pygame外星人入侵小游戲超詳細(xì)開發(fā)流程
游戲開始前的注意事項
1:游戲《外星人入侵》將包含很多文件,請在你的D盤中新建一個空文件夾,并將其命名為alien_invasion.請務(wù)必將所有文件存儲在這個文件夾中,這樣游戲才能正常運行。
2:在開始編碼前請安裝pygame庫(在pycharm終端pip install pygame即可) 如果在安裝時遇到以下情況,請更新pip版本(將以下內(nèi)容復(fù)制粘貼到下面回車即可)
《外星人入侵》游戲簡介
在游戲《外星人入侵》中,玩家控制著一艘最初出現(xiàn)在屏幕底部中央的飛船。玩家可以使用方向鍵左右移動飛船,還可以使用空格鍵進行射擊。游戲開始時,一群外星人出現(xiàn)在天空中,他們在屏幕中向下移動。玩家的任務(wù)就是射殺這些外星人。玩家將所有的外星人全部射殺,將會出現(xiàn)一群新的外星人群。他們的移動速度更快。只要有外星人撞到玩家的飛船或者屏幕底部,玩家就損失一艘飛船,。玩家損失三艘飛船后游戲結(jié)束。
開始游戲項目實戰(zhàn)開發(fā)
在D盤的alien_invasion文件夾中新建一個images文件夾,將外星人的圖像命名為alien,將飛船圖像命名為ship
alien.bmp
ship.bmp
alien_invasion.py
創(chuàng)建pygame窗口
只需運行文件alien_invasion.py即可開始游戲,其他文件內(nèi)容會被間接或直接導(dǎo)入到該文件
import sys import pygame from pygame.sprite import Group from settings import Settings from game_stats import GameSrats from scoreboard import Scoreboard from button import Button from ship import Ship from alien import Alien import game_functions as gf def run_game(): # 初始化pygame,設(shè)置和屏幕對象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("外星人入侵") # 創(chuàng)建play按鈕 play_button = Button(ai_settings, screen, "play") # 創(chuàng)建存儲游戲統(tǒng)計信息的實例,并創(chuàng)建得分牌 stats = GameSrats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # 創(chuàng)建一艘飛船,一個子彈編組和一個外星人編組 ship = Ship(ai_settings, screen) bullets = Group() 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: gf.cheak_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) run_game()
alien.py
管理外星人類
import pygame from pygame.sprite import Sprite class Alien(Sprite): """表示單個外星人的類""" def __init__(self, ai_settings, screen): """初始化外星人并設(shè)置其初始位置""" super().__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() # 每個外星人最初在屏幕左上角附近 self.rect.x = self.rect.width self.rect.y = self.rect.height # 存儲外星人的準(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 cheak_edgs(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): """向左或向右移動外星人人""" self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x
bullet.py
創(chuàng)建子彈類,將子彈存儲到編組Group中
import pygame from pygame.sprite import Sprite class Bullet(Sprite): """一個對飛船發(fā)射的子彈進行管理的類""" def __init__(self, ai_settings, screen, ship): """在飛船所處位置創(chuàng)建一個子彈對象""" super().__init__() self.screen = screen # 在(0,0)處創(chuàng)建一個表示子彈的矩形,再設(shè)置正確的位置 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 # 存儲用小數(shù)表示的子彈位置 self.y = float(self.rect.y) self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): """向上發(fā)射子彈""" # 更新表示子彈的小數(shù)值 self.y -= self.speed_factor # 更新表示子彈的rect的位置 self.rect.y = self.y def draw_bullet(self): """在屏幕上繪制子彈""" pygame.draw.rect(self.screen, self.color, self.rect)
button.py
按鍵類,實例化按鍵,添加play按鈕
import pygame.font class Button(): def __init__(self, ai_settings, screen, msg): """初始化按鈕的屬性""" 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.hieght = 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,并將其居中 self.rect = pygame.Rect(0, 0, self.width, self.hieght) self.rect.center = self.screen_rect.center # 按鈕的標(biāo)志只需創(chuàng)建一次 self.prep_msg(msg) def prep_msg(self, msg): """將msg渲染為圖像,并將其在按鈕中居中""" 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)
game_functions.py
文件game_functions.py包含一系列函數(shù),需要響應(yīng)按鍵和鼠標(biāo)事件,游戲大部分工作都是由它們完成的。
