个人博客页面链接:http://www.shihao.online/(django搭建的个人博客,还在完善中)
外星人入侵游戏 github源码:https://github.com/shihao1010/alien_invasion
alien_invasion.py:
#encoding:utf-8
#创建pygame窗口以及响应用户输入
import sys
import pygame
from pygame.sprite import Group
#导入类Settings
from settings import Settings
#导入类Ship
from ship import Ship
#导入模块game_functions
import game_functions as gf
#导入类Alien
from alien import Alien
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init() #初始化背景设置
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) #设置窗口大小
pygame.display.set_caption("Alien Invasion")
#创建游戏按钮
play_button = Button(ai_settings, screen, "Play")
#创建一个用于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)
#创建一艘飞船
ship = Ship(ai_settings, screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
#背景音乐
pygame.mixer.music.load("sounds/111.mp3")
pygame.mixer.music.play(loops=-1, start=0.0)
music1 = pygame.mixer.Sound("sounds/222.wav")
#开始游戏的主循环
while True:
#监视键盘和鼠标事件
gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, music1, sb)
if stats.game_active: #判断是否处于活动状态(是否有命)
#根据移动标志调整飞船的位置
ship.update()
# 更新子弹位置并删除已消失的子弹 删除子弹击中的外星人
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
#更新外星人位置
gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
# 更新屏幕上的图像,并切换到新屏幕
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
game_functions.py
#encoding:utf-8
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings, stats, screen, ship, bullets, music1):
'''响应按键'''
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:
#创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_settings, stats, screen, ship, bullets, music1)
elif event.key == pygame.K_ESCAPE: #按Esc退出
sys.exit()
def check_keyup_events(event, ship):
'''响应松开'''
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, music1, sb):
# 监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT: #如果鼠标点击关闭,就退出窗口
sys.exit()
elif event.type == pygame.KEYDOWN: #对KEYDOWN事件作出响应
check_keydown_events(event, ai_settings, stats, screen, ship, bullets, music1)
elif event.type == pygame.KEYUP: #对KEYUP事件做出响应
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN: #对点击play按钮做出回应
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y, sb)
def check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y, sb):
'''在玩家单击Play按钮时开始新游戏'''
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.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏信息
stats.reset_stats()
stats.game_active = True
#把分数0显示出来
sb.prep_score()
sb.show_score()
#清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#更新屏幕上的图像,并切换到新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
# 每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites(): #方法bullets.sprites()返回一个列表
bullet.draw_bullet()
#更新飞船位置
ship.blitme()
#显示外星人
aliens.draw(screen)
#显示得分
sb.show_score()
#如果游戏处于非活动状态 ,就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
#更新子弹位置并删除已消失的子弹
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 更新子弹位置
bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
#检查是否有子弹击中了外星人如果击中了,就删除相应的子弹和外星人
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions: #记分
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
#当外星人群被消灭后,删除现有的子弹并新建一群外星人, 同时加快游戏速度
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
#如果还没有达到限制,就发射一颗子弹
def fire_bullet(ai_settings, stats, screen, ship, bullets, music1):
if len(bullets) < ai_settings.bullet_allowed and stats.game_active:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
music1.play()
def get_number_aliens_x(ai_settings, alien_width):
'''计算每行可容纳多少个外星人'''
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):
'''计算屏幕可容纳多少行外星人'''
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (3 * alien_height))
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
'''创建一个外星人将其放在当前行'''
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):
'''创建外星人群'''
#创建一个外星人,并计算一行可容纳多少个外星人
#外星人间距为外星人宽度
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)
#创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def check_fleet_edges(ai_settings, aliens):
'''有外星人到达边缘时采取相应的措施'''
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
'''将整群外星人下移, 并改变他们的方向'''
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, ship, aliens, bullets):
'''响应被外星人撞到的飞船'''
if stats.ships_left > 1:
#将ships_left减1
stats.ships_left -= 1
#清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人, 并将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True) #使光标可见
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
'''检查是否有外星人到达了屏幕底端'''
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞一样进行处理
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
'''检查是否有外星人位于屏幕边缘 并更新外星人群中所有外星人的位置'''
check_fleet_edges(ai_settings, aliens)
aliens.update()
#检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
def check_high_score(stats, sb):
'''检查是否诞生了新的最高得分'''
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
settings.py
#encoding:utf-8
class Settings():
"""存储《《外星人入侵》》的所有设置的类"""
def __init__(self):
"""初始化游戏的静态设置"""
#屏幕设置
self.screen_width = 1500
