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pygame外星人入侵

2022-06-04 17:06 · 头闻号编程技术

外星人入侵

游戏开始前的注意事项💬💬💬

1:游戏《外星人入侵》将包含很多文件,请在你的D盘中新建一个空文件夹,并将其命名为alien_invasion.请务必将所有文件存储在这个文件夹中,这样游戏才能正常运行。
2:在开始编码前请安装pygame库(在pycharm终端pip install pygame即可
如果在安装时遇到以下情况,请更新pip版本(将以下内容复制粘贴到下面回车即可
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《外星人入侵》游戏简介

在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用方向键左右移动飞<<船,还可以使用空格键进行射击。游戏开始时,一群外星人出现在天空中,他们在屏幕中向下移动。玩家的任务就是射杀这些外星人。玩家将所有的外星人全部射杀,将会出现一群新的外星人群。他们的移动速度更快。只要有外星人撞到玩家的飞船或者屏幕底部,玩家就损失一艘飞船,。玩家损失三艘飞船后游戏结束。

开始游戏项目实战开发

在D盘的alien_invasion文件夹中新建一个images文件夹,将外星人的图像命名为alien,将飞船图像命名为ship
alien.bmp
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ship.bmp
在这里插入图片描述

游戏中需要的所有模块🎉🎉🎉

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下面将为大家介绍各个模块 仅供学习参考,最好还是自己多敲多练习

alien_invasion.py

创建pygame窗口
只需运行文件alien_invasion.py即可开始游戏,其他文件内容会被间接或直接导入到该文件

import sysimport pygamefrom pygame.sprite import Groupfrom settings import Settingsfrom game_stats import GameSratsfrom scoreboard import Scoreboardfrom button import Buttonfrom ship import Shipfrom alien import Alienimport game_functions as gfdef run_game():    # 初始化pygame,设置和屏幕对象    pygame.init()    ai_settings = Settings()    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))    pygame.display.set_caption("外星人入侵")    # 创建play按钮    play_button = Button(ai_settings, screen, "play")    # 创建存储游戏统计信息的实例,并创建得分牌    stats = GameSrats(ai_settings)    sb = Scoreboard(ai_settings, screen, stats)    # 创建一艘飞船,一个子弹编组和一个外星人编组    ship = Ship(ai_settings, screen)    bullets = Group()    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:        gf.cheak_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)        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)        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)run_game()

alien.py

管理外星人类

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初始位置"""        super().__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 cheak_edgs(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人"""        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)        self.rect.x = self.x

bullet.py

创建子弹类,将子弹存储到编组Group中

import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite):    """一个对飞船发射的子弹进行管理的类"""    def __init__(self, ai_settings, screen, ship):        """在飞船所处位置创建一个子弹对象"""        super().__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_settings.bullet_width, ai_settings.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_settings.bullet_color        self.speed_factor = ai_settings.bullet_speed_factor    def update(self):        """向上发射子弹"""        # 更新表示子弹的小数值        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

按键类,实例化按键,添加play按钮

import pygame.fontclass Button():    def __init__(self, ai_settings, 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.hieght = 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,并将其居中        self.rect = pygame.Rect(0, 0, self.width, self.hieght)        self.rect.center = self.screen_rect.center        # 按钮的标志只需创建一次        self.prep_msg(msg)    def prep_msg(self, msg):        """将msg渲染为图像,并将其在按钮中居中"""        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)

