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这是一个简单的射击小游戏,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用箭头键左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星人出现在天空中,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束。
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_settings, screen): # 第二个参数指定了将飞船绘制在什么地方 """初始化飞船位置并色湖之其初始值""" super(Ship, self).__init__() # 使Ship继承Sprite,以便能创建飞船编组 self.screen = screen self.ai_settings = ai_settings # 使飞船能读取速度设置 # 加载飞船图像并获取其外接矩形 self.image = pygame.image.load('images/ship.bmp') # 这个函数表示一个飞船的surface,存储在了self.image self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # 将每艘船都放在屏幕底部中央 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 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""" 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 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 # 加载外星人的图像,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) # 外星人设置 self.alien_speed_factor = 1 def blitme(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Ture""" 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
import pygame from pygame.sprite import Sprite class Bullet(Sprite): """在飞船所处的位置创建一个子弹对象""" 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,再设置正确的值 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.font # 它让Python能够将文本渲染到屏幕上 class Button(): #按钮类,指play键 def __init__(self, ai_settings, screen, msg): # msg是需要显示的文本 """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 = 200 self.height = 50 self.button_color = (0, 255, 0) self.text_color = (255, 255, 255) self.font = pygame.font.SysFont(None, 48) # 实参none让Python实验默认字体,48指定文本字号 # 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 # 创建了一个rect按钮对象,并将center属性设置为屏幕的center对象 # 按钮的标签只需创建一次 self.prep_msg(msg) # Pygame 通过将你要显示的字符串渲染为图像来处理文本。我们调用 prep_msg() 来处理这样的渲染。 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) # screen.fill() 来绘制表示按钮的矩形,再调用 screen.blit() # 并向它传递一幅图像以及与该图像相关联的 rect 对象,从而在屏幕上绘制文本图像。
class GameStats(): """根据游戏的统计信息""" def __init__(self, ai_settings): """初始化统计信息""" self.ai_settings = ai_settings self.reset_stats() # 游戏刚启动时处于非活跃状态 self.game_active = False self.score = 0 # 在任何情况下都不应该重置最高分 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.score = 0 self.ships_left = self.ai_settings.ship_limit self.level = 1
import pygame.font from pygame.sprite import Group from ship import Ship # 需要在屏幕上显示文本,故导入该模块 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_ships() self.prep_high_score() self.prep_level() def prep_score(self): """将得分转化为一幅渲染的图像""" 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 # 在 prep_score() 中,我们首先将数字值 stats.score 转换为字符串,再将这个字符串传递给创建图像的 render()。 # 为在屏幕上清晰地显示得分,我们向 render() 传递了屏幕背景色,以及文本颜色。 我们将得分放在屏幕右上角,并在得分增大导致这个数字更宽时让它向左延伸。 # 为确保得分始终锚定在屏幕右边,我们创建了一个名为 score_rect 的 rect,让其右边缘与屏幕右边缘相距 20 像素,并让其上边缘与屏幕上边缘也相距 20 像素。 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)#在屏幕上绘制飞船 def prep_high_score(self): """将最高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) # 将最高分放在屏幕中央 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() # 创造一个空编组,用于存储飞船实例 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)
class Settings(): def __init__(self): """初始化游戏的静态设置""" # 屏幕设置 self.screen_width = 1200 self.screen_height = 800 self.bg_color = (250, 250, 250) # 飞船设置 self.ship_limit = 3 # 子弹设置 self.bullet_speed_factor = 3 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 # 计分 self.alien_points = 50 # 以怎样的速度加快游戏节奏 self.speedup_scale = 1.2 # 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 # fleet_direction为1表示为右,为-1表示为左 self.fleet_direction = 1 def increase_speed(self): """提高速度设置与外星人点数""" 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 sys from bullet import Bullet from alien import Alien from time import sleep import pygame 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: # 创造一颗子弹,并将其假如到编组bullets中 fire_bullet(ai_settings, screen, ship, bullets) def fire_bullet(ai_settings, screen, ship, bullets): """"如果没有达到限制,就发射一颗子弹""" # 创建一颗新子弹,并放入编组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): """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): """响应按键与鼠标事件""" 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() # get_pos()将返回一个元组,其中包含玩家单击时鼠标的 x 和 y 坐标 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): """"在玩家按下play键后开始游戏""" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) # 标志 button_clicked 的值为 True 或 False ,有效避免了空白play的bug # 使用 collidepoint() 检查鼠标单击位置是否在 Play 按钮的 rect 内 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) # 重新统计游戏信息 stats.reset_stats() stats.game_active = True # 重置计分牌 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""" # 每次循环都重新绘制屏幕 screen.fill(ai_settings.bg_color) ship.blitme() # 将飞船图像绘制到屏幕上 # 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,就显示Play键 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,并删除已经消失的子弹""" # 更新子弹的位置 bullets.update() # 删除已经消失的子弹 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_bullet_alien_collision(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(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats,sb) if len(aliens) == 0: # 删除现有的子弹,并新建一群外星人,加快游戏节奏 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): """计算屏幕可以容纳多少行外星人""" available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(available_space_y / (2 * alien_height)) - 5 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中""" alien = Alien(ai_settings, screen) alien_width = alien.rect.width alien.x = 2 * alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = 3 * 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 # 外星人行距为外星人宽度 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) # 创建第一行外星人 for row_number in range(number_rows): # 创建一个外星人并将其加入当前行 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: # 将ship_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,并将飞船放在屏幕底端中央 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() # 暂停 sleep(0.5) else: stats.game_active = False # 停止游戏 pygame.mouse.set_visible(True) # 复原光标 def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): """ 检测是否有外星人到达屏幕边缘 然后更新所有外星人的位置 """ check_fleet_edges(ai_settings, aliens) aliens.update() # 检测外星人和飞船的碰撞 # 方法 spritecollideany() 接受两个实参:一个精灵和一个编组。它检查编组是否有成员与精灵发生了碰撞 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, stats, sb, screen, ship, aliens, bullets) 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: # 像飞船被撞到一样进行处理 ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets) break def check_high_score(stats,sb): """检查是否诞生了最高分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
import pygame # 导入了pygame模块 from pygame.sprite import Group # 实现pygame中编组功能,方便管理数据 from settings import Settings from game_stats import GameStats from button import Button from scoreboard import Scoreboard from ship import Ship # 导入各种类 import game_functions as gf # 使用本项目的函数库 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) # 创建一艘飞船,创建一个用于存储子弹的编组,创建一个外星人群编组 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()
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