本文主要是介绍外星人入侵小游戏,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
按照《Python编程:从入门到实践》这本书做的,稍做了一些添加(加了背景音乐、射击音效和飞船的上下移动),顺便记录一下学习的过程,以下是实现代码:
(ps:外星人和飞船的图是我自己画的,有点丑。。。如果想用的话我会放在最后,背景音乐选一个自己喜欢的就好,射击音效是我自己录的,emmm就不发出来了,大家用自己喜欢的就好)
alien_invasion.py
这个游戏的主程序,在此文件下进行运行
关于添加音频要注意pygame似乎不太支持MP3格式的,所以要转化格式,可以去看看这篇博客
链接,讲的很清楚,也有转格式的工具(我自己录的MP3格式的音频就是用他的在线转转成ogg格式的)
import pygame
from pygame.sprite import Group
import game_fuctions as gf
from settings import Settings
from ship import Ship
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboarddef run_game():# 初始背景设置pygame.init()pygame.font.init()pygame.mixer.init()# 背景音乐pygame.mixer.music.load('path') # 填入背景音乐的路径pygame.mixer.music.set_volume(0.1)# 创建游戏窗口设置背景色pygame.mixer.music.play(-1)ai_settings = Settings()screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))pygame.display.set_caption("激战星空")ship = Ship(ai_settings, screen)bullets = Group()aliens = Group()gf.create_fleet(ai_settings, screen, ship, aliens)stats = GameStats(ai_settings)play_button = Button(ai_settings, screen, "Play")sb = Scoreboard(ai_settings, screen, stats)# 控制事件循环与管理更新屏幕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, stats, screen, sb, ship, aliens, bullets)gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)run_game()
game_fuctions.py
整个游戏的功能实现的文件
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleepdef 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_rowsdef 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_widthnumber_aliens_x = int(available_space_x / (2 * alien_width))return number_aliens_xdef 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.widthalien.x = alien_width + 2 * alien_width * alien_numberalien.rect.x = alien.xalien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numberaliens.add(alien)def create_fleet(ai_settings, screen, ship, aliens):"""创建外星人群"""# 创建一个外星人,并计算每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)# 创建第一行外星人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_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):# 响应按键与鼠标事件for event in pygame.event.get():# 当单击游戏窗口的关闭按钮时退出游戏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):# 在玩家点击play时开始新游戏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()# 清空外星人列表与子弹列表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(ai_settings)# 移动飞船
def check_keydown_events(event, ai_settings, screen, ship, bullets):# 检查用户的按钮动作if event.key == pygame.K_RIGHT:ship.moving_right = Trueship.rect.centerx += 1if event.key == pygame.K_LEFT:ship.moving_left = Trueelif event.key == pygame.K_UP:ship.moving_up = Trueelif event.key == pygame.K_DOWN:ship.moving_down = Trueelif event.key == pygame.K_SPACE:fire_bullet(ai_settings, screen, ship, bullets)elif event.key == pygame.K_q:sys.exit()def fire_bullet(ai_settings, screen, ship, bullets):if len(bullets) < ai_settings.bullet_allowed:new_bullet = Bullet(ai_settings, screen, ship)bullets.add(new_bullet)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_bullet_aline_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)# print(len(bullets)) 输出当前位置def check_bullet_aline_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):"""响应子弹和外星人的碰撞"""# 删除发生碰撞的子弹和外星人collections = pygame.sprite.groupcollide(bullets, aliens, True, True)if len(aliens) == 0:# 如果整群外星人都被消灭,就提高一个等级# 删除现有的子弹加快游戏节奏并新建一群外星人bullets.empty()ai_settings.increase_speed()# 提高等级stats.level += 1sb.prep_level()create_fleet(ai_settings, screen, ship, aliens)if collections:for aliens in collections.values():stats.score += ai_settings.alien_points * len(aliens)sb.prep_score()Sound = pygame.mixer.Sound(ai_settings.boom_music)Sound.set_volume(0.9)Sound.play()check_high_score(stats, sb)def check_keyup_events(event, ship):if event.key == pygame.K_RIGHT:ship.moving_right = Falseif event.key == pygame.K_LEFT:ship.moving_left = Falseelif event.key == pygame.K_UP:ship.moving_up = Falseelif event.key == pygame.K_DOWN:ship.moving_down = Falsedef update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):# 每次循环重绘屏幕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()# 只让新屏幕可见pygame.display.flip()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)breakdef change_fleet_direction(ai_settings, aliens):for alien in aliens.sprites():alien.rect.y += ai_settings.fleet_drop_speedai_settings.fleet_direction *= -1def 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底端check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):Sound = pygame.mixer.Sound(ai_settings.boom_music)Sound.set_volume(0.9)Sound.play()"""响应被外星人撞到的飞船"""if stats.ships_left > 0:# 将ships_left减1stats.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的中央create_fleet(ai_settings, screen, ship, aliens)ship.center_ship(ai_settings)# 暂停sleep(0.5)else:stats.game_active = Falsepygame.mouse.set_visible(True)def check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets):# 检查是否有外星人达到了屏幕底端screen_rect = screen.get_rect()for alien in aliens.sprites():if alien.rect.bottom >= screen_rect.bottom:# 碰撞处理ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)breakdef check_high_score(stats, sb):"""检查是否诞生了新的最高得分"""if stats.score > stats.high_score:stats.high_score = stats.scoresb.prep_high_score()
settings.py
存储游戏中的设置
class Settings:"""存储游戏中的所有设置的类"""def __init__(self):"""初始化游戏的静态设置"""# 屏幕设置self.screen_width = 1200self.screen_height = 800# 背景设置self.bg_color = (19, 70, 149)# 飞船的设置self.ship_speed_factor = 1.5# 飞船生命值self.ship_limit = 3# 子弹设置self.bullet_speed_factor = 1self.bullet_width = 3self.bullet_height = 15self.bullet_color = 0, 225, 0# 允许存储的最大子弹数self.bullet_allowed = 3# 外星人设置self.alien_speed_factor = 1self.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1.1倍速度加快游戏节奏self.speedup_scale = 1.1# 外星人点数的提高速度self.score_scale = 1.5self.initialize_dynamic_settings()"""音效设置"""# 音频文件路径self.boom_music = "path"# 填入射击音效的路径def initialize_dynamic_settings(self):# 随时间变化加快游戏速度self.ship_speed_factor = 1.5self.bullet_speed_factor = 3self.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 = 50def increase_speed(self):# 提高速度self.ship_speed_factor *= self.speedup_scaleself.bullet_speed_factor *= self.speedup_scaleself.alien_speed_factor *= self.speedup_scaleself.alien_points = int(self.alien_points * self.score_scale)# print(self.alien_points)
ship.py
飞船的设置
import pygame
from pygame.sprite import Spriteclass Ship(Sprite):def __init__(self, ai_settings, screen):# 初始化飞船并设置其初始位置super(Ship, self).__init__()self.screen = screenself.ai_settings = ai_settings# 加载飞船图像获取其外接矩形self.image = pygame.image.load('path') # 飞船图片的路径self.rect = self.image.get_rect()self.screen_rect = screen.get_rect()# 设置初始位置在屏幕底部中央self.rect.centerx = self.screen_rect.centerxself.rect.centery = self.screen_rect.centeryself.rect.bottom = self.screen_rect.bottom# 在飞船属性center中存储最小数值self.center_x = float(self.rect.centerx)self.center_y = float(self.rect.centery)# 移动的标志self.moving_right = Falseself.moving_left = Falseself.moving_up = Falseself.moving_down = Falsedef update(self):"""根据移动标志调整位置"""# 防止飞船超出屏幕if self.moving_right and self.rect.right < self.screen_rect.right:self.center_x += self.ai_settings.ship_speed_factorif self.moving_left and self.rect.left > 0:self.center_x -= self.ai_settings.ship_speed_factorif self.moving_up and self.rect.top >0:self.center_y -= self.ai_settings.ship_speed_factorif self.moving_down and self.rect.bottom<self.screen_rect.bottom:self.center_y += self.ai_settings.ship_speed_factorself.rect.centerx = self.center_xself.rect.centery = self.center_ydef blitme(self):self.screen.blit(self.image, self.rect)def center_ship(self, ai_settings):# 让飞船在屏幕上居中self.center_x = ai_settings.screen_width/2self.center_y = ai_settings.screen_width/1.6
