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Python外星人入侵游戏编程完整版

2019-11-25 16:14:41
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PYTHON游戏编程外星人入侵的完整实现思路,具体内容如下

准备工作:下载python,比如Anaconda3(64 bit),导入pygame游戏包

1.外星人设置,alien.py,代码:

import pygamefrom pygame.sprite import Spriteclass 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他位置"""  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):  """向右移动外星人"""  self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)  self.rect.x = self.x

2.游戏主程序,alien_invasion.py,代码:

import pygamefrom settings import Settingsfrom game_stats import GameStatsfrom button import Buttonfrom ship import Shipfrom pygame.sprite import Groupimport game_functions as gffrom scoreboard import Scoreboarddef run_game():  pygame.init()    # 初始化背景设置  ai_settings = Settings()    # 全局设置  screen = pygame.display.set_mode(      # 创建screen显示窗口    (ai_settings.screen_width,ai_settings.screen_height)  )  pygame.display.set_caption('Alien Invasion')  # 标题  #新建Play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)  # 创建飞船  ship = Ship(ai_settings,screen)  # 创建子弹编组  bullets = Group()    #创建一个外星人  aliens = Group()  #创建外星人群  gf.create_fleet(ai_settings,screen,ship,aliens)    # 开始游戏主循环  while True:    # 监视键盘和鼠标事件    gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)        if stats.game_active:      # 移动飞船      gf.update_ship(ship)      # 更新子弹位置      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.设置子弹,bullet.py,代码:

import pygamefrom pygame.sprite import Spriteimport timeclass Bullet(Sprite):  '''飞船子弹进行管理'''  def __init__(self,ai_settings,screen,ship):    super(Bullet,self).__init__()    self.screen = screen    # 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高    self.rect = pygame.Rect(0,0,    ai_settings.bullet_width, ai_settings.bullet_height)    self.rect.centerx = ship.rect.centerx # 设置中心点x轴坐标跟飞船一致    self.rect.top = ship.rect.top     # 设置y轴坐标顶部跟飞船一致    # 设置成小数进行计算    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.设置Play按钮,button.py,代码:

import pygame.fontclass Button():    def __init__(self,ai_settings,screen,msg):    """初始化按钮属性"""    self.screen = screen    self.screen_rect = screen.get_rect()        #设置按钮的尺寸和其他属性    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)        #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)

5.设置游戏功能,game_functions.py,代码:

import sysimport pygamefrom bullet import Bulletfrom alien import Alienfrom time import sleepdef check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):  # 监视键盘和鼠标事件  for event in pygame.event.get():    if event.type == pygame.QUIT: # 关闭窗口退出      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.initialize_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        #重置计分牌图像    sb.prep_score()    sb.prep_high_score()    sb.prep_level()    sb.prep_ships()        #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()    def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):  '''更新屏幕上的图片,并切换到新屏幕'''  screen.fill(ai_settings.bg_color) # 设置背景颜色  ship.blitme() # 绘制飞船  aliens.draw(screen)  # 循环子弹组里面的元素,进行绘制 为空时不执行  for bullet in bullets.sprites():    bullet.draw_bullet()  # 绘制子弹  #显示得分  sb.show_score()  #如果游戏处于非活跃状态,就显示Play按钮  if not stats.game_active:    play_button.draw_button()  # 显示最新屏幕,擦拭旧屏幕  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 = Falsedef update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):  '''更新子弹位置,删除子弹'''  bullets.update()   # 子弹组每个成员执行self.update()操作  for bullet in bullets.sprites():    if bullet.rect.bottom <= 0: # 子弹出界 删除      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):   """响应外星人和子弹的碰撞"""  #删除发生碰撞的子弹和外星人  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:    #删除现有的子弹并新建一群外星人,加快游戏进度节奏    bullets.empty()    ai_settings.increase_speed()        #提高等级    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):  # 创建一个子弹对象 加入到子弹组  if len(bullets) < ai_settings.bullets_allowed: # 子弹少于允许值时再生成    new_bullet = Bullet(ai_settings, screen, ship)    bullets.add(new_bullet)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_xdef 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 / (2 * alien_height))  return number_rows  def create_aliens(ai_settings,screen,aliens,alien_number,row_number):  """创建一个外星人并将其放在当期行"""  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):  """创建外星人群"""  #创建一个外星人,并计算一行可以容纳多少个外星人  #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)    #创建第一行外星人  for row_number in range(number_rows):    for alien_number in range(number_aliens_x):      #创建一个外星人并将其加入当前行      create_aliens(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,并改变他们的运动方向"""  for alien in aliens.sprites():    alien.rect.y += ai_settings.fleet_drop_speed  ai_settings.fleet_direction *= -1def ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets):  """响应被外星人撞到的飞船"""  if stats.ships_left > 0:    #将ship_left减1    stats.ships_left -= 1        #更新记分牌    sb.prep_ships()        #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,并将飞船放到屏幕低端中央    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)def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):  """检查是否有外星人到达屏幕低端"""  screen_rect = screen.get_rect()  for alien in aliens.sprites():    if alien.rect.bottom >= screen_rect.bottom:      #像飞船被撞到一样进行处理      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()  #检测外星人和飞船之间的碰撞  if pygame.sprite.spritecollideany(ship,aliens):    ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)  #检查是否有外星人到达屏幕低端  check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)def check_high_score(stats,sb):  """检查是否诞生了新的最高纪录"""  if stats.score > stats.high_score:    stats.high_score = stats.score    sb.prep_high_score() 

