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import sys import pygame from setting import Settings from ship import Ship from alien import Alien import game_function as gf from pygame.sprite import Group from game_stats import GameStats from button import Button from scoreboard import Scoreboard def run_game(): ai_settings = Settings()#创建一个实例 # 初始化游戏并创建一个屏幕对象 pygame.init() screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) programIcon = pygame.image.load("image\icon.bmp") pygame.display.set_icon(programIcon) pygame.display.set_caption("外星人入侵") #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() #创建一个外星人 #alien = Alien(ai_settings,screen) #创建外星人群 aliens = Group() gf.create_fleet(ai_settings,screen,ship,aliens) #创建一个用于存储游戏信息的实例 stats = GameStats(ai_settings) #创建记分牌 sb = Scoreboard(ai_settings,screen,stats) # 创建play按钮 play_button = Button(ai_settings,screen,'Play') #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,stats,sb,screen,ship,aliens,bullets) gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button) run_game()
飞船类:设置飞船的相关参数
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__() # Sprite.__init__(self) self.screen = screen self.ai_settings = ai_settings # 加载飞船图像并获得其外接矩形 self.image = pygame.image.load("image\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 #在飞船属性center中存储小数 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''' #更新飞船的center值,而不是rect if self.moving_right and self.rect.right < self.screen_rect.right: self.rect.centerx += self.ai_settings.ship_speed_factor if self.moving_left and self.rect.left > 0: self.rect.centerx -= self.ai_settings.ship_speed_factor def blitme(self): '''在指定位置绘制飞船''' self.screen.blit(self.image,self.rect) def center_ship(self): '''让飞船在屏幕居中''' self.center = self.screen_rect.centerx
外星人类
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''' Sprite.__init__(self) 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("image\\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): '''在指定位置上绘制外星人''' 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): '''向右移动外星人''' self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x
游戏运行函数
import sys import pygame from bullet import Bullet from alien import Alien from time import sleep 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.rest_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 check_keydown_events(event, ai_settings, screen, ship, bullets): 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: fire_bullet(ai_settings,screen,ship,bullets) elif event.key == pygame.K_q: sys.exit() 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 fire_bullet(ai_settings,screen,ship,bullets): #创建一颗子弹,并将其加到编组bullets中 if len(bullets) < ai_settings.bullet_allowed: new_bullet = Bullet(ai_settings,screen,ship) bullets.add(new_bullet) def check_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() def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets): '''更新子弹的位置,并消除已消失的子弹''' 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了外星人,若有就删除外星人和子弹 collisios = pygame.sprite.groupcollide(bullets,aliens,True,True) # 模拟高能子弹,后两个参数设置为 False,True if collisios: for alien in collisios.values(): stats.score += ai_settings.alien_points sb.prep_score() check_high_score(stats,sb) #打完外星人后新建一批 if(len(aliens) == 0): # 如果这批外星人都被消灭,就提高一个等级 # 删除现有的子弹并新建一群外星人 bullets.empty() ai_settings.increase_speed() # 提高等级 stats.level += 1 sb.prep_level() create_fleet(ai_settings,screen,ship,aliens) def create_fleet(ai_settings,screen,ship,aliens): '''创建外星人群''' 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) for row_number in range(number_rows): #创建第一行外星人 for alien_number in range(number_aliens_x): #创建一个外星人并将其加入到当前行 create_alien(ai_settings,screen,aliens,alien_number,row_number) 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 get_number_aliens_x(ai_settings,alien_width): '''计算每行可以容纳多少个人外星人''' 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 check_fleet_edges(ai_settings,aliens): '''有外星人到达边缘时需要采取的相应措施''' for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings,aliens) break def change_fleet_direction(ai_settings,aliens): '''将整群外星人群下移,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 update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets): '''更新外星人群中所有外星人的位置''' check_fleet_edges(ai_settings,aliens) aliens.update() # 检测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 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 # 更新记分牌 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: # 像飞船被撞到那样处理 ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets) break 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''' #用背景色填充屏幕 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) #alien.blitme() # 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()
设置类:用于设置游戏的各项参数
class Settings(): ''' 该类用于存储游戏中的所有设置 ''' def __init__(self): '''初始化游戏设置''' #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_speed_factor = 1.5 self.ship_limit = 3 #子弹的设置 self.bullet_speed_factor = 1 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60,60,60 self.bullet_allowed = 20 #外星人的设置 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 # 游戏速度倍率 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 = 1 # 1向右,-1向左 self.fleet_direction = 1 # 计分 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)
子弹类:飞船发射的子弹
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''' Sprite.__init__(self) #super(Bullet,self).__init__()# 调用super()来继承.__inti__() self.screen = screen # 在(0,0)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)
游戏统计信息的类
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.rest_stats() # 历史最高分 self.high_score = 0 # 游戏刚启动时处于活动状态 self.game_active = False def rest_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
记分板类:将统计的当前分数、历史最高分数和等级显示在屏幕上
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): '''初始化显示得分需要设置的属性''' 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) # 准备初始和历史最高得分、等级、飞船图像 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''' # 圆整,第二个参数为负数指圆整到最近的10、100、1000等整数倍 rounded_score = int(round(self.stats.score,-1)) score_str = 'current 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): ''' 将历史最高得分转换为一幅渲染的图像''' # 圆整,第二个参数为负数指圆整到最近的10、100、1000等整数倍 rounded_score = int(round(self.stats.high_score,-1)) high_score_str = "High score " + "{:,}".format(rounded_score) self.high_score_image = self.font.render(high_score_str,True,self.text_color,self.ai_settings.bg_color) # 将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 = 20 def prep_level(self): ''' 将等级渲染为图像''' level_str = str("{}".format(self.stats.level)) self.level_image = self.font.render(level_str,True,self.text_color,self.ai_settings.bg_color) # 将得分放在得分下方 self.level_rect = self.level_image.get_rect() self.level_rect.right = self.screen_rect.right - 20 self.level_rect.top = self.score_rect.bottom + 10 def prep_ships(self): '''显示还剩余多少飞船''' 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(ship) def show_score(self): '''显示得分''' 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)
按钮类:设置Play按钮
import pygame.font class Button(): def __init__(self,ai_settings,screen,msg): '''初始化按钮的属性''' self.screen = screen self.ai_settings = ai_settings 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 = (255,0,0) 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)
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