alien_invasion.py:
“”” 该游戏主程序,尽量做到最简单 ”””
import pygame
from settings import Settings
from ship import Ship
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from score_board import Scoreboard
import game_function as gf
def run_game():
“”” 初始化背景设置 ”””
pygame.init()
“””” 创建一个 Settings 实例 ”””
ai_settings=Settings()
“”” 创建一个游戏窗口以及标题 ”””
screen=pygame.display.set_mode(
(ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption(‘Alien Invasion’)
“”” 创建一艘飞船实例 ”””
ship=Ship(ai_settings,screen)
“”” 创建一个用于存储子弹和外星人的编组 ”””
bullets=Group()
aliens=Group()
“”” 创建外星人群 ”””
gf.creat_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)
创建 play 按钮
play_button = Button(ai_settings,screen,”Play”)
“”” 进入主循环 ”””
while True:
“””” 监视用户的操作,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()
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,那么下面这段代码可以说是这个人的灵魂了
import sys
import pygame
from random import randint
from bullet import Bullet
from alien import Alien
from time import sleep
def fire_bullet(ai_settings,screen,ship,bullets,stats):
“”” 开火!”””
确保屏幕上的子弹数在限制范围内
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任务 ”””
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,并且在限制范围内
fire_bullet(ai_settings,screen,ship,bullets,stats)
def check_keyup(event,ship):
“”” 检查用户释放按键 ”””
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
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()
如果一直按下右键或者左键,空格键,则向右或右移动或者开火
elif event.type == pygame.KEYDOWN:
check_keydown(event,ai_settings,screen,ship,bullets,stats)
释放右键或左键,停止移动
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()
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(screen)
sb.prep_level()
sb.prep_ships(screen)
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
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()
def update_bullet(ai_settings,screen,ship,aliens,bullets,stats,sb):
“”” 更新子弹位置,并删除已经消失的子弹 ”””
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
check_bullet_alien_colide(ai_settings,screen,ship,aliens,bullets,stats,sb)
def get_number_aliens_x(ai_settings,alien_width):
“”” 获得水平方向上外星人个数 ”””
available_space_x = ai_settings.screen_width-2 * alien_width
number_aliens_x = int(available_space_x/(2 * alien_width))
return number_aliens_x
def get_space_rows(ai_settings,ship_height,alien_height):
“”” 获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_rows
def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
“”” 根据传入的数据在某个位置创建一个外星人 ”””
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):
“”” 在第一行随机创建若干个外星人 ”””
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)
def creat_fleet(ai_settings,screen,ship,aliens):
“”” 创建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)
“”” 随机创建行数 ”””
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):
“”” 有外星人到达屏幕边缘 ”””
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,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到达底部,更新外星人的位置 ”””
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)
检查是否有外星人到达屏幕底部
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消失,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()
检查是否刷新最高分
check_high_score(stats,sb,screen)
if len(aliens) == 0:
删除现有的子弹,加快游戏速度, 创建新的外星人
ship.center_ship(ai_settings)
bullets.empty()
ai_settings.increase_speed()
提高等级
stats.level += 1
ai_settings.increase_bullet_size()
sb.prep_level()
creat_fleet(ai_settings,screen,ship,aliens)
def ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb):
“”” 飞船与外星人相撞,生命减 1,清除外星人和子弹列表
并创建新的外星人,飞船放在屏幕底部中央位置 ”””
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):
“”” 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 >= screen_rect.bottom:
ship_hit(ai_settings,screen,ship,aliens,stats,bullets,sb)
break
def check_high_score(stats,sb,screen):
“”” 检查是否产生了新的最高分 ”””
XM 代理申请 http://www.kaifx.cn/broker/xm…
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score(screen)
后面的文件基本是作为分支吧,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
“”” 外星人移动设置 ”””
self.fleet_drop_speed = 10
“”” 以什么样的速度加快游戏节奏 ”””
self.speed_up_scale = 1.1
self.init_dynamic_settings()
“”” 外星人点数的提高 ”””
self.score_scale = 1.5
“”” 子弹大小提高 ”””
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 表示向右移动,- 1 表示向左移动
self.fleet_direction = -1
计分
self.alien_points = 10
def increase_speed(self):
“”” 提高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
ship.py:
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
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中央位置
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)
“”” 连续检测按键,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):
“”” 如果连续按方向键,则一直移动, 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
使用两个 if,这样玩家同时按下两个键,
将先增大 rect.centerx 值,再降低,则飞船位置不变
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
“”” 在指定位置绘制飞船 ”””
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
alien.py:
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,ai_settings,screen):
super().__init__()
“”” 初始化外星人并设置其初始位置 ”””
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附近
self.rect.x=self.rect.width
self.rect.y=self.rect.height
存储外星人准确位置
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):
“”” 移动外星人 ”””
self.x += (self.ai_settings.alien_speed *
(self.ai_settings.fleet_direction))
self.rect.x=self.x
def blitme(self):
“”” 在指定位置绘制飞船 ”””
self.screen.blit(self.image,self.rect)
bullet.py:
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
在飞船位置创建一个子弹对象
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):
“”” 向上移动子弹 ”””
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)
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()
设置按钮大小以及其他属性
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
按钮的标签只需要创建一次
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)
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()
任何情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化的统计信息 ”””
self.ship_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
self.bullet_width = 3
scord_board.py:
import pygame.font
from pygame.sprite import Group
from ship import Ship
class 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)
准备初始得分图像以及当前最高得分
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)
绘制剩余飞船
self.ships.draw(self.screen)
def prep_ships(self,screen):
“”” 显示剩余的飞机 ”””
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)
原文链接:https://blog.csdn.net/weixin_44412311/article/details/106590762