Python外星人入侵游戲編程完整版
PYTHON游戲編程外星人入侵的完整實(shí)現(xiàn)思路,具體內(nèi)容如下
準(zhǔn)備工作:下載python,比如Anaconda3(64 bit),導(dǎo)入pygame游戲包





1.外星人設(shè)置,alien.py,代碼:
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示單個(gè)外星人的類"""
def __init__(self,ai_settings,screen):
"""初始化外星人并設(shè)置其他位置"""
super(Alien,self).__init__()
self.screen = screen
self.ai_settings = ai_settings
#加載外星人圖像,并設(shè)置其rect屬性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
#每個(gè)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
#存儲(chǔ)外星人的準(zhǔn)確位置
self.x = float(self.rect.x)
def blitme(self):
"""在指定位置繪制外星人"""
self.screen.blit(self.image,self.rect)
def check_edges(self):
"""如果外星人位于屏幕邊緣,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):
"""向右移動(dòng)外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
2.游戲主程序,alien_invasion.py,代碼:
import pygame
from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from pygame.sprite import Group
import game_functions as gf
from scoreboard import Scoreboard
def run_game():
pygame.init() # 初始化背景設(shè)置
ai_settings = Settings() # 全局設(shè)置
screen = pygame.display.set_mode( # 創(chuàng)建screen顯示窗口
(ai_settings.screen_width,ai_settings.screen_height)
)
pygame.display.set_caption('Alien Invasion') # 標(biāo)題
#新建Play按鈕
play_button = Button(ai_settings,screen,"Play")
#創(chuàng)建一個(gè)用于存儲(chǔ)游戲統(tǒng)計(jì)信息的實(shí)例,并創(chuàng)建記分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 創(chuàng)建飛船
ship = Ship(ai_settings,screen)
# 創(chuàng)建子彈編組
bullets = Group()
#創(chuàng)建一個(gè)外星人
aliens = Group()
#創(chuàng)建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
# 開始游戲主循環(huán)
while True:
# 監(jiān)視鍵盤和鼠標(biāo)事件
gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
if stats.game_active:
# 移動(dòng)飛船
gf.update_ship(ship)
# 更新子彈位置
gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
#更新外星人
gf.update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets)
# 更新屏幕
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()
3.設(shè)置子彈,bullet.py,代碼:
import pygame from pygame.sprite import Sprite import time class Bullet(Sprite): '''飛船子彈進(jìn)行管理''' def __init__(self,ai_settings,screen,ship): super(Bullet,self).__init__() self.screen = screen # 創(chuàng)建子彈矩形初始位置(0,0,3,15)分別對應(yīng)lef,top,寬,高 self.rect = pygame.Rect(0,0, ai_settings.bullet_width, ai_settings.bullet_height) self.rect.centerx = ship.rect.centerx # 設(shè)置中心點(diǎn)x軸坐標(biāo)跟飛船一致 self.rect.top = ship.rect.top # 設(shè)置y軸坐標(biāo)頂部跟飛船一致 # 設(shè)置成小數(shù)進(jìn)行計(jì)算 self.top = float(self.rect.top) self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): self.top -=self.speed_factor self.rect.top = self.top print(self.rect.top) def draw_bullet(self): pygame.draw.rect(self.screen,self.color,self.rect)
4.設(shè)置Play按鈕,button.py,代碼:
import pygame.font class Button(): def __init__(self,ai_settings,screen,msg): """初始化按鈕屬性""" self.screen = screen self.screen_rect = screen.get_rect() #設(shè)置按鈕的尺寸和其他屬性 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) #創(chuàng)建按鈕的rect對象,并使其居中 self.rect = pygame.Rect(0,0,self.width,self.height) self.rect.center = self.screen_rect.center #按鈕的標(biāo)簽只需創(chuàng)建一次 self.prep_msg(msg) def prep_msg(self,msg): """將msg渲染為圖像,并使其在按鈕上居中""" 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): #繪制一個(gè)用顏色填充的按鈕,再繪制文本 self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
5.設(shè)置游戲功能,game_functions.py,代碼:
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
# 監(jiān)視鍵盤和鼠標(biāo)事件
for event in pygame.event.get():
if event.type == pygame.QUIT: # 關(guān)閉窗口退出