self.screen_height = 900
self.bg_color = (230, 230, 230)
#飞船的设置
self.ship_limit = 1 #3条命
#子弹设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 250, 60, 60
self.bullet_allowed = 30 #限制子弹最大数量
#外星人设置
self.fleet_drop_speed = 10 #外星人竖直移动速度
#以什么样的速度去加快游戏节奏
self.speedup_scale = 1.2
#外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
'''初始化随游戏进行而进行的设置'''
self.ship_speed_factor = 2 # 飞船速度
self.bullet_speed_factor = 3 # 子弹速度
self.alien_speed_factor = 1 # 外星人水平移动速度
# fleet_direction为1表示向右移, 为-1表示向左移
self.fleet_direction = 1
#记分
self.alien_points = 50000
def increase_speed(self):
'''提高速度设置和外星人点数'''
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)
bullet.py
#encoding:utf-8
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''一个对飞船发射的子弹进行管理的类'''
def __init__(self, ai_setting, screen, ship):
'''在飞船所处的位置处创建一个子弹对象'''
super(Bullet, self).__init__()
self.screen = screen
#在(0,0)处创建一个表示子弹的矩形, 再设置正确的位置
self.rect = pygame.Rect(0, 0 ,ai_setting.bullet_width, ai_setting.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_setting.bullet_color
self.speed_factor = ai_setting.bullet_speed_factor
def update(self):
'''向上移动子弹'''
#更新表示子弹位置的小数值
self.y -= self.speed_factor
#更新表示子弹的rect的位置
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
#encoding:utf-8
import pygame.font
class Button():
def __init__(self, ai_setting, screen, msg):
'''初始化按钮的属性'''
self.screen = screen
self.screen_rect = screen.get_rect()
#设置按钮的尺寸和其他属性
self.width, self.height = 200, 50
self.button_color = (150, 150, 150) #黑色
self.text_color = (150, 255, 255) #白色
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
#按钮的标签只需创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
'''将msg渲染为图像, 并将其在按钮上居中'''
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,在绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
game_stats.py
#encoding:utf-8
class GameStats():
'''跟踪游戏的状态信息'''
def __init__(self, ai_settings):
'''初始化统计信息'''
self.ai_settings = ai_settings
self.reset_stats()
#让游戏一开始处于非活动状态
self.game_active = False
#在任何情况下都不应该重置最高得分
self.high_score = 0
def reset_stats(self):
'''初始化在游戏运行期间可能发生的统计信息'''
self.ships_left = self.ai_settings.ship_limit
self.score = 0
scoreboard.py
#encoding:utf-8
import pygame.font
class Scoreboard():
'''显示得分信息的类'''
def __init__(self, ai_settings, screen, stats):
'''初始化显示得分涉及的属性'''
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#显示得分信息时使用的字体设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 38)
#准备初始得分图像和包含最高得分
self.prep_score()
self.prep_high_score()
def prep_score(self):
'''将得分转换为一幅渲染的图像'''
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)
#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):
'''将最高得分转换为渲染的图像'''
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)
#将最高得分放在屏幕顶部中央
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.score_rect.top
def show_score(self):
'''在屏幕上显示得分'''
self.screen.blit(self.score_image, self.score_rect)
'''显示最高得分'''
self.screen.blit(self.high_score_image, self.high_score_rect)
#在屏幕上显示score:
self.font2 = pygame.font.SysFont(None, 38)
self.score_image2 = self.font2.render("Score:", True, self.text_color, self.ai_settings.bg_color)
self.score_rect2 = self.score_image2.get_rect()
self.score_rect2.right = self.score_rect.left - 10
self.score_rect2.top = 20
self.screen.blit(self.score_image2, self.score_rect2)
ship.py
#encoding:utf-8
import pygame
import pygame.font
class Ship():
def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
self.screen = screen
self.ai_settings = ai_settings
#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()
self.screen_rect = screen.get_rect()
#将每艘飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
#移动标志
self.moving_right = False
self.moving_left = False
def update(self):
'''根据移动标志调整飞船的位置'''
#更改飞船的center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right: #确保飞船不会移出屏幕
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
#根据self更新rect对象
self.rect.centerx = self.center
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
def center_ship(self):
#让飞船居中
self.center = self.screen_rect.centerx
''' def show_end(self): # 在屏幕上显示game over: self.text_color3 = (30, 30, 30) self.font3 = pygame.font.SysFont(None, 48) self.image3 = self.font3.render("Game over", True, self.text_color3, self.ai_settings.bg_color) self.rect3 = self.image3.get_rect() self.rect3.top = 20 self.rect3.left = 100 self.screen.blit(self.image3, self.rect3) print("1") '''
alien.py
#encoding:utf-8
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self, ai_settings, screen):
'''初始化外星人并设置其初始位置'''
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
#加载外星人图像, 并设置其rect属性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
#每个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
#存储外星人的准确位置
self.x = float(self.rect.x)
def blitme(self):
'''在指定位置绘制外星人'''
self.screen.blit(self.image, self.rect)
def check_edges(self):
'''如果外星人位于屏幕边缘,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):
'''向左或向右移动外星人'''
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x