赞
踩
#此模块用于开发游戏所需的功能 import pygame #导入设置类 from settings import Settings from ship import Ship #飞船类 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(): #初始化背景设置 pygame.init() #将设置类进行实例化 ai_settings = Settings() #设置窗口 screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption("兔C:外星人入侵") #创建存储游戏统计信息的实例,并创建记分牌 #创建一个用于存储游戏统计信息的实例 stats = GameStats(ai_settings) # 记分牌 sb = Scoreboard(ai_settings,screen,stats) #创建飞船 ship = Ship(ai_settings,screen) #创建一个用于存储子弹的编组 bullets = Group() #创建外星人 #alien = Alien(ai_settings,screen) #创建外星人编组 aliens = Group() #创建外星人群 gf.create_fleet(ai_settings,screen,ship,aliens) #创建按钮 play_button = Button(ai_settings,screen,"Play") # while 循环来控制游戏 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) bullets.update() gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button) run_game()
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): 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,screen,ship,bullets) elif event.key == pygame.K_q: sys.exit() def fire_bullet(ai_settings,screen,ship,bullets): #如果还没有达到限制,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.bullets_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 #管理被隔离的监听循环事件 def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets): 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): button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y) #在玩家单机play按钮时开始游戏 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) 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 create_fleet(ai_settings,screen,ship,aliens) ship.center_ship() 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(): 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,删除相应子弹和外星人。 collisions = pygame.sprite.groupcollide(bullets,aliens,True,True) if len(aliens) ==0: bullets.empty() ai_settings.increase_speed() create_fleet(ai_settings,screen,ship,aliens) stats.level += 1 sb.prep_level() if collisions: for aliens in collisions.values(): stats.score += ai_settings.alien_points *len(aliens) sb.prep_score() check_high_score(stats,sb) stats.score +=ai_settings.alien_points sb.prep_score() def get_number_aliens_x(ai_settings,alien_width): #计算可容纳多少个外星人 available_space_x = ai_settings.screen_width - 2 * alien_width #外星人间距为外星人宽度 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个外星人 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 create_alien(ai_settings,screen,aliens,alien_number,row_number): #创建一个外星人在当前行 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,计算每行可以容纳多少个外星人 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) #创建外星人群 for row_number in range(number_rows): #创建一行外星人 for alien_number in range(number_aliens_x): #创建第一个外星人并将其加入当前行 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,screen,stats,sb,ship,aliens,bullets): if stats.ships_left > 0: #响应外星人撞到的飞船 stats.ships_left -= 1 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部中央 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,screen,stats,sb,ship,aliens,bullets): #检查是否有外星人到达底部 screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= ship.rect.bottom: 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) #更新外新人群中所有外星人的位置 aliens.update() if pygame.sprite.spritecollideany(ship,aliens): #print("Ship hit!!!") ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets) check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets) def check_high_score(stats,sb): #检查是否诞生了新的最高分 if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
import pygame from pygame.sprite import Sprite class Alien(Sprite): 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rect属性 self.image = pygame.image.load('alien.bmp') self.rect = self.image.get_rect() #每个外星人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 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 def blitme(self): self.screen.blit(self.image,self.rect)
import pygame from pygame.sprite import Sprite class Bullet(Sprite): #一个对飞船发射子弹管理的类 def __init__(self,ai_settings,screen,ship): #在飞船所处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 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)
"""pygame.font 用于将本文渲染到屏幕上""" 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 = (0,255,0) self.text_color = (255,255,255) #None 参数用于指定使用什么字体来进行渲染。None为pygame默认字体,48为字体字号 self.font = pygame.font.SysFont("arial",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渲染到按钮上,并使其居中 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 #将按钮显示在屏幕上 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)
class GameStats(): #跟踪游戏的统计信息 def __init__(self,ai_settings): self.ai_settings = ai_settings self.reset_stats() #在游戏刚启动时处于活动状态 self.game_active = False #最高得分记录 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 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): #初始化现实得分涉及的属性 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) #准备初始得分图像 self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): #将得分转换为一副渲染的图像 score_str = str(self.stats.score) rounded_score = int(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) #将得分放到屏幕上 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 = int(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) #将最高得分显示在屏幕顶部 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_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 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) self.ships.draw(self.screen)
class Settings(): #存储《外星人入侵》的所有设置的类 def __init__(self): self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230,230,230) self.bullet_speed_factor = 1 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60,60,60 self.bullets_allowed = 3 #外星人设置 self.fleet_drop_speed =10 #初始化岁游戏进行而变化的设置 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): #飞船的设置 self.ship_speed_factor = 1.5 #飞船的生命值 self.ship_limit = 3 #外星人的设置 self.alien_speed_factor = 1 #fleet_direction为1表示向右移动,为-1表示向左移动 self.fleet_direction =1 #记分 self.alien_points = 50 def increase_speed(self): 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)
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初始值 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('ship.bmp') self.rect = self.image.get_rect() 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 #在飞船的属性centerx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 #更新飞船的centerx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值 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): self.center = self.screen_rect.centerx
Copyright © 2003-2013 www.wpsshop.cn 版权所有,并保留所有权利。