历时七天,终于做进去了(因为还要上网课,学习其余的货色,所以做的比较慢,如果每天能拿出五个小时做这个游戏的话,集体感觉三天差不多,当然了,这是对于小白来说)。我是依照买的材料书上来做的,在我代码外面呢,减少了一些材料上没有的性能,比如说外星人是随机产生的(材料书是创立整个外星人群),原本打算让每个外星人随机挪动的,然而试了一下发现,外星人挪动横七竖八,而后后就采纳了材料书上的做法,让它们作为整体挪动;还有就是在射中外星人的时候,可能会产生暴击(emmm,其实是福利吧,bone,不是说挫伤有暴击,这个“暴击”得分会更高一些);再一个就是随着等级减少,飞船发射子弹的宽度以及每次发射子弹的数量都会有所增加,当然,外星人以及飞船挪动速度也会减少;再一个就是最高分(High score)、以后分数(score)、飞船残余生命、等级(level)的布局和材料书有所不同,改变就大抵这些吧,当前还会逐步改善,比方减少声音啊,让外星人也能发射子弹,飞船碰到外星人的子弹也会死亡之类的性能吧。OK,废话少说,上面上代码!
alien_invasion.py:
`"""该游戏主程序,尽量做到最简略"""import pygamefrom settings import Settingsfrom ship import Shipfrom pygame.sprite import Groupfrom game_stats import GameStatsfrom button import Buttonfrom score_board import Scoreboardimport game_function as gfdef run_game(): """初始化背景设置""" pygame.init() """"创立一个Settings实例""" ai_settings=Settings() """创立一个游戏窗口以及题目""" screen=pygame.display.set_mode( (ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption('Alien Invasion') """创立一艘飞船实例""" ship=Ship(ai_settings,screen) """创立一个用于存储子弹和外星人的编组""" bullets=Group() aliens=Group() """创立外星人群""" gf.creat_fleet(ai_settings,screen,ship,aliens) """创立存储游戏统计信息的实例,并创立记分牌""" stats = GameStats(ai_settings) sb = Scoreboard(ai_settings,screen,stats) #创立play按钮 play_button = Button(ai_settings,screen,"Play") """进入主循环""" while True: """"监督用户的操作,键盘和鼠标""" gf.check_events(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb) if stats.game_active: """更新飞船""" ship.update() """更新子弹""" gf.update_bullet(ai_settings,screen,ship,aliens,bullets,stats,sb) """更新外星人""" gf.update_aliens(ai_settings,screen,ship,aliens,stats,bullets,sb) """刷新屏幕""" gf.update_screen(ai_settings,screen,ship,aliens,bullets, stats,play_button,sb)run_game()` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38* 39* 40* 41* 42* 43* 44* 45* 46* 47* 48* 49* 50* 51* 52* 53* 54* 55* 56* 57
game_function.py:
如果把这个游戏比作一个人,那么上一段代码是刚接触这个人,他给你留下的第一印象,那么上面这段代码能够说是这个人的灵魂了
`import sysimport pygamefrom random import randintfrom bullet import Bulletfrom alien import Alienfrom time import sleepdef fire_bullet(ai_settings,screen,ship,bullets,stats): """停火!""" #确保屏幕上的子弹数在限度范畴内 for i in range(int(stats.level/5) + 1): if len(bullets) < ai_settings.bullet_allowed: new_bullet=Bullet(ai_settings,screen,ship) bullets.add(new_bullet)def check_keydown(event,ai_settings,screen,ship,bullets,stats): """检查用户按键是否按下以及执行的工作""" 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_UP: ship.moving_up=True elif event.key == pygame.K_DOWN: ship.moving_down=True elif event.key == pygame.K_SPACE: #发射一颗子弹,并且在限度范畴内 fire_bullet(ai_settings,screen,ship,bullets,stats) def check_keyup(event,ship): """检查用户开释按键""" if event.key == pygame.K_RIGHT: ship.moving_right=False elif event.key == pygame.K_LEFT: ship.moving_left=False elif event.key == pygame.K_UP: ship.moving_up=False elif event.key == pygame.K_DOWN: ship.moving_down=False` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38* 39* 40* 41* 42* 43* 44* 45* 46* 47* 48
`def check_events(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb): """响应键盘和鼠标事件""" for event in pygame.event.get(): if event.type == pygame.K_q: sys.exit() #如果始终按下右键或者左键,空格键,则向右或右挪动或者停火 elif event.type == pygame.KEYDOWN: check_keydown(event,ai_settings,screen,ship,bullets,stats) #开释右键或左键,进行挪动 elif event.type == pygame.KEYUP: check_keyup(event,ship) #点击Play按钮,开始游戏 elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x,mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings,screen,ship,aliens,bullets, stats,play_button,mouse_x,mouse_y,sb) def check_play_button(ai_settings,screen,ship,aliens,bullets, stats,play_button,mouse_x,mouse_y,sb): """在玩家单击Play按钮时开始游戏""" 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.init_dynamic_settings() #暗藏光标 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(screen) sb.prep_level() sb.prep_ships(screen) #清空外星人和子弹列表 aliens.empty() bullets.empty() #创立一群新的外星人,并让飞船居中 creat_fleet(ai_settings,screen,ship,aliens) ship.center_ship(ai_settings) def update_screen(ai_settings,screen,ship,aliens,bullets,stats,play_button,sb): """每次循环都重绘屏幕""" screen.fill(ai_settings.