外星人入侵Python代码
在实现这个游戏的代码中,总共分成了以下的代码文件
- alien文件:
import pygame
from pygame.sprite import Spriteclass Ship(Sprite):
def __init__(self,ai_settings,screen):
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load("alien version/images/ship.bmp")
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottomself.center = float(self.rect.centerx)
self.moving_right = False
self.moving_left = Falsedef update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.rect.centerx += 1
self.center += self.ai_settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed
self.rect.centerx = self.centerdef blitme(self):
self.screen.blit(self.image,self.rect)def center_ship(self):
self.center = self.screen_rect.centerx alien invasion文件:
import sys
#模块sys用来退出游戏
import pygame
from settings import Setting
from ship import Ship
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard#导入刚刚创建的设置类
import game_functions as gf
from pygame.sprite import Groupdef run_game():
pygame.init()#初始化屏幕对象
ai_settings = Setting()
# 创建Setting类的实例,并存储在ai_settings变量中
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))#创建显示窗口
#设置窗口标题
pygame.display.set_caption("Alien Invasion")
play_button = Button(ai_settings,screen,"Play")
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
ship = Ship(ai_settings,screen)
bullets = Group()
aliens = Group()
gf.create_fleet(ai_settings, screen, ship,aliens)#开始游戏的主循环
#消息队列
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()
bullet文件:
import pygame
from pygame.sprite import Spriteclass Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super().__init__()
self.screen = screen
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
self.y = float(self.rect.y)self.color = ai_settings.bullet_color
self.speed = ai_settings.bullet_speeddef update(self):
self.y -= self.speed
self.rect.y = self.ydef draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)button文件:
import pygame.font
class Button():
def __init__(self,ai_settings,screen,msg):
self.screen = screen
self.screen_rect = screen.get_rect()self.width, self.height = 150,50
self.button_color = (0,255,0)
self.text_color = (255,255,255)
self.font = pygame.font.SysFont(None, 36)self.rect = pygame.Rect(0,0,self.width,self.height)
self.rect.center = self.screen_rect.centerself.prep_msg(msg)
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.centerdef draw_button(self):
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)game_function文件:
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleepdef 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_bullets(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 = Falsedef 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:
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):
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:ai_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active = Truesb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()aliens.empty()
bullets.empty()create_fleet(ai_settings,screen,ship,aliens)
ship.center_shipdef update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,
play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()if not stats.game_active:
play_button.draw_button()pygame.display.flip()
def update_bullets(ai_settings, screen,stats,sb,ship ,aliens,bullets):
bullets.update()for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)check_bulleet_alien_collisions(ai_settings, screen,stats,sb,ship ,aliens,bullets)
def fire_bullets(ai_settings, screen, ship,bullets):
if len(bullets) < ai_settings.bullets_allowed:new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)def check_bulleet_alien_collisions(ai_settings, screen,stats,sb, ship,
aliens, bullets):
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:
bullets.empty()
ai_settings.increase_speed()stats.level +=1
sb.prep_level()create_fleet(ai_settings, screen, ship, aliens)
def create_fleet(ai_settings,screen,ship,aliens):
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)for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number,row_number)def get_number_aliens_x(ai_settings,alien_width):
available_space_x = ai_settings.screen_width - 3.5 * alien_width
number_aliens_x = int(available_space_x / (5 * alien_width))
return number_aliens_xdef create_alien(ai_settings,screen,aliens,alien_number,row_number):
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 get_number_rows(ai_settings, ship_height,alien_height):
avaiable_space_y = ai_settings.screen_height - (3*alien_height) - ship_height
number_rows = int(avaiable_space_y / (2 * alien_height))
return number_rowsdef update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)def check_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
breakdef change_fleet_direction(ai_settings, aliens):
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):
if stats.ship_left >0:
stats.ship_left -=1
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)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:
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
breakdef check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()game_stats文件:
class GameStats():
def __init__(self,ai_settings):
self.ai_settings = ai_settings
self.reset_stats()
self.high_score = 0
self.game_active = Falsedef reset_stats(self):
self.ship_left = self.ai_settings.ship_limit
self.level = 1
self.score = 0scoreboard文件:
import pygame.font
from pygame.sprite import Group
from ship import Shipclass Scoreboard():
def __init__(self,ai_settings, screen, stats):
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = statsself.text_color = (30,30,30)
self.font = pygame.font.SysFont(None,24)self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()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_settings.bg_color)self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20def 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)
self.ships.draw(self.screen)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_settings.bg_color)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.topdef prep_level(self):
self.level_image = self.font.render(str(self.stats.level),True,
self.text_color,self.ai_settings.bg_color)self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.score_rect.bottom + 10def prep_ships(self):
self.ships = Group()
for ship_number in range(self.stats.ship_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)setting文件:
class Setting():
def __init__ (self):
#屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230,230,230)
self.ship_speed = 1.5
self.ship_limit = 3self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60,60,60
self.bullets_allowed = 3self.fleet_drop_speed = 10
self.speedup_scale = 1.1
self.initialize_dynamic_settings()self.score_scale = 1.5
def initialize_dynamic_settings(self):
self.ship_speed = 1.5
self.bullet_speed = 1
self.alien_speed_factor = 0.2
self.fleet_direction = 1
self.alien_points = 5 #击落一个外星人得分五分def increase_speed(self):
self.ship_speed *= self.speedup_scale
self.bullet_speed *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scaleself.alien_points = int(self.alien_points * self.score_scale)
ship文件:
import pygame
from pygame.sprite import Spriteclass Ship(Sprite):
def __init__(self,ai_settings,screen):
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load("alien version/images/ship.bmp")
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottomself.center = float(self.rect.centerx)
self.moving_right = False
self.moving_left = Falsedef update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.rect.centerx += 1
self.center += self.ai_settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed
self.rect.centerx = self.centerdef blitme(self):
self.screen.blit(self.image,self.rect)def center_ship(self):
self.center = self.screen_rect.centerx
注:在这里面导入的照片路径肯定与你们自己的不一样,这个需要自己去复制图片的路径,其他的代码跟我的一样就行
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