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按照《Python编程:从入门到实践》第一篇案例写的小游戏,如下:
1.代码部分
alien_invasion.py
- import sys
- import pygame
- from pygame.sprite import Group
-
- from settings import Settings
- from game_stats import GameStats
- from scoreboard import Scoreboard
- from button import Button
- from ship import Ship
- from alien import Alien
- import game_funtions as gf
-
- 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")
- 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、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:
- #监听键盘和鼠标事件
- 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()
game_funtion.py
- import sys,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:
- fire_bullet(ai_settings,screen,ship,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()
- 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 update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
- #更新屏幕上的图像,并切换到主屏幕
- #每次循环是都会重绘屏幕
- background = pygame.image.load("images/bg1.jpg").convert()
- background_new=pygame.transform.scale(background, (1200, 800))
- screen.blit(background_new, (0, 0))
- # screen.fill(ai_settings.bg_color)
- for bullet in bullets.sprites():
- bullet.draw_bullet()
- ship.blitme()
- aliens.draw(screen)
-
- #显示得分
- sb.show_score()
-
- #如果游戏处于非活跃状态,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,并删除已消失的子弹
- #更新子弹位置
- bullets.update()
- # 删除消失的子弹
- for bullet in bullets.copy():
- if bullet.rect.bottom <= 0:
- bullets.remove(bullet)
- #检查是否有子弹击中外星人
- #如果是,删除相应外星人
- 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):
- 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批外星人
- bullets.empty()
- ai_settings.increase_speed()
-
- #提升等级
- stats.level +=1
- sb.prep_level()
-
- create_fleet(ai_settings,screen,ship,aliens)
-
-
- def fire_bullet(ai_settings,screen,ship,bullets):
- #未达到上限发射一颗子弹
- # 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)
-
- def get_number_aliens_x(ai_settings,alien_width):
- 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):
- #
- 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):
- 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,并计算一行可以容纳多少个外星人
- #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)
-
- 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
- #将ship_left减1
- if stats.ships_left>0:
- 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,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:
- #像飞船被撞击一样进行处理
- ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
- break
-
- def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
- #检测外星人是否位于屏幕边缘,并更新外星人位置
- check_fleet_edges(ai_settings,aliens)
- aliens.update()
- 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 )
-
- def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
- #在玩家单击Play按钮时开始游戏
- button_checked=play_button.rect.collidepoint(mouse_x,mouse_y)
- if button_checked and not stats.game_active:
- #重置游戏设置
- ai_settings.initalize_dynamic_settings()
- #隐藏光标
- pygame.mouse.set_visible(False)
-
- stats.reset_stats()
- stats.game_active=True
-
- #重置计分牌图形
- sb.prep_score()
- sb.prep_level()
- sb.prep_high_score()
- 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 check_high_score(stats,sb):
- #
- if stats.score>stats.high_score:
- stats.high_score=stats.score
- sb.prep_high_score()
settings.py
- class Settings():
- #存储《外星人入侵》的所有代码
- 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=(230,230,230)
-
- #飞船的设置
- self.ship_speed_factor = 1.5
- self.ship_limit = 3
-
- #子弹设置
- 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.alien_speed_factor=1
- self.fleet_drop_speed=10
-
- #以什么样的速度加快游戏节奏
- self.speedup_scale=50
- #外星人点数的提升速度
- self.score_scale=2
-
- self.initalize_dynamic_settings()
-
- #计分
- self.alien_points = 50
-
- def initalize_dynamic_settings(self):
- #
- 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
-
- def increase_speed(self):
- #提高速度设置和外星人点数
- 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)
- # print(self.alien_points)
-
ship.py
- import pygame
- from pygame.sprite import Sprite
-
- image_surface = pygame.image.load('images/ship.bmp')
- image_new = pygame.transform.scale(image_surface,(100,100))
- class Ship(Sprite):
-
- def __init__(self,ai_settings,screen):
- #初始化飞船并设置其位置
- super(Ship, self).__init__()
- self.screen=screen
- self.ai_settings=ai_settings
-
- #加载飞船图像并获取外接矩形
- self.image=image_new
- self.rect=self.image.get_rect()
- self.screen_rect=screen.get_rect()
-
- #将每艘新飞船放置在屏幕底部中央
- 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 center_ship(self):
- #让飞船在屏幕上居中
- self.center=self.screen_rect.centerx
-
-
-
- def update(self):
- #根据移动标志调整飞船的位置
- #更新飞船发的center而不是centerx
- 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
-
- self.rect.centerx=self.center
-
- def blitme(self):
- #在指定位置绘制飞船
- self.screen.blit(self.image,self.rect)
aliens.py
- import pygame
- from pygame.sprite import Sprite
- image_surface = pygame.image.load('images/alien3.bmp')
- image_new = pygame.transform.scale(image_surface,(98,70))
- class Alien(Sprite):
- 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,并设置其rect属性
- self.image=image_new
- 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):
- #在指定位置绘制外星人
- self.screen.blit(self.image,self.rect)
-
- def check_edges(self):
- #如果碰撞到边缘,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):
- self.x+=(self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
- self.rect.x=self.x
bullet.py
- 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):
- 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
-
- #用小数表示子弹位置
- 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)
button.py
- import pygame.font
-
- class Button():
- def __init__(self,ai_settings,screen,msg):
- #初始化按钮属性
- 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)
-
- #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
- import pygame.font
- from pygame.sprite import Group
-
- from ship import Ship
-
- class Scoreboard():
- #显示得分信息
- 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):
- #将得分转换为一幅渲染的图像
- 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)
-
- #将得分放到左上角
- 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)
-
- #将最高分放在屏幕的顶部中央
- 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_level(self):
- #
- self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
-
- #将等级放在得分下面
- 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 show_score(self):
- 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)
-
- def prep_ships(self):
- 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)
-
-
game_stats.py
- 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()
- self.game_active = False
- 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
-
2.附件(图片素材)
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