Python编程:《外星人入侵》

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Python编程:《外星人入侵》

Pygame是一组功能强大而有趣的的模块,可以用于管理图形、动画乃至声音,让你 能够更轻松地开发复杂的游戏。

《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。玩家可以使用箭头左右移动飞船,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。玩家的任务时射杀这些外星人。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。

1.1 安装Pygame

本人的系统是macOS Monterey,要安装Pygame依赖的有些包,需要Home-brew。为安装Pygame依赖的库,请执行下面的命令:

(base) liuxiaowei@MacBook-Air ~ % brew install hg sdl sdl_image sdl_ttf	

如果还想启用较高级的功能,如在游戏中包含声音, 可安装下面两个额外的库:

(base) liuxiaowei@MacBook-Air ~ % brew install sdl_mixer_portmidi

使用下面的命令来安装Pygame(如果你运行的是Python2.7, 请将pip3替换为pip ):

(base) liuxiaowei@MacBook-Air ~ % pip3 install --user hg+http://bitbucker.org/pygame/pygame

启动一个Python终端会话, 并导入Pygame以检查安装是否成功(如果你运行的是Python2.7, 请将python3替换为python):

(base) liuxiaowei@MacBook-Air ~ % python3
>>>import pygame

1.2开始游戏项目

游戏UML图如下所示:

1.2.1 创建alien_invasion.py

实现如下功能:

  • 创建Pygame窗口以及响应用户输入
  • 设置背景颜色
  • 创建一个用于存储游戏统计信息的实例
  • 创建一艘飞船,一个子弹编组和一个外星人编组
  • 创建外星人群
  • 监视键盘和鼠标事件

源码如下:

import pygame

from settings import Settings

from ship import Ship

import game_functions as gf 

from pygame.sprite import Group 

from alien import Alien

from scoreboard import Scoreboard

from game_stats import GameStats

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")

    # 创建一个用于存储游戏统计信息的实例
    stats = GameStats(ai_settings)
    
    # 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()


    # 创建一艘飞船
    ship = Ship(ai_settings, screen)

    #创建一个用于存储子弹的编组
    bullets = Group()

    # 创建外星人群
    gf.create_fleet(ai_settings, screen,  ship, aliens)

    # 创建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)


    
    # 开始游戏的主循环
    while True:
        
        gf.check_events(ai_settings, screen, ship, bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, ship, aliens, bullets)
            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
            
            # bullets.update()
            # gf.update_aliens(ai_settings, ship,  aliens)
        gf.update_screen(ai_settings, screen, ship, aliens, bullets)

        # 在飞船和外星人后面重绘所有的子弹
        for bullet in bullets:
            bullet.draw_bullet()

        # 监视键盘和鼠标事件
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
        # 每次循环时都重绘屏幕
        screen.fill(ai_settings.bg_color)
        ship.blitme()
        
        # 让最近绘制的屏幕可见
        pygame.display.flip()

run_game()

1.2.2 创建settings.py

实现功能如下:

  • 创建名为Settings的类,用于将所有设置存储在一个地方

程序源码如下:

class Settings():
    """存储《外星人入侵》的所有设置的类"""

    def __init__(self):
        """初始化游戏的设置"""

        # 屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)

        # 飞船的设置
        self.ship_speed_factor = 1.5
        self.ship_limit = 3
        

        # 子弹设置
        self.bullet_speed_factor = 12
        self.bullet_width = 3
        self.bullet_height = 12
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 30000

        # 外星人设置
        self.alien_speed_factor =  1
        self.fleet_drop_speed = 10
        # fleet_direction为1表示向右转,为-1表示向左转
        self.fleet_direction = 1


        #以什么样的速度加快游戏节奏
        self.speedup_scale = 1.1
        # 加快游戏节奏的速度
        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表示向右; 为-1表示向左
        self.fleet_direction = 1

        # 记分
        self.alien_points = 50


    def increase_speed(self):
        """提高速度设置"""
        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)
        print(self.alien_points)

1.2.3创建ship.py

实现功能如下:

  • 负责管理飞船的大部分行为

源码如下:

"""
处理图像用矩形代替游戏图像元素,矩形是简单的几何形状
"""
import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
    """初始化飞船并设置初始位置"""
    def __init__(self, ai_settings, screen):
        """初始化飞船,并设置其起始位置"""
        super(Ship, self).__init__()
        
        self.screen = screen
        self.ai_settings = ai_settings
         # 加载飞船图像并获取其外接矩形, load返回surface
        self.image = pygame.image.load('images/ship.bmp')
        # rect是rectangle缩写, get_rect()获取相应的surface属性rect
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        # 将每艘新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 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)


    def center_ship(self):
        """让飞船在屏幕上居中"""
        self.center = self.screen_rect.centerx

