PYTHON游戏编程外星人入侵的完整实现思路,具体内容如下

准备工作:下载python,比如Anaconda3(64 bit),导入pygame游戏包

1.外星人设置,alien.py,代码:

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他位置"""
  super(Alien,self).__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)
  
  
 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):
  """向右移动外星人"""
  self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
  self.rect.x = self.x

2.游戏主程序,alien_invasion.py,代码:

import pygame

from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from pygame.sprite import Group
import game_functions as gf
from scoreboard import Scoreboard

def run_game():
  pygame.init()    # 初始化背景设置
  ai_settings = Settings()    # 全局设置

  screen = pygame.display.set_mode(      # 创建screen显示窗口
    (ai_settings.screen_width,ai_settings.screen_height)
  )
  pygame.display.set_caption('Alien Invasion')  # 标题
  #新建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)
  # 创建飞船
  ship = Ship(ai_settings,screen)
  # 创建子弹编组
  bullets = Group()
  
  #创建一个外星人
  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:
    # 监视键盘和鼠标事件
    gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
    
    if stats.game_active:
      # 移动飞船
      gf.update_ship(ship)
      # 更新子弹位置
      gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
      #更新外星人
      gf.update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets)
    # 更新屏幕
    gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)

run_game()

3.设置子弹,bullet.py,代码:

import pygame
from pygame.sprite import Sprite
import time

class Bullet(Sprite):
  '''飞船子弹进行管理'''

  def __init__(self,ai_settings,screen,ship):
    super(Bullet,self).__init__()
    self.screen = screen

    # 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高
    self.rect = pygame.Rect(0,0,
    ai_settings.bullet_width, ai_settings.bullet_height)

    self.rect.centerx = ship.rect.centerx # 设置中心点x轴坐标跟飞船一致
    self.rect.top = ship.rect.top     # 设置y轴坐标顶部跟飞船一致

    # 设置成小数进行计算
    self.top = float(self.rect.top)

    self.color = ai_settings.bullet_color
    self.speed_factor = ai_settings.bullet_speed_factor

  def update(self):
    self.top -=self.speed_factor
    self.rect.top = self.top
    print(self.rect.top)

  def draw_bullet(self):
    pygame.draw.rect(self.screen,self.color,self.rect)

4.设置Play按钮,button.py,代码:

import pygame.font

class Button():
  
  def __init__(self,ai_settings,screen,msg):
    """初始化按钮属性"""
    self.screen = screen
    self.screen_rect = screen.get_rect()
    
    #设置按钮的尺寸和其他属性
    self.width,self.height = 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,并使其居中
    self.rect = pygame.Rect(0,0,self.width,self.height)
    self.rect.center = self.screen_rect.center
    
    #按钮的标签只需创建一次
    self.prep_msg(msg)
    
  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)

5.设置游戏功能,game_functions.py,代码:

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
  # 监视键盘和鼠标事件
  for event in pygame.event.get():

    if event.type == pygame.QUIT: # 关闭窗口退出
      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()
      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
    
    #重置计分牌图像
    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()
    
    #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):
  '''更新屏幕上的图片,并切换到新屏幕'''
  screen.fill(ai_settings.bg_color) # 设置背景颜色
  ship.blitme() # 绘制飞船
  aliens.draw(screen)
  # 循环子弹组里面的元素,进行绘制 为空时不执行
  for bullet in bullets.sprites():
    bullet.draw_bullet()  # 绘制子弹
  #显示得分
  sb.show_score()
  #如果游戏处于非活跃状态,就显示Play按钮
  if not stats.game_active:
    play_button.draw_button()
  # 显示最新屏幕,擦拭旧屏幕
  pygame.display.flip()
  # print('1')

def check_keydown_events(event,ai_settings,screen,ship,bullets):
  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 check_keyup_events(event,ship):
  if event.key == pygame.K_RIGHT:
    ship.moving_right = False
  elif event.key == pygame.K_LEFT:
    ship.moving_left = False

def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
  '''更新子弹位置,删除子弹'''
  bullets.update()   # 子弹组每个成员执行self.update()操作
  for bullet in bullets.sprites():
    if bullet.rect.bottom <= 0: # 子弹出界 删除
      bullets.remove(bullet)
  check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)

def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets): 
  """响应外星人和子弹的碰撞"""
  #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,加快游戏进度节奏
    bullets.empty()
    ai_settings.increase_speed()
    