alien.py
外星人的设置
import pygame
from pygame.sprite import Spriteclass Alien(Sprite):def __init__(self, ai_settings, screen):super(Alien, self).__init__()self.screen = screenself.ai_settings = ai_settings# 加载外星人图像self.image = pygame.image.load('path') # 外星人图片的路径self.rect = self.image.get_rect()# 初始化每个外星人子啊屏幕左上角self.rect.x = self.rect.widthself.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 Trueelif self.rect.left <= 0:return Truedef update(self):"""向左或向右移动外星人"""self.x += (self.ai_settings.alien_speed_factor *self.ai_settings.fleet_direction)self.rect.x = self.x
bullet.py
子弹的设置
import pygame
from pygame.sprite import Sprite# 管理子弹
class Bullet(Sprite):def __init__(self, ai_settings, screen, ship):super(Bullet,self).__init__()self.screen = screen# 在(0,0)处创建一个子弹的矩形并设置位置self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)self.rect.centerx = ship.rect.centerxself.rect.top = ship.rect.topself.y = float(self.rect.y)self.color = ai_settings.bullet_colorself.speed_factor = ai_settings.bullet_speed_factordef update(self):# 更新子弹的位置self.y -= self.speed_factor# 更新表示的子弹的rect的位置self.rect.y = self.ydef draw_bullet(self):# 在屏幕上绘制子弹pygame.draw.rect(self.screen, self.color, self.rect)
button.py
按钮的设置
import pygame.fontclass Button:def __init__(self, ai_settings, screen, msg):# 初始化按钮的属性self.screen = screenself.screen_rect = screen.get_rect()# 设置按钮尺寸与属性self.width, self.heigh = 200, 50self.button_color = (255, 0, 0)self.text_color = (255, 255, 255)self.font = pygame.font.SysFont(None, 48)# 创建按钮对象并使其居中self.rect = pygame.Rect(0, 0, self.width, self.heigh)self.rect.center = self.screen_rect.center# 按钮的标签只创建一次self.prep_msg(msg)def prep_msg(self, msg):# 将msg渲染为图像,并让其在按钮上居中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.centerdef draw_button(self):# 绘制一个有颜色的按钮再绘制文本self.screen.fill(self.button_color, self.rect)self.screen.blit(self.msg_image,self.msg_image_rect)
game_stats.py
统计游戏信息
class GameStats:# 跟踪游戏 统计信息def __init__(self, ai_settings):"""初始化统计信息"""self.ai_settings = ai_settingsself.reset_stats()# 游戏刚启动时处于非激活状态self.game_active = False# 在任何情况下都不应重置最高得分self.high_score = 0def 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_limitself.score = 0self.level = 1
scoreboard.py
得分的设置
import pygame.font
from pygame.sprite import Group
from ship import Shipclass 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 = screenself.screen_rect = screen.get_rect()self.ai_settings = ai_settingsself.stats = stats# 显示得分信息使用的字体设置self.text_color = (30, 30, 30)self.font = pygame.font.SysFont(None, 48)# 初始化得分图像self.prep_score()# 准备包含最高得分和当前得分的图像self.prep_high_score()self.prep_level()self.prep_ships()def prep_score(self):# 将得分转化为一幅渲染的图像rounded_score = int(round(self.stats.score, -1))score_str = "High Score:"+"{:,}".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 - 20self.score_rect.top = 20def show_score(self):"""在屏幕上显示飞船和得分"""self.screen.blit(self.score_image, self.score_rect)# 绘制飞船self.ships.draw(self.screen)self.screen.blit(self.high_score_image, self.high_score_rect)self.screen.blit(self.level_image, self.level_rect)def prep_high_score(self):"""将最高得分转换为渲染的图像"""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.centerxself.high_score_rect.top = self.score_rect.topdef prep_level(self):"""将等级转换为渲染的图像"""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.rightself.level_rect.top = self.score_rect.bottom + 10def prep_ships(self):"""显示还余下多少艘飞船"""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.widthship.rect.y = self.score_rect.top + 640self.ships.add(ship)
运行结果
还有一个视频但是忘了开声音。。。下面是我自己画的外星人和飞船(很丑吧。。。)
视频
总结一下,这三天让我学习到了很多对于python中类与函数有了更深刻的认识,模块化思维是调用类与函数之间必不可少的。还有一些我没有做的功能,比如外星人可以随机出现,还可以发射子弹攻击飞船,飞船也可以设置一些技能按钮(防护罩、多重射击之类的)。后面有时间的话再多加入一些功能。
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