Python小游戏:外星人入侵!源码奉上!!

马哥Linux运维

共 11462字,需浏览 23分钟

 ·

2022-01-13 11:58

首先看运行之后的截图


当三艘飞船用光后,结束游戏

再次点击“Play”按钮,再次开始
下面上代码!
alien_invasion.py:


"""该游戏主程序,尽量做到最简单"""import pygame
from settings import Settingsfrom ship import Shipfrom pygame.sprite import Groupfrom game_stats import GameStatsfrom button import Buttonfrom 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 sysimport pygame
from random import randintfrom bullet import Bulletfrom alien import Alienfrom 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""" 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 pygamefrom 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 pygamefrom 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 Groupfrom 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)
代码的话,我觉得注释已经比较清楚了,然后就没有多费口舌去解释
虽然游戏到目前为止还不是很完善,但是这2天我真的学会了很多东西,我觉得对我最有益的还是学会了模块化思维,这种思维就是将复杂的问题分解成小的模块,如果这些小的模块仍然比较麻烦,那就继续分解,说实话,短短2天,这种思想已经开始渗透到其他的学科,甚至我的日常生活,想到这我还是非常开心的。还有的话就是学会了类,学会了类的属性以及方法,还有大范围的使用函数(在game_function文件中可以看到,单这个文件就大概用了15到20个函数),大大提高了我使用函数的熟练度。

文章转载:Python编程学习圈
(版权归原作者所有,侵删)

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