    #提高等级
    stats.level += 1
    sb.prep_level()
    
    create_fleet(ai_settings,screen,ship,aliens)

def update_ship(ship):
  ship.update()

def fire_bullet(ai_settings,screen,ship,bullets):
  # 创建一个子弹对象 加入到子弹组
  if len(bullets) < ai_settings.bullets_allowed: # 子弹少于允许值时再生成
    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"""
  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
  
def create_aliens(ai_settings,screen,aliens,alien_number,row_number):
  """创建一个外星人并将其放在当期行"""
  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,并计算一行可以容纳多少个外星人
  #外星人间距为外星人宽度
  alien = Alien(ai_settings,screen)
  number_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):
    for alien_number in range(number_aliens_x):
      #创建一个外星人并将其加入当前行
      create_aliens(ai_settings,screen,aliens,alien_number,row_number)
 
def check_fleet_edges(ai_settings,aliens):
  """有外星人到达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,并改变他们的运动方向"""
  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):
  """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,并将飞船放到屏幕低端中央
    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 check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
  """检查是否有外星人到达屏幕低端"""
  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,sb,ship,aliens,bullets)
      break

       
def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
  """更新外星人群中所有外星人的位置"""
  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,sb,ship,aliens,bullets)
  #检查是否有外星人到达屏幕低端
  check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)

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

6.游戏统计信息,game_stats.py,代码:

class GameStats():
  """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()
    #游戏刚启动时处于非活动状态
    self.game_active = False
    #在任何情况下不应该重置最高分
    self.high_score = 0
    self.level = 1
    
  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

7.分数设置,scoreboard.py,代码:

import pygame.font
from pygame.sprite import Group

from ship import Ship

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
    
    #显示得分信息时使用的字体设置
    self.text_color = (30, 30, 30)
    self.font = pygame.font.SysFont(None, 48)
    
    #准备初始化得分图像和当前最高分数
    self.prep_score()
    self.prep_high_score()
    self.prep_level()
    self.prep_ships()
    
  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)
    
    #将得分放在右上角
    self.score_rect = self.score_image.get_rect()
    self.score_rect.right = self.screen_rect.right - 20
    self.score_rect.top = 5
  
  def prep_high_score(self):
    """将最高得分转换为渲染图像"""
    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)
    
    #将最高分放在屏幕最中央
    self.high_score_rect = self.high_score_image.get_rect()
    self.high_score_rect.centerx = self.screen_rect.centerx
    self.high_score_rect.top = 5
    
  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)
    
    #将得分放在右上角
    self.level_rect = self.score_image.get_rect()
    self.level_rect.right = self.screen_rect.right
    self.level_rect.top = self.score_rect.bottom 
    
  def prep_ships(self):
    """显示还剩下多少艘飞船"""
    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 show_score(self):
    """在屏幕上显示得分和等级"""
    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)

8.设置,settings.py,代码:

class Settings():
  '''存储外星人入侵中所有的设置'''

  def __init__(self):
    '''初始化设置'''
    #屏幕设置
    self.screen_width = 1200
    self.screen_height = 600
    self.bg_color = (230,230,230)  # 设置背景色 灰色
    
    #飞船设置
    self.ship_limit = 3
    self.ship_image_path = 'images/ship.bmp'  # 飞船图片路径
    
    #子弹设置
    self.bullet_width = 3
    self.bullet_height = 15
    self.bullet_color = 60,60,60
    self.bullets_allowed = 3     # 允许屏幕中出现子弹的数量
    
    #外星人设置
    self.fleet_drop_speed = 10
    
    
    #以什么样的速度加快游戏节奏
    self.speedup_scale = 1.1
    #外星人点数提高速度
    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表示向右移,为-1表示向左移
    self.fleet_direction = 1
    
    #计分
    self.alien_points = 50
    
  def increase_speed(self):
    """提高速度设置,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)
    print(self.alien_points)


9.飞船设置,ship.py,代码:

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
  '''飞船所有信息'''

  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

    # 加载飞船图片、获取外接矩形
    self.image = pygame.image.load(self.ai_settings.ship_image_path)  # 加载图片
    self.image = pygame.transform.smoothscale(self.image,(40,60))
    self.rect = self.image.get_rect()  # 获取图片外接矩形
    self.screen_rect = screen.get_rect()    #获取屏幕外接矩形

    # 将每搜新飞船放到并木底部中心
    self.rect.centerx = self.screen_rect.centerx
    self.rect.bottom = self.screen_rect.bottom
    # 设置成浮点类型
    self.center = float(self.rect.centerx)   # self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算

    # 移动标志
    self.moving_right = False
    self.moving_left = False

  def blitme(self):
    '''在指定位置绘制飞船'''
    self.screen.blit(self.image,self.rect)

  def update(self):
    # 向右移动飞船
    if self.moving_right and self.rect.right < self.screen_rect.right:
      self.center +=self.ai_settings.ship_speed_factor
    # 向左移动飞船
    if self.moving_left and self.rect.left > self.screen_rect.left:
      self.center -= self.ai_settings.ship_speed_factor

    self.rect.centerx = self.center

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

效果展示:

游戏资源:图片资源

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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