外星人入侵(python) 游戏的一些初始化数据的储存,子弹的速度,大小,屏幕的大小。游戏的一些初始化设置,界面的大小,标题。飞船的初始化信息和移动。外星人的初始信息和移动。

前言

代码来源《python编程从入门到实践》Eric Matthes 署 袁国忠 译

使用软件:PyCharm Community Editor 2022

目的:记录一下按照书上敲的代码

alien_invasion.py

游戏的一些初始化设置,调用已经封装好的函数方法,一个函数的调用实现一个游戏的部分。

import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
 # 初始化游戏并创建一个屏幕对象
 pygame.init()
 ai_settigns = Settings()
 # 里面是一个元组
 screen = pygame.display.set_mode((ai_settigns.screen_width, ai_settigns.screen_height))
 # 窗口尺寸,宽高
 # screen=pygame.display.set_mode((1200,800))
 # 窗口标题
 pygame.display.set_caption("Alien Invasion")
 # 创建Play按钮
 play_button = Button(ai_settigns, screen, "Play")
 # 创建一个用于存储游戏统计信息的实例
 stats = GameStats(ai_settigns)
 # 创建储存游戏统计信息的实例,并创建记分牌
 sb = Scoreboard(ai_settigns, screen, stats)
 # 设置背景色
 # bg_color=(230,230,230)
 # 创建一艘飞船、一个子弹编组和一个外星人编组
 ship = Ship(ai_settigns, screen)
 # 创建一个用于存储子弹的编组
 bullets = Group()
 # 创建一个外星人
 # alien=Alien(ai_settigns,screen)
 aliens = Group()
 # 创建外星人群
 gf.create_fleet(ai_settigns, screen, ship, aliens)
 # 开始游戏的主循环
 while True:
 gf.check_events(ai_settigns, screen, stats, sb, play_button, ship, aliens, bullets)
 if stats.game_active:
 ship.update()
 gf.update_bullets(ai_settigns, screen, stats, sb, ship, aliens, bullets)
 gf.update_aliens(ai_settigns, screen, stats, sb, ship, aliens, bullets)
 # print(len(bullets))
 gf.update_screen(ai_settigns, screen, stats, sb, ship, aliens, bullets, play_button)
 # 监视键盘和鼠标事件
 # for event in pygame.event.get():
 # if event.type==pygame.QUIT:
 # sys.exit()
 # 每次循环都重绘屏幕
 # screen.fill(bg_color)
 # screen.fill(ai_settigns.gb_color)
 # ship.blitme()
 # 让最近绘制的屏幕可见
 # pygame.display.flip()
run_game()

game_functions.py

 游戏主体,具体功能的实现被封装在里面,按下按键、松开按键的响应,界面的更新、子弹的发射、外星人和飞船之间碰撞的检查等等。

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
# 响应按键
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)
 # 按下键盘上的q键同样关闭游戏界面(需要是英文状态下)
 elif event.key == pygame.K_q:
 sys.exit()
# 响应松开
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
# 响应按键和鼠标事件
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 sys.exit()
 elif event.type == pygame.KEYDOWN:
 # if event.key == pygame.K_RIGHT:
 # ship.moving_right = True
 # elif event.key == pygame.K_LEFT:
 # ship.moving_left = True
 check_keydown_events(event, ai_settings, screen, ship, bullets)
 elif event.type == pygame.KEYUP:
 # if event.key == pygame.K_RIGHT:
 # ship.moving_right = False
 # elif event.key == pygame.K_LEFT:
 # ship.moving_left = False
 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)
# 更新屏幕上的图像,并切换到新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
 # 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()
 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()
# 更新子弹的位置,并删除已经消失的子弹
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
 # 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:
 # 将ships_letf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)
# 检查是否有外星人到达了屏幕底端
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
 screen_rect = screen.get_rect()
 for alien in aliens.sprites():
 if alien.rect.bottom >= screen_rect.bottom:
 # 向飞船被撞到一样进行处理
 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
 break
# 在玩家单机Play按钮时开始新游戏
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
 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()
 # 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()
# 检查是否诞生了新的最高部分
def check_high_score(stats, sb):
 if stats.score > stats.high_score:
 stats.high_score = stats.score
 sb.prep_high_score()

settings.py

游戏的一些初始化数据的储存,子弹的速度,大小,屏幕的大小等等。

# 储存《外星人入侵》所设置的类
class Settings():
 # 初始化游戏的静态属性
 def __init__(self):
 # 屏幕设置
 self.screen_width = 1200
 self.screen_height = 800
 self.bg_color = (230, 230, 230)
 # 飞船设置
 # 位置
 self.ship_speed_factor = 1.5
 self.ship_limit = 3
 # 子弹设置(宽高,颜色)
 self.bullet_speed_factor = 1 # 速度
 self.bullet_width = 3 # 宽度
 self.bullet_height = 15 # 高度
 self.bullet_color = 60, 60, 60 # 颜色
 self.bullets_allowed = 3
 # 外星人设置
 self.alien_speed_factor = 1
 self.fleet_drop_speed = 10
 # fleet_direction为1表示向右移,为-1表示向左移
 self.fleet_direction = 1
 # 以什么样的速度加快游戏节奏
 self.speedup_scale = 1.1
 # 外星人点数的提高速度
 self.score_scale = 1.5
 self.initialize_dynamic_settings()
 # 记分
 self.alien_points = 50
 # 初始化随游戏进行而变化的设置
 def initialize_dynamic_settings(self):
 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
 # 提高速度和外星人点数设置
 def increase_speed(self):
 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)

