简单的Python项目——《外星人入侵》(关键词:pygame,类,函数,编组,图像)
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文章目录
程序概述
这是一个简单的射击小游戏,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用箭头键左右移动飞船,还可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。玩家的任务是射杀这些外星人。玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束。
笔记补充
- 注意,图片来源于网络,在*http://pixabay.com/*上搜索到的图
- 图片应该单独建议一个文件夹方便存放,名为images
- 可以使用文件的操作,把最高分存储起来,并建立一个排行榜
- pygame是Python游戏开发常用模块,应该继续深度学习
- 大型项目设计必须要有条理,按照面向对象的编程思想,我们在扩展功能时只要由各个分类到主程序修改
- 注意形参修改时常常牵一发动全身
运行代码及详细注解
ship类
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen): # 第二个参数指定了将飞船绘制在什么地方
"""初始化飞船位置并色湖之其初始值"""
super(Ship, self).__init__() # 使Ship继承Sprite,以便能创建飞船编组
self.screen = screen
self.ai_settings = ai_settings # 使飞船能读取速度设置
# 加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.bmp') # 这个函数表示一个飞船的surface,存储在了self.image
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每艘船都放在屏幕底部中央
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 update(self):
"""根据移动标志调整飞船的位置"""
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)
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
alien类
import pygame
from pygame.sprite import Sprite
class 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起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载外星人的图像,并设置其rect属性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕左上角附近
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)
# 外星人设置
self.alien_speed_factor = 1
def blitme(self):
"""在指定位置绘制外星人"""
self.screen.blit(self.image, self.rect)
def check_edges(self):
"""如果外星人位于屏幕边缘,就返回Ture"""
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):
""""向右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
bullet类
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""在飞船所处的位置创建一个子弹对象"""
def __init__(self, ai_settings, screen, ship):
"""在飞船所处的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,再设置正确的值
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):
"""向上移动子弹"""
# 更新表示子弹位置的小数值
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类
import pygame.font
# 它让Python能够将文本渲染到屏幕上
class Button():
#按钮类,指play键
def __init__(self, ai_settings, screen, msg): # msg是需要显示的文本
"""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 = 200
self.height = 50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48) # 实参none让Python实验默认字体,48指定文本字号
# 创建按钮的rect对象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center # 创建了一个rect按钮对象,并将center属性设置为屏幕的center对象
# 按钮的标签只需创建一次
self.prep_msg(msg) # Pygame 通过将你要显示的字符串渲染为图像来处理文本。我们调用 prep_msg() 来处理这样的渲染。
def prep_msg(self, msg):
"""将msg渲染为图像,并使其在按钮上居中"""
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):
# 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)
# screen.fill() 来绘制表示按钮的矩形,再调用 screen.blit()
# 并向它传递一幅图像以及与该图像相关联的 rect 对象,从而在屏幕上绘制文本图像。
game_stats类
class GameStats():
"""根据游戏的统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
# 游戏刚启动时处于非活跃状态
self.game_active = False
self.score = 0
# 在任何情况下都不应该重置最高分
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.score = 0
self.ships_left = self.ai_settings.ship_limit
self.level = 1
scoreboard类
import pygame.font
from pygame.sprite import Group
from ship import Ship
# 需要在屏幕上显示文本,故导入该模块
class 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
# 显示得分信息使用的字体设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 准备初始得分图像
self.prep_score()
self.prep_ships()
self.prep_high_score()
self.prep_level()
def prep_score(self):
"""将得分转化为一幅渲染的图像"""
rounded_score = 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
# 在 prep_score() 中,我们首先将数字值 stats.score 转换为字符串,再将这个字符串传递给创建图像的 render()。
# 为在屏幕上清晰地显示得分,我们向 render() 传递了屏幕背景色,以及文本颜色。 我们将得分放在屏幕右上角,并在得分增大导致这个数字更宽时让它向左延伸。
# 为确保得分始终锚定在屏幕右边,我们创建了一个名为 score_rect 的 rect,让其右边缘与屏幕右边缘相距 20 像素,并让其上边缘与屏幕上边缘也相距 20 像素。
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)
self.ships.draw(self.screen)#在屏幕上绘制飞船
def prep_high_score(self):
"""将最高分转换为渲染的图像"""
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)
# 将最高分放在屏幕中央
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):
"""将等级转换为渲染图像"""
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_ships(self):
"""显示还余下多少艘飞船"""
self.ships = Group() # 创造一个空编组,用于存储飞船实例
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)