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 check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x, mouse_y):
"""在玩家單擊Play按鈕時(shí)開始游戲"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戲設(shè)置
ai_settings.initialize_dynamic_settings()
#隱藏光標(biāo)
pygame.mouse.set_visible(False)
#重置游戲統(tǒng)計(jì)信息
stats.reset_stats()
stats.game_active = True
#重置計(jì)分牌圖像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
#創(chuàng)建一群新的外星人,并讓飛船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
'''更新屏幕上的圖片,并切換到新屏幕'''
screen.fill(ai_settings.bg_color) # 設(shè)置背景顏色
ship.blitme() # 繪制飛船
aliens.draw(screen)
# 循環(huán)子彈組里面的元素,進(jìn)行繪制 為空時(shí)不執(zhí)行
for bullet in bullets.sprites():
bullet.draw_bullet() # 繪制子彈
#顯示得分
sb.show_score()
#如果游戲處于非活躍狀態(tài),就顯示Play按鈕
if not stats.game_active:
play_button.draw_button()
# 顯示最新屏幕,擦拭舊屏幕
pygame.display.flip()
# print('1')
def check_keydown_events(event,ai_settings,screen,ship,bullets):
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)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event,ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''更新子彈位置,刪除子彈'''
bullets.update() # 子彈組每個(gè)成員執(zhí)行self.update()操作
for bullet in bullets.sprites():
if bullet.rect.bottom <= 0: # 子彈出界 刪除
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):
"""響應(yīng)外星人和子彈的碰撞"""
#刪除發(fā)生碰撞的子彈和外星人
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:
#刪除現(xiàn)有的子彈并新建一群外星人,加快游戲進(jìn)度節(jié)奏
bullets.empty()
ai_settings.increase_speed()
#提高等級
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def update_ship(ship):
ship.update()
def fire_bullet(ai_settings,screen,ship,bullets):
# 創(chuàng)建一個(gè)子彈對象 加入到子彈組
if len(bullets) < ai_settings.bullets_allowed: # 子彈少于允許值時(shí)再生成
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""計(jì)算每行可容納多少個(gè)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):
"""計(jì)算屏幕可容納多少行外星人"""
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 create_aliens(ai_settings,screen,aliens,alien_number,row_number):
"""創(chuàng)建一個(gè)外星人并將其放在當(dāng)期行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""創(chuàng)建外星人群"""
#創(chuàng)建一個(gè)外星人,并計(jì)算一行可以容納多少個(gè)外星人
#外星人間距為外星人寬度
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)
#創(chuàng)建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
#創(chuàng)建一個(gè)外星人并將其加入當(dāng)前行
create_aliens(ai_settings,screen,aliens,alien_number,row_number)
def check_fleet_edges(ai_settings,aliens):
"""有外星人到達(dá)邊緣時(shí)采取相應(yīng)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):
"""將整群外星人下移,并改變他們的運(yùn)動(dòng)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,stats,screen,sb,ship,aliens,bullets):
"""響應(yīng)被外星人撞到的飛船"""
if stats.ships_left > 0:
#將ship_left減1
stats.ships_left -= 1
#更新記分牌
sb.prep_ships()
#清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
#創(chuàng)建一群新的外星人,并將飛船放到屏幕低端中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暫停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""檢查是否有外星人到達(dá)屏幕低端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飛船被撞到一樣進(jìn)行處理
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
#檢測外星人和飛船之間的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
#檢查是否有外星人到達(dá)屏幕低端
check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)
def check_high_score(stats,sb):
"""檢查是否誕生了新的最高紀(jì)錄"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
6.游戲統(tǒng)計(jì)信息,game_stats.py,代碼:
class GameStats(): """跟蹤游戲的統(tǒng)計(jì)信息""" def __init__(self,ai_settings): """初始化統(tǒng)計(jì)信息""" self.ai_settings = ai_settings self.reset_stats() #游戲剛啟動(dòng)時(shí)處于非活動(dòng)狀態(tài) self.game_active = False #在任何情況下不應(yīng)該重置最高分 self.high_score = 0 self.level = 1 def reset_stats(self): """初始化在游戲運(yùn)行期間可能變化的統(tǒng)計(jì)信息""" self.ships_left = self.ai_settings.ship_limit self.score = 0
