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开发大型项目时,做好规划后再动手编写项目很重要。规划可确保你不偏离轨道,从而提高项目成功的可能性。 下面来编写有关游戏《外星人入侵》的描述,其中虽然没有涵盖这款游戏的所有细节,但能让你清楚地知道该如何动手开发它。 在游戏《外星人入侵》中,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
效果图
把他放到你预先准备好的文件夹中,并解压
解压后安装pip
打开cmd,控制台命令进入pip文件夹,在命令行窗口输入python setup.py install
在python的文件夹中找到Scripts文件夹,如果在其中发现以上四个文件则表示安装成功
pip的配置设置
打开资源管理器–>右键此电脑–>点击属性–>点击高级系统设置–>点击环境变量–>将Scripts文件夹的路径添加到path变量中
在命令行输入pip,不报错就成功了
在命令行中输入pip install pygame
以上不会的可直接在pycharm中安装
在这里直接安装pygame也可
这里准备工作就做好了
直接上代码
需要的图片文件images
ship.bmps
beijin.png
alien.bmp
将以上图片命名一致放入项目根目录下的文件夹images中
给大家看一下项目的功能模块组成
- import pygame
-
- from button import Button
- from game_stats import GameStats
- from settings import Settings
- from ship import Ship
- import game_functions as gf
- from pygame.sprite import Group
- from scoreboard import Scoreboard
-
-
-
- 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))
- bg = pygame.image.load(r"images\beijin.png") # 图片位置
- #标题
- pygame.display.set_caption("外星人入侵")
-
- # 创建Play按钮
- play_button = Button(ai_settings, screen, "Play")
-
- # 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)
-
- # 创建一组一个用于存储子弹的编组
- bullets = Group()
- aliens = Group()
-
- # 创建外q星人群
- gf.create_fleet(ai_settings, screen, ship, aliens)
-
- # 创建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)
-
- # 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)
-
- screen.blit(bg, (0, 0))
-
- run_game()
- '''
- # 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)
- '''
- 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()
- # 游戏刚启动时处于活动状态
- #self.game_active = True
-
- # 让游戏一开始处于非活动状态
- self.game_active = False
-
- # 在任何情况下都不应重置最高得分
- self.high_score = 0
-
- def reset_stats(self):
- """初始化随游戏进行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
- 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
- # 加载外星人图像,并设置其rect属性
- self.image = pygame.image.load(r'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)
- 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):
- """向左或向右移动外星人"""
- self.x += (self.ai_settings.alien_speed_factor *self.ai_settings.fleet_direction)
- self.rect.x = self.x
- import 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):
- """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):
- """如果还没有到达限制,就发射一颗子弹"""
- 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,并切换到新屏幕"""
- # 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):
- """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:
- # 如果整群外星人都被消灭,就提高一个等级
- 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"""
- # 创建一个外星人,并计算每行可容纳多少个外星人
- 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):
- for alien_number in range(number_aliens_x):
- create_alien(ai_settings, screen, aliens, alien_number,
- row_number)
-
-
- 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 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_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, screen, stats, sb, ship, aliens, bullets):
- """ 检查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()
- # 检查是否有外星人到达屏幕底端
- check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
-
- # 检测外星人和飞船碰撞
- if pygame.sprite.spritecollideany(ship, aliens):
- ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
- # 检查是否有外星人抵达屏幕底端
- check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
-
- 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, screen, stats, sb, ship, aliens,bullets):
- """检查是否有外星人抵达屏幕底端"""
- screen_rect = screen.get_rect()
- for alien in aliens.sprites():
- if alien.rect.bottom >= screen_rect.bottom:
- # 像飞船被外星人撞到一样处理
- ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
- break
-
-
- 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.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,并让飞船居中
- create_fleet(ai_settings, screen, ship, aliens)
- ship.center_ship()
-
-
- def check_high_score(stats, sb):
- """检查是否诞生了新的最高得分"""
- if stats.score > stats.high_score:
- stats.high_score = stats.score
- sb.prep_high_score()
- 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)
- 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)
-
- 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
-
- # 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.ship_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
- 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)
- # 准备初始得分图像
- self.prep_score()
-
- # 准备包含最高得分和当前得分的图像
- 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 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"""
- 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 = 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)
-
-
-
-
-
- class Settings():
- """存储《外星人入侵》的所有设置的类"""
- def __init__(self):
- """初始化游戏的设置"""
- # 屏幕设置
- self.screen_width = 1030
- self.screen_height = 700
- self.bg_color = (230, 230, 230)
- #self.bg=pygame.image.load(r"C:\Users\YJ\PycharmProjects\alien_invasion\images\beijin.png") # 图片位置
-
- # 飞船的设置
- self.ship_speed_factor = 15 #船速系数15
- self.ship_limit=3
- # 子弹设置
-
- self.bullet_width = 3 #3
- self.bullet_height = 15 #15
- self.bullet_color = 230, 230, 230
- #self.bullet_speed_factor = 100
- #self.bullet_color = 60, 60, 60
- self.bullets_allowed = 5 #3
-
- # 外星人设置
- self.fleet_drop_speed = 10 #舰队下降速度1
- # 加快游戏节奏的速度
- self.speedup_scale = 1.1 #1.1
- # 外星人点数的提高速度
- self.score_scale = 1.5 #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 = 5 #船速系数1.5
- self.bullet_speed_factor = 100 #子弹速度系数3
- self.alien_speed_factor = 1 #外星速度因子1
- # fleet_direction为1表示向右;为-1表示向左
- self.fleet_direction = 1 #舰队方向1
- # 记分
- self.alien_points = 50 #外星点50
-
- 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)
-
-
- 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__()
- 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(r"images\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"""
- # 更新飞船的center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
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