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一.外星人入侵项目概述
1.1 alien_invasion.py
主文件alien_invasion.py创建一系列整个游戏都要用到的对象:存储在ai_settings 中的设置、存储在screen 中的主显示surface以及一个飞船实例等。
要玩游戏《外星人入侵》,只需运行文件alien_invasion.py。其他文件(settings.py、game_functions.py、ship.py等)包含的代码被直接或间接地导入到这个文件中。
代码:
import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from alien import Alien
import game_functions as gf
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_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)
# 设置背景颜色
bg_color = (ai_settings.bg_color)
# 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()
# 创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 开始游戏的主循环
while True:
gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
# print(stats.game_active)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
gf.update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()1.2 setttings.py
文件settings.py里面包含了所有的可变参数,整个项目其他的python文件都从settings.py获取,这样代码就都被封装起来了,需要修改的时候只需要调整settings.py即可。
代码:
class Settings():
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_limit = 10
# 子弹设置
self.bullet_width = 300
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 5
# 外星人设置
self.fleet_drop_speed = 10
# 加快游戏节奏的速度
self.speedup_scale = 1.1
# 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 = 0.1
# fleet_direction 为1表示向右移,为-1表示向左移动
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)1.3 ship.py
文件ship.py包含Ship 类,这个类包含方法init() 、管理飞船位置的方法update() 、在屏幕上绘制飞船的方法blitme() 以及让飞船在屏幕上居中的center_ship方法。表示飞船的图像存储在文件夹images下的文件ship.bmp中。
对于飞船所有的操作都被封装在ship.py这个文件了。
代码:
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
super(Ship, self).__init__()
""" 初始化飞船并设置其起始位置 """
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
# 将每艘新飞船刚在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 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):
&#34;&#34;&#34; 在指定的位置绘制飞船 &#34;&#34;&#34;
self.screen.blit(self.image, self.rect)
def center_ship(self):
&#34;&#34;&#34; 让飞船在屏幕上居中 &#34;&#34;&#34;
self.center = self.screen_rect.centerx1.4 alien.py
alien.py 包含了Alien这个类 类下面有init方法,存储来自settings.py里面的一些参数。 类下面有blitme方法,绘制外星人。 类下面有check_edges方法,判断移动的外星人是否位于移动边缘。 类下面有update方法,用于移动外星人。
代码:
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
&#34;&#34;&#34; 表示单个外星人的类 &#34;&#34;&#34;
def __init__(self, ai_settings, screen):
&#34;&#34;&#34; 初始化外星人并设置其起始位置 &#34;&#34;&#34;
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(&#39;images/alien.bmp&#39;)
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):
&#34;&#34;&#34; 在指定的位置绘制外星人 &#34;&#34;&#34;
self.screen.blit(self.image, self.rect)
def check_edges(self):
&#34;&#34;&#34; 如果外星人位于屏幕边缘,就返回True &#34;&#34;&#34;
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):
&#34;&#34;&#34; 向左或向右移动外星人 &#34;&#34;&#34;
self.x += ( self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction )
self.rect.x = self.x1.5 bullet.py
bullet.py包含Bullet类。 类下面有init方法,存储来自settings.py里面的一些参数。 类下面有update方法,用于向上移动自动。 类下面有draw_bullet方法,用于在屏幕上绘制子弹。
代码:
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
&#34;&#34;&#34; 一个对飞船发射子单进行管理的类 &#34;&#34;&#34;
def __init__(self, ai_settings, screen, ship):
&#34;&#34;&#34; 在飞船所处的位置创建一个子弹对象 &#34;&#34;&#34;
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):
&#34;&#34;&#34; 向上移动子弹 &#34;&#34;&#34;
# 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):
&#34;&#34;&#34; 在屏幕上绘制子弹 &#34;&#34;&#34;
pygame.draw.rect(self.screen, self.color, self.rect)1.6 game_functions.py
game_functions.py 这个是整个项目所有的功能性函数的汇总类,游戏大部分功能都是它完成的。 这样整个项目每个python文件负责指定的单向功能,程序的可维护性和可拓展性大大增加。
随着功能增加了之后,要考虑实现功能的函数的重构,单个函数只好不要超过100行。 例如check_events函数被拆分为 check_events、check_keyup_events和check_keydown_events三个函数。
代码:
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings, screen, ship, bullets):
&#34;&#34;&#34; 响应按键 &#34;&#34;&#34;
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)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
&#34;&#34;&#34; 响应松开 &#34;&#34;&#34;
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):
&#34;&#34;&#34; 响应按键和鼠标事件 &#34;&#34;&#34;
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):
&#34;&#34;&#34; 在玩家单机Play按钮时开始新游戏 &#34;&#34;&#34;
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单列表
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):
&#34;&#34;&#34; 更新屏幕上的图像,并切换到新屏幕 &#34;&#34;&#34;
# 每次循环事都重绘屏幕
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()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
&#34;&#34;&#34; 更新子弹的位置,并删除已消失的子弹 &#34;&#34;&#34;
# 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, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 检查是否有子弹击中外星人
# 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 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:
# 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 get_number_aliens_x(ai_settings, alien_width):
&#34;&#34;&#34; 计算每行可容纳多少外星人 &#34;&#34;&#34;
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_setttings, ship_height, alien_height):
&#34;&#34;&#34; 计算屏幕可容纳多少行外星人 &#34;&#34;&#34;
available_space_y = (ai_setttings.screen_height - (3 * alien_height) - ship_height )
number_rows = int(available_space_y / ( 2 * alien_height ))
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
&#34;&#34;&#34; 创建一个外星人并将其放在当前行 &#34;&#34;&#34;
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):
&#34;&#34;&#34; 创建外星人群 &#34;&#34;&#34;
# 创建一个外星人,并计算每行可容纳多少外星人
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)
# 获取外星人群
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 check_fleet_edges(ai_settings, aliens):
&#34;&#34;&#34; 有外星人到达边缘时采取相应的措施 &#34;&#34;&#34;
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
&#34;&#34;&#34; 将整群外星人下移,并改变他们的方向 &#34;&#34;&#34;
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats,sb , screen, ship, aliens, bullets):
&#34;&#34;&#34; 响应被外星人撞到的飞船 &#34;&#34;&#34;
if stats.ships_left > 0:
# 将ships_left减1
stats.ships_left -= 1
# 更新计分牌
sb.prep_ships()
# 清空外星人列表和子单列表
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)
def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets):
&#34;&#34;&#34; 检查是否有外星人到达屏幕底端 &#34;&#34;&#34;
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞到一样处理
ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets):
&#34;&#34;&#34; 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 &#34;&#34;&#34;
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats,sb , screen, 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_high_score(stats, sb):
&#34;&#34;&#34; 检查是否诞生了新的最高得分 &#34;&#34;&#34;
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()1.7 game_stats.py
game_stats.py 存储了一些游戏的状态类,例如暂停和开始等。
代码:
class GameStats():
&#34;&#34;&#34; 跟踪游戏的统计信息 &#34;&#34;&#34;
def __init__(self, ai_settings):
&#34;&#34;&#34;&#34; 初始化统计信息 &#34;&#34;&#34;
self.ai_settings = ai_settings
self.reset_stats()
# 游戏刚开始时处于非活动状态
self.game_active = False
# 在任何情况下都不应该重置最高得分
self.high_score = 0
def reset_stats(self):
&#34;&#34;&#34; 初始化在游戏运行期间可能变化的统计信息 &#34;&#34;&#34;
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 11.8 button.py
import pygame.font
class Button():
def __init__(self, ai_settings, screen, msg):
&#34;&#34;&#34; 初始化按钮的属性 &#34;&#34;&#34;
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, 250, 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):
&#34;&#34;&#34; 将msg渲染为图像,并使其在按钮上居中 &#34;&#34;&#34;
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)1.9 scoreboard.py
scoreboard.py 是用来暂时 最高分、当前得分、剩余生命数的。
代码:
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
&#34;&#34;&#34; 显示得分信息的类 &#34;&#34;&#34;
def __init__(self, ai_settings, screen, stats):
&#34;&#34;&#34; 初始化显示得分涉及的属性 &#34;&#34;&#34;
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)
# 准备包含最高得分和当前得分的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_level(self):
&#34;&#34;&#34; 将登记转换为渲染的图像 &#34;&#34;&#34;
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_score(self):
&#34;&#34;&#34; 将得分转换为一副渲染的图像 &#34;&#34;&#34;
rounded_score = round(self.stats.score, -1)
score_str = &#34;{:,}&#34;.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
def prep_high_score(self):
&#34;&#34;&#34; 将最高得分转换为渲染的图像 &#34;&#34;&#34;
high_score = round(self.stats.high_score, -1)
high_score_str = &#34;{:,}&#34;.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
def prep_ships(self):
&#34;&#34;&#34; 显示还余下多少艘飞船 &#34;&#34;&#34;
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):
&#34;&#34;&#34; 在屏幕上显示得分 和 最高得分 &#34;&#34;&#34;
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) |
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