7.分?jǐn)?shù)設(shè)置,scoreboard.py,代碼:
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""顯示得分信息的類"""
def __init__(self, ai_settings, screen, stats):
"""初始化顯示得分涉及的屬性"""
self.screen =screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#顯示得分信息時(shí)使用的字體設(shè)置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
#準(zhǔn)備初始化得分圖像和當(dāng)前最高分?jǐn)?shù)
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""將得分轉(zhuǎn)換為一幅渲染的圖像"""
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)
#將得分放在右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 5
def prep_high_score(self):
"""將最高得分轉(zhuǎn)換為渲染圖像"""
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)
#將最高分放在屏幕最中央
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = 5
def prep_level(self):
"""將等級轉(zhuǎn)換為渲染圖像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
#將得分放在右上角
self.level_rect = self.score_image.get_rect()
self.level_rect.right = self.screen_rect.right
self.level_rect.top = self.score_rect.bottom
def prep_ships(self):
"""顯示還剩下多少艘飛船"""
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)
def show_score(self):
"""在屏幕上顯示得分和等級"""
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)
#繪制飛船
self.ships.draw(self.screen)
8.設(shè)置,settings.py,代碼:
class Settings(): '''存儲(chǔ)外星人入侵中所有的設(shè)置''' def __init__(self): '''初始化設(shè)置''' #屏幕設(shè)置 self.screen_width = 1200 self.screen_height = 600 self.bg_color = (230,230,230) # 設(shè)置背景色 灰色 #飛船設(shè)置 self.ship_limit = 3 self.ship_image_path = 'images/ship.bmp' # 飛船圖片路徑 #子彈設(shè)置 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60,60,60 self.bullets_allowed = 3 # 允許屏幕中出現(xiàn)子彈的數(shù)量 #外星人設(shè)置 self.fleet_drop_speed = 10 #以什么樣的速度加快游戲節(jié)奏 self.speedup_scale = 1.1 #外星人點(diǎn)數(shù)提高速度 self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): """初始化隨游戲進(jìn)行而變化的設(shè)置""" self.ship_speed_factor = 1.5 self.bullet_speed_factor = 3 self.alien_speed_factor = 1 #fleet_direction為1表示向右移,為-1表示向左移 self.fleet_direction = 1 #計(jì)分 self.alien_points = 50 def increase_speed(self): """提高速度設(shè)置,外星人點(diǎn)數(shù)""" 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)
9.飛船設(shè)置,ship.py,代碼:
import pygame from pygame.sprite import Sprite class Ship(Sprite): '''飛船所有信息''' def __init__(self,ai_settings,screen): """初始化飛船,并設(shè)置其起始位置""" super(Ship,self).__init__() self.screen=screen self.ai_settings = ai_settings # 加載飛船圖片、獲取外接矩形 self.image = pygame.image.load(self.ai_settings.ship_image_path) # 加載圖片 self.image = pygame.transform.smoothscale(self.image,(40,60)) self.rect = self.image.get_rect() # 獲取圖片外接矩形 self.screen_rect = screen.get_rect() #獲取屏幕外接矩形 # 將每搜新飛船放到并木底部中心 self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 設(shè)置成浮點(diǎn)類型 self.center = float(self.rect.centerx) # self.rect.centerx設(shè)置不了浮點(diǎn)數(shù) 只能另設(shè)置一個(gè)變量進(jìn)行運(yùn)算 # 移動(dòng)標(biāo)志 self.moving_right = False self.moving_left = False def blitme(self): '''在指定位置繪制飛船''' self.screen.blit(self.image,self.rect) def update(self): # 向右移動(dòng)飛船 if self.moving_right and self.rect.right < self.screen_rect.right: self.center +=self.ai_settings.ship_speed_factor # 向左移動(dòng)飛船 if self.moving_left and self.rect.left > self.screen_rect.left: self.center -= self.ai_settings.ship_speed_factor self.rect.centerx = self.center def center_ship(self): """讓飛船在屏幕上居中""" self.center = self.screen_rect.centerx
效果展示:

游戲資源:圖片資源


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