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Python外星人入侵游戲編程完整版

 更新時(shí)間:2017年04月18日 11:56:14   作者:網(wǎng)絡(luò)優(yōu)伶(徐子涵)  
這篇文章主要為大家詳細(xì)介紹了Python外星人入侵游戲編程完整的實(shí)現(xiàn)思路,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

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(duì)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(duì)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(jí)
 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(duì)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(cè)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(jí)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(jí)"""
 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

更多關(guān)于python游戲的精彩文章請(qǐng)點(diǎn)擊查看以下專題:

python俄羅斯方塊游戲集合

python經(jīng)典小游戲匯總

python微信跳一跳游戲集合

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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