6.游戏统计信息,game_stats.py,代码:

class GameStats():  """跟踪游戏的统计信息"""  def __init__(self,ai_settings):    """初始化统计信息"""    self.ai_settings = ai_settings    self.reset_stats()    #游戏刚启动时处于非活动状态    self.game_active = False    #在任何情况下不应该重置最高分    self.high_score = 0    self.level = 1      def reset_stats(self):    """初始化在游戏运行期间可能变化的统计信息"""    self.ships_left = self.ai_settings.ship_limit    self.score = 0

7.分数设置,scoreboard.py,代码:

import pygame.fontfrom pygame.sprite import Groupfrom ship import Shipclass 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, 48)        #准备初始化得分图像和当前最高分数    self.prep_score()    self.prep_high_score()    self.prep_level()    self.prep_ships()      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):    """将最高得分转换为渲染图像"""    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):    """将等级转换为渲染图像"""    self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)        #将得分放在右上角    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):    """显示还剩下多少艘飞船"""    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):    """在屏幕上显示得分和等级"""    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)    #绘制飞船    self.ships.draw(self.screen)

8.设置,settings.py,代码:

class Settings():  '''存储外星人入侵中所有的设置'''  def __init__(self):    '''初始化设置'''    #屏幕设置    self.screen_width = 1200    self.screen_height = 600    self.bg_color = (230,230,230)  # 设置背景色 灰色        #飞船设置    self.ship_limit = 3    self.ship_image_path = 'images/ship.bmp'  # 飞船图片路径        #子弹设置    self.bullet_width = 3    self.bullet_height = 15    self.bullet_color = 60,60,60    self.bullets_allowed = 3     # 允许屏幕中出现子弹的数量        #外星人设置    self.fleet_drop_speed = 10            #以什么样的速度加快游戏节奏    self.speedup_scale = 1.1    #外星人点数提高速度    self.score_scale = 1.5        self.initialize_dynamic_settings()    def initialize_dynamic_settings(self):    """初始化随游戏进行而变化的设置"""    self.ship_speed_factor = 1.5    self.bullet_speed_factor = 3    self.alien_speed_factor = 1        #fleet_direction为1表示向右移,为-1表示向左移    self.fleet_direction = 1        #计分    self.alien_points = 50      def increase_speed(self):    """提高速度设置,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)


9.飞船设置,ship.py,代码:

import pygamefrom pygame.sprite import Spriteclass Ship(Sprite):  '''飞船所有信息'''  def __init__(self,ai_settings,screen):    """初始化飞船,并设置其起始位置"""    super(Ship,self).__init__()    self.screen=screen    self.ai_settings = ai_settings    # 加载飞船图片、获取外接矩形    self.image = pygame.image.load(self.ai_settings.ship_image_path)  # 加载图片    self.image = pygame.transform.smoothscale(self.image,(40,60))    self.rect = self.image.get_rect()  # 获取图片外接矩形    self.screen_rect = screen.get_rect()    #获取屏幕外接矩形    # 将每搜新飞船放到并木底部中心    self.rect.centerx = self.screen_rect.centerx    self.rect.bottom = self.screen_rect.bottom    # 设置成浮点类型    self.center = float(self.rect.centerx)   # self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算    # 移动标志    self.moving_right = False    self.moving_left = False  def blitme(self):    '''在指定位置绘制飞船'''    self.screen.blit(self.image,self.rect)  def update(self):    # 向右移动飞船    if self.moving_right and self.rect.right < self.screen_rect.right:      self.center +=self.ai_settings.ship_speed_factor    # 向左移动飞船    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):    """让飞船在屏幕上居中"""    self.center = self.screen_rect.centerx

效果展示:

游戏资源:图片资源

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