game_functions.py

文件game_functions.py包含一系列函数,需要响应按键和鼠标事件,游戏大部分工作都是由它们完成的。

import sysfrom time import sleepimport pygamefrom bullet import Bulletfrom alien import Aliendef cheak_keydowen_events(event, ai_settings, screen, ship, bullets):    """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:        fire_bullet(ai_settings, screen, ship, bullets)    elif event.key == pygame.K_q:        sys.exit()def fire_bullet(ai_settings, screen, ship, bullets):    """如果还没到达限制,就发射一颗子弹"""    # 创建一颗子弹,并将其加入到编组bullets中    if len(bullets) < ai_settings.bullets_allowed:        news_bullet = Bullet(ai_settings, screen, ship)        bullets.add(news_bullet)def cheak_keyup_events(event, ship):    """响应松开"""    if event.key == pygame.K_RIGHT:        ship.moving_right = False    elif event.key == pygame.K_LEFT:        ship.moving_left = Falsedef cheak_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):    """响应按键和鼠标事件"""    for event in pygame.event.get():        if event.type == pygame.QUIT:            sys.exit()        elif event.type == pygame.KEYDOWN:            cheak_keydowen_events(event, ai_settings, screen, ship, bullets)        elif event.type == pygame.KEYUP:            cheak_keyup_events(event, ship)        elif event.type == pygame.MOUSEBUTTONDOWN:            mouse_x, mouse_y = pygame.mouse.get_pos()            cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)def cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):    """在玩家单击play按钮时开始新游戏"""    bullets_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)    if bullets_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        # 重置记分牌对象        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):    """更新屏幕上的图像,并切换到新屏幕"""    # 每次循环都重绘屏幕    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():        bullet.draw_bullet()    ship.blitme()    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()def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):    """更新子弹的位置,并删除已消失子弹"""    # 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)    cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)def cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):    """响应子弹和外星人碰撞"""    # 删除发生碰撞的子弹和外星人    collections = pygame.sprite.groupcollide(bullets, aliens, True, True)    if collections:        for aliens in collections.values():            stats.score += ai_settings.alien_points * len(aliens)            sb.prep_score()        cheak_high_score(stats, sb)    if len(aliens) == 0:        # 如果整群外星人都被消灭,就提高一个等级        # 删除现有的子弹,加快游戏节奏,并创建一群新的外星人        bullets.empty()        ai_settings.increase_speed()        # 提高等级        stats.level += 1        sb.prep_level()        create_fleet(ai_settings, screen, ship, aliens)def get_number_alien_x(ai_settings, alien_width):    """计算每行可容纳多少外星人"""    available_space_x = ai_settings.screen_width - 2 * alien_width    number_alien_x = int(available_space_x / (2 * alien_width))    return number_alien_xdef get_number_rows(ai_settings, ship_height, alien_height):    """计算屏幕可容纳多少行机器人"""    available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)    number_rows = int(available_space_y / (2 * alien_height))    return number_rowsdef create_alien(ai_settings, screen, aliens, alien_number, row_number):    # 创建第一行外星人并将其加入当前行    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_alien_x = get_number_alien_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_alien_x):            create_alien(ai_settings, screen, aliens, alien_number, row_number)def cheak_fleet_edges(ai_settings, aliens):    """有外星人到达屏幕边缘时采取相应的措施"""    for alien in aliens.sprites():        if alien.cheak_edgs():            change_fleet_direction(ai_settings, aliens)            breakdef change_fleet_direction(ai_settings, aliens):    """将整群外星人下移,并改变它们的位置"""    for alien in aliens.sprites():        alien.rect.y += ai_settings.fleet_drop_speed    ai_settings.fleet_direction *= -1def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):    """响应被外星人撞到的飞船"""    if stats.ships_left > 0:        # 将ships_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,并将飞船放在屏幕底端中央        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)def cheak_aliens_bottom(ai_settings, screen, stats, sb, 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:            # 像飞船被撞到一样进行处理            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)            breakdef update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):    """检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""    cheak_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, screen, stats, sb, ship, aliens, bullets)    # 检查是否有外星人到达屏幕底端    cheak_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)def cheak_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()

game_stats.py

跟踪统计游戏信息类

class GameSrats():    """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()        # 游戏刚启动时处于活动状态        self.game_active = False        # 在任何情况下都不应重置最高得分        self.high_score = 0    def reset_stats(self):        """初始化在游戏运行期间可能变化的统计信息"""        self.ships_left = self.ai_settings.ship_limit        self.score = 0        self.level = 1

scoreboard.py

创建scoerboard类,用来显示当前得分,最高得分,玩家等级,余下的飞船数。

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)        # 准备包含得分的初始图像        self.prep_score()        self.prep_high_score()        self.prep_level()        self.prep_ships()    def prep_ships(self):        """显示还余下多少搜飞船"""        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 prep_level(self):        """将等级转换为渲染的图像"""        self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)        # 将等级放在得分下方        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_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 = 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.screen_rect.top    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 show_score(self):        """在屏幕上显示得分"""        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)        # 绘制飞船        self.ships.draw(self.screen)

settings.py

存储游戏所有设置类

class Settings():    """存储外星人入侵所有设置的类"""    def __init__(self):        """初始化游戏静态设置"""        # 屏幕设置        self.screen_width = 1200        self.screen_height = 800        self.bg_color = (230, 230, 230)        # 飞船的速度设置        self.ship_speed_factor = 1.5        self.ship_limit = 3        # 子弹设置        self.bullet_speed_factor = 10        self.bullet_width = 10        self.bullet_height = 15        self.bullet_color = 60, 60, 60        self.bullets_allowed = 3        # 外星人设置        self.alien_speed_factor = 1        self.fleet_drop_speed = 5        # fleet_direction为1表示向右移,为-1表示向左移        self.fleet_direction = 1        # 加快游戏节奏的速度        self.speedup_scale = 1.1        # 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变化的位置"""        self.ship_speed_factor = 1.5        self.bullet_speed_factor = 3        self.alien_speed_factor = 1        # fleet_direction为1表示向右,为-1表示向左        self.fleet_direction = 1        # 记分        self.alien_points = 100    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)

ship.py

管理飞船类

import pygamefrom pygame.sprite import Spriteclass Ship(Sprite):    def __init__(self, ai_settings, screen):        """初始化飞船,并设置其初始位置"""        super().__init__()        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 center_ship(self):        """让飞船在屏幕上居中"""        self.center = self.screen_rect.centerx    def update(self):        """根据移动标志调整飞船的位置"""        # 更新飞船的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        # 根据self.center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)

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