ship.py

 飞船的初始化信息(在屏幕上面显示的位置)和移动。

import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
 # 初始化飞船并设置其初始位置
 def __init__(self, ai_settings, screen):
 super(Ship, self).__init__()
 self.screen = screen
 self.ai_settings = ai_settings
 # 加载飞船图像并获取外接矩形
 self.image = pygame.image.load('images/ship.png')
 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
 # 根据移动标志调整飞船的位置
 def update(self):
 # 更新飞船的center值,而不是rect
 # if self.moving_right:
 # 增加不能越界的条件
 if self.moving_right and self.rect.right < self.screen_rect.right:
 # self.rect.centerx += 1
 self.center += self.ai_settings.ship_speed_factor
 # elif self.moving_left:
 if self.moving_left and self.rect.left > 0:
 # self.rect.centerx -= 1
 self.center -= self.ai_settings.ship_speed_factor
 # 根据self.center更新rect对象
 self.rect.centerx = self.center
 # 在指定位置绘制飞船
 def blitme(self):
 self.screen.blit(self.image, self.rect)
 # 让飞船在屏幕上居中
 def center_ship(self):
 self.center = self.screen_rect.centerx

alien.py

外星人的初始信息(在屏幕上面显示的位置)和移动。

import pygame
from pygame.sprite import Sprite
# 表示单个外星人的类
class Alien(Sprite):
 # 初始化外星人并设置起始位置
 def __init__(self, ai_settings, screen):
 super(Alien, self).__init__()
 self.screen = screen
 self.ai_settins = ai_settings
 # 加载外星人图像,并设置其rect属性
 self.image = pygame.image.load('images/alien.png')
 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)
 # 在指定位置绘制外星人
 def blitme(self):
 self.screen.blit(self.image, self.rect)
 # 向右、左移动外星人
 def update(self):
 # self.x += self.ai_settins.alien_speed_factor
 self.x += (self.ai_settins.alien_speed_factor * self.ai_settins.fleet_direction)
 self.rect.x = self.x
 # 如果外星人位于屏幕边缘,就返回True
 def check_edges(self):
 screen_rect = self.screen.get_rect()
 if self.rect.right >= screen_rect.right:
 return True
 elif self.rect.left 

bullet.py

子弹的显示和移动。

import pygame
from pygame.sprite import Sprite
# 一个对飞船发射的子弹进行管理的类
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):
 super(Bullet, self).__init__()
 self.screen = screen
 # 在(0,0)处创建一个表示子弹的矩形,在设置正确的位置
 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
 # 向上移动子弹
 def update(self):
 # 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
 # 在屏幕上绘制子弹
 def draw_bullet(self):
 pygame.draw.rect(self.screen, self.color, self.rect)

game_stats.py

游戏是否结束,统计游戏运行期间的变化。

# 跟踪游戏的统计信息
class GameStats():
 # 初始化统计信息
 def __init__(self, ai_settings):
 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
 # 在任何情况下都不应重置最高得分
 self.high_score = 0
 # 初始化在游戏运行期间可能变化的统计信息
 def reset_stats(self):
 self.ships_left = self.ai_settings.ship_limit
 self.score = 0
 self.level = 1

 

 button.py

开始按钮

import pygame.font
class Button():
 # 初始化按钮的属性
 def __init__(self, ai_setting, screen, msg):
 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, 0, 0)
 self.text_color = (255, 255, 255)
 self.font = pygame.font.SysFont(None, 48)
 # 创建按钮的rect的对象,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)
 # 将msg渲染为图像,并使其在按钮上居中
 def prep_msg(self, msg):
 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
 # 绘制一个用颜色填充的按钮,再绘制文本
 def draw_button(self):
 self.screen.fill(self.button_color, self.rect)
 self.screen.blit(self.msg_image, self.msg_image_rect)

scoreboard.py

当前得分,和最高得分

import pygame.font
from pygame.sprite import Group
from ship import Ship
# 显示得分信息的类
class Scoreboard():
 def __init__(self, ai_setting, screen, stats):
 self.screen = screen
 self.screen_rect = screen.get_rect()
 self.ai_setting = ai_setting
 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)
 # 准备初始得分图像
 self.prep_score()
 self.prep_high_score()
 self.prep_level()
 self.prep_ships()
 # 将得分转换为一幅渲染的图像
 def prep_score(self):
 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_setting.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
 # 在屏幕上显示得分和飞船
 def show_score(self):
 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)
 # 将最高得分转换为渲染的图像
 def prep_high_score(self):
 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_setting.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.score_rect.top
 # 将等级转换为渲染的图像
 def prep_level(self):
 self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_setting.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
 # 显示还余下多少艘飞船
 def prep_ships(self):
 self.ships = Group()
 for ship_number in range(self.stats.ships_left):
 ship = Ship(self.ai_setting, self.screen)
 ship.rect.x = 10 + ship_number * ship.rect.width
 ship.rect.y = 10
 self.ships.add(ship)

 

我们的飞船和下面的飞船相撞或者撞到下面的墙都会输出:“Ship hit!!!”(程序中已经注释)

 

 图片可以自己去找,如果想修改图片可以运用电脑的“画图”工具来实现。

总结

主要是记录一下这个,毕竟敲了这么久了,不过还是要理解。

整个游戏的结构还是是否清晰的,游戏的流程储存在alien_invasion中,为了让程序的可读性更好,把功能封装成对应的函数,把这些函数全部储存到game_functions中,把游戏需要初始化的数据(子弹的大小,颜色,速度等等)全部储存到settings中,ship是对飞船的抽象表示,alien是对外星人的抽象表示,bullet是对子弹的抽象表示,通过button来开始游戏,game_stats来记录整个游戏,用scoreboard统计游戏得分。

作者:封奚泽优原文地址:https://blog.csdn.net/weixin_64066303/article/details/135963588

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