外星人入侵
- 游戏开始前的注意事项💬💬💬
- 《外星人入侵》游戏简介
- 开始游戏项目实战开发
- 游戏中需要的所有模块🎉🎉🎉
- alien_invasion.py
- alien.py
- bullet.py
- button.py
- game_functions.py
- game_stats.py
- scoreboard.py
- settings.py
- ship.py
- 结束语🏆🏆🏆
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)
《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
ship.bmp
游戏中需要的所有模块🎉🎉🎉
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)
结束语🏆🏆🏆
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