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
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