import sys from time import sleep import pygame from bullet import Bullet from alien import Alien def cheak_keydowen_events(event, ai_settings, screen, ship, bullets): """響應(yīng)按鍵""" 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 fire_bullet(ai_settings, screen, ship, bullets): """如果還沒到達限制,就發(fā)射一顆子彈""" # 創(chuàng)建一顆子彈,并將其加入到編組bullets中 if len(bullets) < ai_settings.bullets_allowed: news_bullet = Bullet(ai_settings, screen, ship) bullets.add(news_bullet) def cheak_keyup_events(event, ship): """響應(yīng)松開""" if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False def cheak_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets): """響應(yīng)按鍵和鼠標(biāo)事件""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: cheak_keydowen_events(event, ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP: cheak_keyup_events(event, ship) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y) def cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y): """在玩家單擊play按鈕時開始新游戲""" bullets_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if bullets_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)計信息 stats.reset_stats() stats.game_active = True # 重置記分牌對象 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): """更新屏幕上的圖像,并切換到新屏幕""" # 每次循環(huán)都重繪屏幕 screen.fill(ai_settings.bg_color) # 在飛船和外星人后面重繪所有子彈 for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) # 顯示得分 sb.show_score() # 如果游戲處于非活動狀態(tài),就繪制play按鈕 if not stats.game_active: play_button.draw_button() # 讓最近繪制的屏幕可見 pygame.display.flip() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """更新子彈的位置,并刪除已消失子彈""" # 更新子彈位置 bullets.update() # 刪除已消失的子彈 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) def cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): """響應(yīng)子彈和外星人碰撞""" # 刪除發(fā)生碰撞的子彈和外星人 collections = pygame.sprite.groupcollide(bullets, aliens, True, True) if collections: for aliens in collections.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() cheak_high_score(stats, sb) if len(aliens) == 0: # 如果整群外星人都被消滅,就提高一個等級 # 刪除現(xiàn)有的子彈,加快游戲節(jié)奏,并創(chuàng)建一群新的外星人 bullets.empty() ai_settings.increase_speed() # 提高等級 stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) def get_number_alien_x(ai_settings, alien_width): """計算每行可容納多少外星人""" available_space_x = ai_settings.screen_width - 2 * alien_width number_alien_x = int(available_space_x / (2 * alien_width)) return number_alien_x def get_number_rows(ai_settings, ship_height, alien_height): """計算屏幕可容納多少行機器人""" 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_alien(ai_settings, screen, aliens, alien_number, row_number): # 創(chuàng)建第一行外星人并將其加入當(dāng)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 create_fleet(ai_settings, screen, ship, aliens): """創(chuàng)建外星人群""" # 創(chuàng)建一個外星人,并計算一行可容納多少個外星人 # 外星人間距為外星人寬度 alien = Alien(ai_settings, screen) number_alien_x = get_number_alien_x(ai_settings, alien.rect.width) number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height) # 創(chuàng)建外星人群 for row_number in range(number_rows): for alien_number in range(number_alien_x): create_alien(ai_settings, screen, aliens, alien_number, row_number) def cheak_fleet_edges(ai_settings, aliens): """有外星人到達屏幕邊緣時采取相應(yīng)的措施""" for alien in aliens.sprites(): if alien.cheak_edgs(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): """將整群外星人下移,并改變它們的位置""" for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): """響應(yīng)被外星人撞到的飛船""" if stats.ships_left > 0: # 將ships_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,并將飛船放在屏幕底端中央 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 cheak_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets): """檢查是否有外星人到達了屏幕底端""" 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行處理 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) break def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): """檢查是否有外星人位于屏幕邊緣,并更新整群外星人的位置""" cheak_fleet_edges(ai_settings, aliens) aliens.update() # 檢查外星人和飛船之間的碰撞 if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) # 檢查是否有外星人到達屏幕底端 cheak_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets) def cheak_high_score(stats, sb): """檢查是否誕生了新的最高得分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
game_stats.py
跟蹤統(tǒng)計游戲信息類
class GameSrats(): """跟蹤游戲的統(tǒng)計信息""" def __init__(self, ai_settings): """初始化統(tǒng)計信息""" self.ai_settings = ai_settings self.reset_stats() # 游戲剛啟動時處于活動狀態(tài) self.game_active = False # 在任何情況下都不應(yīng)重置最高得分 self.high_score = 0 def reset_stats(self): """初始化在游戲運行期間可能變化的統(tǒng)計信息""" self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
scoreboard.py
創(chuàng)建scoerboard類,用來顯示當(dāng)前得分,最高得分,玩家等級,余下的飛船數(shù)。
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 # 顯示得分信息時使用的字體設(shè)置 self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) # 準(zhǔn)備包含得分的初始圖像 self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_ships(self): """顯示還余下多少搜飛船""" 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 prep_level(self): """將等級轉(zhuǎn)換為渲染的圖像""" self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color) # 將等級放在得分下方 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_high_score(self): """將最高得分轉(zhuǎn)換為渲染的圖像""" high_score = int(round(self.stats.high_score, -1)) high_score_str = str("{:,}".format(high_score)) self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color) # 將最高得分放在屏幕頂部中央 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.screen_rect.top 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): """在屏幕上顯示得分""" 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) # 繪制飛船 self.ships.draw(self.screen)
settings.py
存儲游戲所有設(shè)置類
class Settings(): """存儲外星人入侵所有設(shè)置的類""" def __init__(self): """初始化游戲靜態(tài)設(shè)置""" # 屏幕設(shè)置 self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) # 飛船的速度設(shè)置 self.ship_speed_factor = 1.5 self.ship_limit = 3 # 子彈設(shè)置 self.bullet_speed_factor = 10 self.bullet_width = 10 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 3 # 外星人設(shè)置 self.alien_speed_factor = 1 self.fleet_drop_speed = 5 # fleet_direction為1表示向右移,為-1表示向左移 self.fleet_direction = 1 # 加快游戲節(jié)奏的速度 self.speedup_scale = 1.1 # 外星人點數(shù)的提高速度 self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): """初始化隨游戲進行而變化的位置""" self.ship_speed_factor = 1.5 self.bullet_speed_factor = 3 self.alien_speed_factor = 1 # fleet_direction為1表示向右,為-1表示向左 self.fleet_direction = 1 # 記分 self.alien_points = 100 def increase_speed(self): """提高速度設(shè)置和外星人點數(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)
ship.py
管理飛船類
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_settings, screen): """初始化飛船,并設(shè)置其初始位置""" super().__init__() self.screen = screen self.ai_settings = ai_settings # 加載飛船圖像并獲取其外接矩形 self.image = pygame.image.load('images/ship.bmp') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # 將每艘飛船放在屏幕底部中央 self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 在飛船的屬性center中存儲小數(shù)值 self.center = float(self.rect.centerx) # 移動標(biāo)志 self.moving_right = False self.moving_left = False def center_ship(self): """讓飛船在屏幕上居中""" self.center = self.screen_rect.centerx def update(self): """根據(jù)移動標(biāo)志調(diào)整飛船的位置""" # 更新飛船的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 # 根據(jù)self.center更新rect對象 self.rect.centerx = self.center def blitme(self): """在指定位置繪制飛船""" self.screen.blit(self.image, self.rect)
以上就是外星人入侵全部開發(fā)過程
到此這篇關(guān)于pygame外星人入侵小游戲超詳細(xì)開發(fā)流程的文章就介紹到這了,更多相關(guān)pygame 外星人入侵內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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