): """初始化飞船并设置初始位置""" super(Ship, self).__init__() 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') # get_rect获取相应的surface属性rect self.rect = self.image.get_rect() """我们要将飞船放在屏幕底部中央,为此,首先将表示屏幕的矩形存储在self.screen_rect中""" self.screen_rect = screen.get_rect() # 将每艘新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中存储小数值,这里是因为我们在settings中将初始值1设置为1.5 self.center = float(self.rect.centerx) """ 允许不断移动 结合使用KEYDOWN和KEYUP事件,及一个名为moving_right的标志来实现持续移动 飞船不动时,moving_right为False,玩家按下右箭头键时,将这个标志设置为True,玩家松开时,将这个标志设置为False------见game_function line16-30 (左同) 用update方法来检查标志moving_right的状态,如果这个标志为True,就调用飞船的位置 """ # 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,这里用两个if,而没有用elif,是因为 如果玩家同时按下左右键,将增大center,再减少center的值,即飞船的位置保持不变 但如果用elif,右箭头始终保持优先地位,当左移动切换到右移动时,玩家可能同时按住左右箭头键,这种情况下,前面的做法更加准确 """ # if限制飞船的活动范围(因为在运行游戏的时候,飞船可能飞出屏幕外) 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 blitem(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
# coding=utf-8 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 # 储存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(子弹向上移动,意味着y坐标将不断减小) 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)
# coding=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(左边距设置为外星人的宽度,上边距设置为外星人的高度) 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 blitem(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): """向右或向右移动外星人""" # fleet_direction为1,就将外星人当前的x坐标增大alien_speed_factor,从而外星人向右移,如果fleet_direction为-1,就将外星人当前的x坐标减去alien_speed_factor self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction ) # 使用self.x的值来更新rect的位置 self.rect.x = self.x
# coding=utf-8 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.reset_stats() # 让游戏一开始处于非活动状态 self.game_active = False # 任何情况下都不应重置最高得分 self.high_score = 0 # 显示等级 self.level = 1 def reset_stats(self): """初始化在游戏运行期间可能变化的统计信息""" self.ship_left = self.ai_settings.ship_limit # 为每次在开始游戏时都重置得分,我们在reset_stats()而不是__init__中初始化score self.score = 0
# coding=utf-8 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) # 准备好初始得分图像 self.prep_score() # 用于包含最高得分的图像 self.prep_high_score() # 在当前得分下显示等级 self.prep_level() self.prep_ships() def prep_score(self): """将得分转换为一幅渲染的图像""" # 让python将stats.score的值圆整到最近的10的整数倍 rounded_score = int(round(self.stats.score, -1)) # 让python将数值转换为字符串时在其中插入逗号 score_str = "{:,}".format(rounded_score) # 再将这个字符串传递给创建图像的render(),为了清晰地显示得分,我们向render传递了屏幕背景色,以及文本颜色 self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color) # 将得分放于屏幕右上角 self.score_rect = self.score_image.get_rect() self.score_rect.right = self.screen_rect.right - 20 self.score_rect.top = 20 def 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) def prep_high_score(self): """将最高得分转换为渲染的图像""" # 最高分圆整到10的整数倍 high_score = int(round(self.stats.high_score, -1)) # 添加用逗号表示的千分位分隔符 high_score_str = "{:,}".format(high_score) # 根据最高分生成一幅图像 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端中央 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.screen_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) # 将等级放在得分下方 self.level_rect = self.level_image.get_rect() self.level_rect.right = self.score_rect.right # 将top属性设置为比得分图像的bottom属性大10像素,以便在得分和等级之间留出一定的空间 self.level_rect.top = self.score_rect.bottom + 10 def prep_ships(self): """显示还剩下多少艘飞船""" self.ships = Group() for ship_number in range(self.stats.ship_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)
# coding=utf-8 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() # 设置按钮的属性和其它属性 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)
链接:https://pan.baidu.com/s/1rOU0Py5HOECxloOvKxtcoA
提取码:qkhf
学习《Python编程从小白到入门》这本书之后,自己动手写了这个游戏,总体还是不错哒,如果有什么问题,欢迎给我留言傲!!!有什么不足欢迎指出。
整个项目下载
https://download.csdn.net/download/hanhanwanghaha/12708738
免费不要C币的傲哈哈哈哈!
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