1.2.4 创建game_functions.py

实现功能如下:

  • 游戏事件管理

程序源码如下:

from asyncio import events
# from fcntl import F_SEAL_SEAL
import imp
from re import A
import sys
from zoneinfo import available_timezones

from time import sleep

import pygame

from settings import Settings

from ship import Ship 

from bullet import Bullet

from alien import Alien




def check_events(ai_settings, screen,  ship, 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:
            check_keydown_events(event, ai_settings, screen, ship, bullets)

        
        elif event.type == pygame.KEYUP:
            check_keydown_events(event, ai_settings, screen, ship, bullets)

        
        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 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:
        fire_bullet(ai_settings, screen, ship, bullets)

        # 创建一颗子弹,并将其加入到编组bullets中
       
        if len(bullets) < ai_settings.bullets_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)
    # 如果按q键,退出
    elif event.key == pygame.K_q:
        sys.exit()


def check_keyup_events(event, ai_settings, screen, ship, bullets):
    """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_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    """检查是否有外星人抵达屏幕底端"""
    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, screen, ship, aliens, bullets)
            break

# 检测子弹和外星人之间的碰撞
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
    """响应子弹和外星人发生碰撞"""
    # 删除发生碰撞的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if len(aliens) == 0:
        # 删除现有的所有子弹, 并创建一个新的外星人群
        bullets.empty()
        create_fleet(ai_settings, screen, ship, aliens)

    if len(aliens) == 0:
        # 如果整群外星人都被消灭,就提高一个等级
        bullets.empty()
        ai_settings.increase_speed()

        # 提高等级
        stats.level += 1
        sb.prep_level()

        create_fleet(ai_settings, screen, ship, aliens)


def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
    """在玩家单击Play按钮时开始游戏"""
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    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)

        # 重置游戏统计信息
        stats.reset_stats()
        stats.game_active = True

        # 重置记分牌图像
        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()


def check_high_score(stats, sb):
    """检查是否诞生了新的最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score  
        sb.prep_high_score()


def check_fleet_edges(ai_settings, aliens):
    """有外星人到达边缘时采取相应的措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


def change_fleet_direction(ai_settings, aliens):
    """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 update_aliens(ai_settings, stats, screen, 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"""
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    # 检测外星人和飞船之间的碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
        print("Ship hit!!!")

    # 检测是否有外星人到达屏幕底端
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)

        
    

def update_screen(ai_settings, screen, ship, aliens, bullets):
    """更新屏幕上的图案,并切换到新屏幕"""
    # 每次循环时都重绘屏幕
    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()
    # alien.blitme()
    aliens.draw(screen)
    # 让最近绘制的屏幕可见
    pygame.display.flip()


def update_bullets(ai_settings, screen, ship, aliens, bullets):
    """更新子弹的位置,并删除已消失的子弹"""
    # 更新子弹的位置
    bullets.update()

    # 删除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)

    check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets)

    # 检查是否有子弹击中了外星人
    # 如果是这样,就删除相应的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    
    if len(aliens) == 0:
        #删除现有的子弹并新建一群外星人
        bullets.empty()
        create_fleet(ai_settings, screen, ship, aliens)

def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
    """响应被外星人撞到的飞船"""
    # 将ships_left减1
    stats.ships_left -= 1

    # 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,并将飞船放到屏幕底端中央
    create_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()

    # 暂停
    sleep(0.5)

    if stats.ships_left > 0:
        # 将ships_left减1
        stats.ships_left -= 1

        # 更新记分牌
        # sb.prep_ships()

    else:
        stats.game_active = False

def fire_bullet(ai_settings, screen, ship, bullets):
    """如果没有到达限制,就发射一颗子弹"""
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def get_number_aliens_x(ai_settings, alien_width):
    """计算每行可容纳多少个外星人"""
    
    # 屏幕的宽度减掉2个外星人的宽度,因为两侧各空出一个外星人
    available_space_x = ai_settings.screen_width - 2 * alien_width
    # 外星人和空格间距是相等的, 所以除以2
    number_aliens_x = int(available_space_x / (2 * alien_width))
    
    return number_aliens_x

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"""
    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
   
    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)


    # 创建外星人群
    for row_number in range(number_rows):
        # 创建第一行外星人
        for alien_number in range(number_aliens_x):
            # 创建一个外星人并将其加入当前行
            create_alien(ai_settings, screen, aliens, alien_number, row_number)



def get_number_rows(ai_settings, ship_height, alien_height):
    """计算屏幕可容纳多少行外星人"""
    available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows

1.2.5 创建bullet.py

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