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) sb.show_score() #如果游戏处于非活动状态,绘制Play按钮 if not stats.game_active: play_button.draw_button() """"刷新屏幕,擦去旧屏幕,显示新屏幕""" pygame.display.flip()` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38* 39* 40* 41* 42* 43* 44* 45* 46* 47* 48* 49* 50* 51* 52* 53* 54* 55* 56* 57* 58* 59* 60* 61* 62
`def update_bullet(ai_settings,screen,ship,aliens,bullets,stats,sb): """更新子弹地位,并删除曾经隐没的子弹""" #更新子弹地位 bullets.update() #删除隐没的子弹 for bullet in bullets.copy(): if bullet.rect.bottom<=0: bullets.remove(bullet) #查看是否有子弹击中外星人 check_bullet_alien_colide(ai_settings,screen,ship,aliens,bullets,stats,sb) def get_number_aliens_x(ai_settings,alien_width): """取得程度方向上外星人个数""" available_space_x = ai_settings.screen_width-2 * alien_width number_aliens_x = int(available_space_x/(2 * alien_width)) return number_aliens_xdef get_space_rows(ai_settings,ship_height,alien_height): """取得垂直方向上外星人的行数""" available_space_y = (ai_settings.screen_height-(3 * alien_height)- ship_height) number_aliens_rows = int(available_space_y/(2 * alien_height)) return number_aliens_rowsdef creat_alien(ai_settings,screen,aliens,alien_number,row_number): """依据传入的数据在某个地位创立一个外星人""" 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 +20) + 2 * alien.rect.height * row_number aliens.add(alien)def creat_random_alien_x(number_aliens_x,ai_settings,screen,aliens,row_number): """在第一行随机创立若干个外星人""" for i in range(2,number_aliens_x+2): random_number_x=randint(2,i) for alien_number in range(random_number_x - 1,random_number_x): creat_alien(ai_settings,screen,aliens,alien_number,row_number)` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38* 39* 40
`def creat_fleet(ai_settings,screen,ship,aliens): """创立外星人群以及获取屏幕上最大的行数和每行最多个数""" alien=Alien(ai_settings,screen) number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width) number_rows = get_space_rows(ai_settings,ship.rect.height, alien.rect.height) """随机创立行数""" for j in range(0,number_rows): random_number_y = randint(0,j) for row_number in range(random_number_y): creat_random_alien_x(number_aliens_x,ai_settings, screen,aliens,row_number)def check_fleet_edges(ai_settings,aliens): """有外星人达到屏幕边缘""" for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings,aliens) break def change_fleet_direction(ai_settings,aliens): """将外星人下移,并扭转它们的方向""" for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def update_aliens(ai_settings,screen,ship,aliens,stats,bullets,sb): """检测有外星人位于屏幕边缘或者相撞或者外星人达到底部,更新外星人的地位""" check_fleet_edges(ai_settings,aliens) aliens.update() #检测飞船与外星人的撞击 if pygame.sprite.spritecollideany(ship,aliens): ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb) #查看是否有外星人达到屏幕底部 check_aliens_bottom(ai_settings,screen,ship,aliens,stats,bullets,sb)def check_bullet_alien_colide(ai_settings,screen,ship,aliens,bullets,stats,sb): """检测子弹和外星人的碰撞""" collisions = pygame.sprite.groupcollide(bullets,aliens,True,True) #两个True可使得子弹与外星人碰撞后隐没,并返回一个字典 #碰撞之后加分 if collisions: for aliens in collisions.values(): i = randint(0,10) if i>8: stats.score += (ai_settings.alien_points + 10) * len(aliens) sb.prep_score() else: stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() #查看是否刷新最高分 check_high_score(stats,sb,screen) if len(aliens) == 0: #删除现有的子弹,放慢游戏速度,创立新的外星人 ship.center_ship(ai_settings) bullets.empty() ai_settings.increase_speed() #进步等级 stats.level += 1 ai_settings.increase_bullet_size() sb.prep_level() creat_fleet(ai_settings,screen,ship,aliens)` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38* 39* 40* 41* 42* 43* 44* 45* 46* 47* 48* 49* 50* 51* 52* 53* 54* 55* 56* 57* 58* 59* 60* 61* 62* 63* 64* 65* 66