settings类
class Settings():
def __init__(self):
"""初始化游戏的静态设置"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (250, 250, 250)
# 飞船设置
self.ship_limit = 3
# 子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullets_allowed = 3
# 外星人设置
self.fleet_drop_speed = 10
# 计分
self.alien_points = 50
# 以怎样的速度加快游戏节奏
self.speedup_scale = 1.2
# 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设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction为1表示为右,为-1表示为左
self.fleet_direction = 1
def increase_speed(self):
"""提高速度设置与外星人点数"""
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)
函数模块game_function
import sys
from bullet import Bullet
from alien import Alien
from time import sleep
import pygame
def check_keydown_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:
# 创造一颗子弹,并将其假如到编组bullets中
fire_bullet(ai_settings, screen, ship, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
""""如果没有达到限制,就发射一颗子弹"""
# 创建一颗新子弹,并放入编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_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 = False
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
"""响应按键与鼠标事件"""
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, 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() # get_pos()将返回一个元组,其中包含玩家单击时鼠标的 x 和 y 坐标
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):
""""在玩家按下play键后开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
# 标志 button_clicked 的值为 True 或 False ,有效避免了空白play的bug
# 使用 collidepoint() 检查鼠标单击位置是否在 Play 按钮的 rect 内
if button_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)
# 重新统计游戏信息
stats.reset_stats()
stats.game_active = True
# 重置计分牌
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"""
# 每次循环都重新绘制屏幕
screen.fill(ai_settings.bg_color)
ship.blitme() # 将飞船图像绘制到屏幕上
# 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,就显示Play键
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,并删除已经消失的子弹"""
# 更新子弹的位置
bullets.update()
# 删除已经消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应子弹和外星人的碰撞"""
# 删除发生碰撞的子弹和外星人
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:
# 删除现有的子弹,并新建一群外星人,加快游戏节奏
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_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少个外星人"""
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):
"""计算屏幕可以容纳多少行外星人"""
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height)) - 5
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其放在当前行中"""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = 2 * alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = 3 * 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
# 外星人行距为外星人宽度
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)
# 创建第一行外星人
for row_number in range(number_rows):
# 创建一个外星人并将其加入当前行
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):
"""有外星人到边缘时采取相应措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ship_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 # 停止游戏
pygame.mouse.set_visible(True) # 复原光标
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""
检测是否有外星人到达屏幕边缘
然后更新所有外星人的位置
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检测外星人和飞船的碰撞
# 方法 spritecollideany() 接受两个实参:一个精灵和一个编组。它检查编组是否有成员与精灵发生了碰撞
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
check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets)
def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""检查是否有外星人到达屏幕底端"""
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, stats, sb, screen, ship, aliens, bullets)
break
def check_high_score(stats,sb):
"""检查是否诞生了最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
主程序alien_invasion
import pygame # 导入了pygame模块
from pygame.sprite import Group # 实现pygame中编组功能,方便管理数据
from settings import Settings
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
from ship import Ship # 导入各种类
import game_functions as gf # 使用本项目的函数库
def run_game():
# 初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")
# 创建一个用于存储游戏统计信息的实例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 创建一艘飞船,创建一个用于存储子弹的编组,创建一个外星人群编组
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 开始游戏循环
while True:
gf.check_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()
运行截图
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