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: