項目1 《外星人入侵》 源代碼

遊戲說明:ide

  一、左上角爲剩餘飛船數量字體

  二、上方中間位歷史最高分,從新打開遊戲依然保存着。idea

  三、右上角爲本次遊戲得分,得分下面爲已經到了第一關spa

  四、開始能夠點擊play按鈕,也能夠按鍵盤p。結束程序能夠點擊關閉的叉叉,也能夠按鍵盤上的q。code

  五、按下空格鍵,發射子彈,打擊外星人。若是外星人與飛船相撞,飛船數量減1;若是外星人觸碰到底端,飛船數量減1。orm

  六、每當到了下一關外星人入侵都會加速。對象

  前面幾節可能描述的有些瑕疵,可能在代碼方面看起來比較凌亂,這節主要就是代碼的展現。下面是整個文件的目錄:blog

按照文件目錄的順序,源代碼:遊戲

alien.py事件

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):
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加載外星人圖像,並設置其rect屬性
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        # 每一個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

        # 存儲外星人的精確位置
        self.x = float(self.rect.x)

    def blitme(self):
        """在指定位置繪製外星人"""
        self.screen.blit(self.image,self.rect)
    def check_edges(self):
        """若是外星人位於屏幕邊緣,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):
        """向左或右移動外星人"""
        self.x += (self.ai_settings.alien_speed_factor *
                        self.ai_settings.fleet_direction)
        self.rect.x = self.x

alien_invasion.py

import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
import game_functions as gf


def run_game():
    # 初始化pygame、設置和屏幕對象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # 建立Play按鈕
    play_button = Button(ai_settings,screen,"Play")

    # 建立一個用於存儲遊戲統計信息的實例,並建立記分牌
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings,screen,stats)

    # 建立一艘飛船、一個子彈編組和一個外星人編組
    ship = Ship(ai_settings,screen)
    bullets = Group()
    aliens = Group()
    # 建立外星人羣
    gf.create_fleet(ai_settings,screen,ship,aliens)
    # 開始遊戲的主循環
    while True:
        gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
        gf.update_screen(ai_settings, screen, stats,sb,ship,aliens, bullets,
                         play_button)
        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)

run_game()

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    """一個對飛船發射的子彈進行管理的類"""

    def __init__(self,ai_settings,screen,ship):
        """在飛船所處的位置建立一個子彈對象"""
        super().__init__()
        self.screen = screen

        # 在(0,0)出建立一個表示子彈的矩形,再設置正確的位置
        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):
        """向上移動子彈"""
        # 更新表示子彈位置的小數值
        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):
        """在屏幕上繪製子彈"""
        pygame.draw.rect(self.screen,self.color,self.rect)

button.py

import pygame.font

class Button():
    def __init__(self,ai_settings,screen,msg):
        """初始化按鈕的屬性"""
        self.screen = screen
        self.screen_rect = screen.get_rect()

        # 設置按鈕的尺寸和其餘屬性
        self.width = 200
        self.height = 50
        self.button_color = (0,255,0)
        self.text_color = (255,255,255)
        self.font = pygame.font.SysFont(None,48)

        # 建立按鈕的rect對象,並使其居中
        self.rect = pygame.Rect(0,0,self.width,self.height)
        self.rect.center = self.screen_rect.center

        # 按鈕的標籤只需建立一次
        self.prep_msg(msg)
    def prep_msg(self,msg):
        """將msg渲染爲圖像,並使其在按鈕上居中"""
        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):
        # 繪製一個用顏色填充的按鈕,再繪製文本
        self.screen.fill(self.button_color,self.rect)
        self.screen.blit(self.msg_image,self.msg_image_rect)

game_functions.py

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_keydown_events(event,ai_settings,screen,sb,ship,bullets,stats,aliens):
    """響應按鍵"""
    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()
    elif event.key == pygame.K_p:
        # 重置遊戲設置
        ai_settings.initialize_dynamic_settings()
        start_game(ai_settings, screen, stats,sb,ship, aliens, bullets)

def check_keyup_events(event,ship):
    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,sb,play_button,ship,aliens,bullets):
    """響應按鍵和鼠標事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,ai_settings,screen,sb,ship,bullets,stats,aliens)
        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 start_game(ai_settings,screen,stats,sb,ship,aliens,bullets):
    # 隱藏光標
    pygame.mouse.set_visible(False)
    stats.reset_stats()
    stats.game_active = True
    # 重置記分牌圖像
    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()
    # 建立一羣新的外星人,並讓飛船居中
    create_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()

def check_play_button(ai_settings, screen, stats,sb, play_button,
                          ship, aliens, bullets, mouse_x, mouse_y):
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        # 重置遊戲設置
        ai_settings.initialize_dynamic_settings()
        start_game(ai_settings,screen,stats,sb,ship,aliens,bullets)

def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,
                  play_button):
    """更新屏幕上的圖像,並切換到新屏幕上"""
    # 每次循環時都會重繪屏幕
    screen.fill(ai_settings.bg_color)
    # 在飛船和外星人後面會重繪全部子彈
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    # 顯示得分
    sb.show_score()
    if not stats.game_active:
        play_button.draw_button()
    # 讓最近繪製的屏幕可見
    pygame.display.flip()

def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """更新子彈的位置,並刪除已消失的子彈"""
    # 更新子彈的位置
    bullets.update()
    # 刪除已消失的子彈
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)