`def ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb): """飞船与外星人相撞,生命减1,革除外星人和子弹列表 并创立新的外星人,飞船放在屏幕底部地方地位""" if stats.ship_left > 0: stats.ship_left -= 1 sb.prep_ships(screen) #清空外星人和子弹列表 aliens.empty() bullets.empty() #新建一个飞船和外星人群 creat_fleet(ai_settings,screen,ship,aliens) ship.center_ship(ai_settings) #暂停0.5秒 sleep(0.5) else: ai_settings.bullet_width = 3 stats.game_active = False pygame.mouse.set_visible(True) def check_aliens_bottom(ai_settings,screen,ship,aliens,stats,bullets,sb): """查看是否有外星人达到底部""" screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb) break def check_high_score(stats,sb,screen): """查看是否产生了新的最高分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score(screen)` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32
前面的文件根本是作为分支吧,一些属性还有一些初始化的数据,都是为game_function文件提供资源的
settings.py:
`class Settings(): def __init__(self): """设置长度和宽度以及背景色属性""" self.screen_width = 800 self.screen_height = 700 self.bg_color=(255,255,255) self.ship_limit = 2 """子弹设置""" self.bullet_width = 3 self.bullet_height=15 self.bullet_color=(60,60,60) self.bullet_allowed=8 """外星人挪动设置""" self.fleet_drop_speed = 10 """以什么样的速度放慢游戏节奏""" self.speed_up_scale = 1.1 self.init_dynamic_settings() """外星人点数的进步""" self.score_scale = 1.5 """子弹大小进步""" self.bullet_scale = 10 def init_dynamic_settings(self): self.speed = 1.5 self.bullet_speed = 3 self.alien_speed = 0.2 #fleet_direction为1示意向右挪动,-1示意向左挪动 self.fleet_direction = -1 #计分 self.alien_points = 10 def increase_speed(self): """进步速度设置和外星人点数设置""" self.speed *= self.speed_up_scale self.bullet_speed *= self.speed_up_scale self.alien_speed *= self.speed_up_scale self.alien_points = int(self.alien_points * self.score_scale) def increase_bullet_size(self): self.bullet_width += self.bullet_scale` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38* 39* 40* 41* 42* 43* 44* 45* 46
ship.py:
`import pygamefrom pygame.sprite import Spriteclass Ship(Sprite): def __init__(self,ai_settings,screen): """初始化飞船并设置其初始地位""" super(Ship,self).__init__() self.screen=screen #加载飞船图像并获取其外接矩形 self.image=pygame.image.load('images/ship.bmp') self.rect=self.image.get_rect()#获取飞船的矩形 self.screen_rect=screen.get_rect()#获取屏幕矩形 self.ai_settings=ai_settings #将每艘新飞船放在屏幕底部地方地位 self.rect.centerx=self.screen_rect.centerx self.rect.centery=self.screen_rect.centery self.rect.bottom=self.screen_rect.bottom self.center_x=float(self.rect.centerx) self.center_y=float(self.rect.centery) """间断检测按键,设置未按下右键为False""" self.moving_right=False self.moving_left=False self.moving_up=False self.moving_down=False def update(self): """如果间断按方向键,则始终挪动,并且不超过边界""" if self.moving_right and self.rect.right < self.screen_rect.right: self.center_x+=self.ai_settings.speed #应用两个if,这样玩家同时按下两个键, #将先增大rect.centerx值,再升高,则飞船地位不变 if self.moving_left and self.rect.left > 0: self.center_x-=self.ai_settings.speed if self.moving_up and self.rect.top > 0: self.center_y-=self.ai_settings.speed if self.moving_down and self.rect.bottom < self.screen_rect.bottom: self.center_y+=self.ai_settings.speed self.rect.centerx=self.center_x self.rect.centery=self.center_y """在指定地位绘制飞船""" def blitme(self): self.screen.blit(self.image,self.rect) def center_ship(self,ai_settings): self.center_x = ai_settings.screen_width/2 self.center_y = ai_settings.screen_height - 28` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38* 39* 40* 41* 42* 43* 44* 45* 46* 47* 48* 49* 50* 51* 52* 53* 54* 55* 56
alien.py:
`import pygamefrom pygame.sprite import Spriteclass Alien(Sprite): def __init__(self,ai_settings,screen): super().__init__() """初始化外星人并设置其初始地位""" 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('images/alien.bmp') self.rect=self.image.get_rect() #每个外星人都在屏幕左上角左近 self.rect.x=self.rect.width self.rect.y=self.rect.height #存储外星人精确地位 self.x=float(self.rect.x) def check_edges(self): """如果外星人碰到屏幕边缘,则返回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): """挪动外星人""" self.x += (self.ai_settings.alien_speed * (self.ai_settings.fleet_direction)) self.rect.x=self.x def blitme(self): """在指定地位绘制飞船""" self.screen.blit(self.image,self.rect)` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38
bullet.py:
`import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite): def __init__(self,ai_settings,screen,ship): #在飞船地位创立一个子弹对象 super(Bullet,self).__init__() self.screen=screen 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 self.y=float(self.rect.y) self.color=ai_settings.bullet_color self.speed=ai_settings.bullet_speed def update(self): """向上挪动子弹""" #更新子弹的小数值 self.y -= self.speed 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)` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26
button.py:
`import pygame.fontclass Button(): def __init__(self,ai_settings,screen,msg): """初始化按钮属性""" self.screen = screen self.screen_rect = screen.get_rect() #设置按钮大小以及其余属性 self.width,self.height = 200,50 self.button_color = (0, 255, 0) self.text_color = (60,60,60) self.font = pygame.font.SysFont(None,48) #创立按钮的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 #按钮的标签只须要创立一次 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): #绘制一个用色彩填充的按钮,再绘制文本 self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32
game_stats.py:
`class GameStats(): """跟踪游戏的统计信息""" def __init__(self,ai_settings): self.ai_settings = ai_settings self.game_active = False self.reset_stats() #任何状况下都不能重置最高分 self.high_score = 0 def reset_stats(self): """初始化在游戏运行过程中可能变动的统计信息""" self.ship_left = self.ai_settings.ship_limit self.score = 0 self.level = 1 self.bullet_width = 3` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16
scord_board.py:
`import pygame.fontfrom pygame.sprite import Groupfrom ship import Shipclass Scoreboard(): """显示得分的类""" def __init__(self,ai_settings,screen,stats): """初始化显示得分的属性""" self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats #显示得分时的字体设置 self.text_color = (30,30,30) self.font = pygame.font.SysFont(None,48) #筹备初始得分图像以及以后最高得分 self.prep_score() self.prep_high_score(screen) self.prep_level() self.prep_ships(screen) def prep_score(self): """将得分转化为可渲染的图像""" rounded_score = int(round(self.stats.score,-1)) score_str ="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,screen): """将最高得分渲染为图片""" high_score = int(round(self.stats.high_score,-1)) high_score_str = "High Score:"+"{:,}".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左上角""" self.high_score_rect = self.high_score_image.get_rect() self.high_score_rect.left = self.screen_rect.left + 20 self.high_score_rect.top = 20 def prep_level(self): """将等级渲染为图像""" self.level_image = self.font.render("Level:"+str(self.stats.level),True, self.text_color,self.ai_settings.bg_color) #将等级放在右下角 self.level_rect = self.level_image.get_rect() self.level_rect.right = self.score_rect.right self.level_rect.bottom = self.score_rect.bottom + 650 def show_score(self): """在屏幕上显示得分,最高分,等级""" 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) #绘制残余飞船 self.ships.draw(self.screen) def prep_ships(self,screen): """显示残余的飞机""" self.ships = Group() for ship_number in range(self.stats.ship_left + 1): ship =Ship(self.ai_settings,self.screen) ship.rect.x = 10 + ship_number * ship.rect.width ship.rect.y = self.screen_rect.top + 640 self.ships.add(ship)` * 1* 2* 3* 4* 5* 6* 7* 8* 9* 10* 11* 12* 13* 14* 15* 16* 17* 18* 19* 20* 21* 22* 23* 24* 25* 26* 27* 28* 29* 30* 31* 32* 33* 34* 35* 36* 37* 38* 39* 40* 41* 42* 43* 44* 45* 46* 47* 48* 49* 50* 51* 52* 53* 54* 55* 56* 57* 58* 59* 60* 61* 62* 63* 64* 65* 66* 67* 68* 69* 70* 71* 72* 73* 74
代码的话,我感觉正文曾经比较清楚了,而后就没有多费口舌去解释
上面是运行之后的截图:
当三艘飞船用光后,完结游戏
再次点击“Play”按钮,再次开始