def check_high_score(stats,sb):
    """檢查是否誕生了新的最高得分"""
    if stats.score > int(stats.high_score):
        stats.high_score = stats.score
        filename = 'high_score.txt'
        with open(filename, 'w') as f:
            f.write(str(stats.high_score))
        sb.prep_high_score()

def check_bullet_alien_collisions(ai_settings, screen, stats,sb,ship, aliens, bullets):
    # 檢查是否有子彈擊中了外星人
    # 若是是這樣,就刪除相應的子彈和外星人
    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:
        bullets.empty()
        ai_settings.increase_speed()
        # 提升等級
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)

def fire_bullet(ai_settings,screen,ship,bullets):
    """若是尚未達到限制,就發射一顆子彈"""
    # 建立一顆子彈,並將其加入到編組bullets中
    if len(bullets) < ai_settings.bullet_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def get_number_aliens_x(ai_settings,alien_width):
    """計算每行可容納多少個外星人"""
    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):
    """計算屏幕可容納多少行外星人"""
    available_space_y = (ai_settings.screen_height -
                         (3 * alien_height - ship_height))
    numbers_rows = int(available_space_y / (2 * alien_height))
    return numbers_rows

def create_alien(ai_settings,screen,aliens,alien_number,row_number):
    """建立一個外星人並將其放在當前行"""
    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):
    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)
    # 建立外星人羣
    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):
    """有外星人到達邊緣時採起相應的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings,aliens)
            break
def change_fleet_direction(ai_settings, aliens):
    """將整羣外星人下移,並改變它們的方向"""
    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,sb,ship,aliens,bullets):
    """響應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()
        # 建立一羣新的外星人,並將飛船放到屏幕底端中央
        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 check_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:
            # 像飛船被撞到同樣處理
            ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
            break

def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
    """
    檢查是否有外星人位於屏幕邊緣,並更新整羣外星人的位置
    """
    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,screen,stats,sb,ship,aliens,bullets)
    # 檢查是否有外星人到達屏幕底端
    check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)

game_stats.py

class GameStats():
    """跟蹤遊戲的統計信息"""
    def __init__(self,ai_settings):
        """初始化統計信息"""
        self.ai_settings = ai_settings
        self.reset_stats()
        # 讓遊戲一開始處於非活躍狀態
        self.game_active = False
        filename = 'high_score.txt'
        with open(filename) as f:
            self.high_score = f.read()
        self.level = 1
    def reset_stats(self):
        """初始化在遊戲運行期間可能變化的統計信息"""
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0

scoreboard.py

import pygame.font
from pygame.sprite import Group
from ship import Ship

class Scoreboard():
    """顯示得分信息"""
    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置
        self.text_color = (30,30,30)
        self.font = pygame.font.SysFont(None,48)
        # 準備初始得分圖像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()
    def prep_score(self):
        """將得分轉換爲一幅渲染的圖像"""
        round_score = round(self.stats.score,-1)
        score_str = "{:,}".format(round_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 prep_high_score(self):
        """將最高得分轉換爲渲染的圖像"""
        high_score = round(int(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.score_rect.top
    def prep_level(self):
        """將登記轉換爲渲染的圖像"""
        self.level_image = self.font.render(str(self.stats.level),True,
                self.text_color,self.ai_settings.bg_color)
        # 將登記放在得分下方
        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_ships(self):
        """顯示還餘下多少飛船"""
        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"""
        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)
        self.ships.draw(self.screen)

settings.py

class Settings():
    """存儲《外星人入侵》的全部設置的類"""

    def __init__(self):
        """初始化遊戲的設置"""
        # 屏幕設置
        self.screen_width = 1200
        self.screen_height = 600
        self.bg_color = (100,100,230)
        # 飛船的位置
        self.ship_speed_factor = 1.5
        self.ship_limit = 3
        # 子彈設置
        self.bullet_speed_factor = 3
        self.bullet_width = 3
        self.bullet_height =15
        self.bullet_color = 60,60,60
        self.bullet_allowed = 3
        # 外星人設置
        self.alien_speed_factor = 1
        self.fleet_drop_speed = 10
        # fleet_direction 爲1表示向右,爲-1表示向左
        self.fleet_direction = 1
        #以什麼樣的速度加快遊戲節奏
        self.speedup_scale = 1.1
        # 外星人點數的提升速度
        self.score_scale = 1.5
        self.initialize_dynamic_settings()
    def initialize_dynamic_settings(self):
        """初始化隨遊戲進行而變化的設置"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1
        # 記分
        self.alien_points = 50

        # fleet_direction爲1表示向右,爲-1表示向左
        self.fleet_direction = 1
    def increase_speed(self):
        """提升速度設置和外星人點數"""
        self.ship_speed_factor *= self.speedup_scale
        self.bullet_speed_factor *= self.speedup_scale
        self.alien_speed_factor *= self.alien_speed_factor
        self.alien_points = int(self.alien_points * self.score_scale)

ship.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):

    def __init__(self,ai_settings,screen):
        """初始化飛船並設置其初始位置"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加載飛船圖像並獲取其外接矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect =self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # 將每艘新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中存儲小數值
        self.center = float(self.rect.centerx)

        # 移動標誌
        self.moving_right = False
        self.moving_left = False

    def update(self):
        """根據移動標誌調整飛船的位置"""
        # 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self.center更新rect對象
        self.rect.centerx = self.center

    def blitme(self):
        """在指定位置繪製飛船"""
        self.screen.blit(self.image,self.rect)
    def center_ship(self):
        """讓飛船在屏幕上居中"""
        self.center = self.screen_rect.centerx

  運行截圖:

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