《外星人入侵》之小多啦(代码)

2024-02-14 02:30

本文主要是介绍《外星人入侵》之小多啦(代码),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!

       作为python入门级小白,现在正在学习由Eric Matthes编著的《Python 编程--从入门到实践》,以下是书中第12章到第14章的外星人游戏完整源代码,(尴尬的是没写注释)。与书中不同的是,我修改了其中的外星人图像,屏幕底色也进行了调整,看起来画风更卡哇伊些,是个不错的解压小游戏。

       从试玩来看,还是有很多需要改进的地方,比如随着游戏进行最多只能打到17级,一直打下去也会有枯燥的感觉,如果能联机进行排位赛也是不错的选择。当然,对于我来讲,重要的是过程,至少由此对游戏开发有了更深的了解才是最大的收获。后期如果与改进也会随时加到这上面,欢迎指正。

       ps: 经同学试玩,提议说,将外星人图片换成你讨厌的人的头像哈哈,可以说是很解压了!

       系统:Windows7系统,python3.6,Geany文本编辑器

代码文件网盘链接: https://pan.baidu.com/s/1q1mqF9tGEdrw7OKEnbaEmw 密码: rrfk

附上一张效果图:


具体代码如下:

alien_invasion.py

import sys
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard

def run_game():
pygame.init()
ai_settings=Setting()
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
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)
bg_color=ai_settings.bg_color
alien=Alien(ai_settings,screen)

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)
pygame.display.flip()

run_game()

ship.py

import pygame
from pygame.sprite import Sprite
class Ship():
def __init__(self,ai_settings,screen):
super(Ship,self).__init__()
self.screen=screen
self.ai_settings=ai_settings
self.image=pygame.image.load('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.bottom
self.center=float(self.rect.centerx)
self.moving_right=False
self.moving_left=False
def update(self):
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
self.rect.centerx=self.center
def blitme(self):
self.screen.blit(self.image,self.rect)
def center_ship(self):

self.center=self.screen_rect.centerx

setting.py

class Setting():
def __init__(self):
self.screen_width=1000
self.screen_height=600
self.bg_color=(224,224,128)
self.ship_limit=3
self.fleet_drop_speed=10
self.bullet_width=10
self.bullet_height=10
self.bullet_color=41,36,33
self.bullets_allowed=3
self.speedup_scale=1.1
self.score_scale=1.5
self.alien_points=50
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
self.ship_speed_factor=1.5
self.bullet_speed_factor=3
self.alien_speed_factor=1
self.fleet_direction=1
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)

game_functions.py

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):
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 fire_bullet(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_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 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=True
sb.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_ship()

def update_screen(ai_setting,screen,stats,sb,ship,aliens,bullets,play_button):
screen.fill(ai_setting.bg_color)
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
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_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)

def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
collisions=pygame.sprite.groupcollide(bullets,aliens,False,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-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x

def 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):
available_space_y=(ai_settings.screen_height-(8*alien_height)-ship_height)
number_rows=int(available_space_y/(2*alien_height))
return number_rows

def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
if stats.ships_left>0:
stats.ships_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)
break

def 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)
break

def change_fleet_direction(ai_settings,aliens):
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1

def check_high_score(stats,sb):
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()

button.py

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=200,80
self.button_color=(255,125,64)
self.text_color=(0,0,0)
self.font=pygame.font.SysFont('arial',48)
self.rect=pygame.Rect(0,0,self.width,self.height)
self.rect.center=self.screen_rect.center
self.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.center

def draw_button(self):
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)

scoreboard.py

import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
def __init__(self,ai_settings,screen,stats):
self.font=pygame.font.SysFont('arial',20)
self.text_color=(30,30,30)
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
self.prep_score()
self.prep_level()
self.prep_ships()
self.prep_high_score()
self.prep_level()

def prep_ships(self):
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 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+10

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)
self.ships.draw(self.screen)

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=20

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.top

game_stats.py

class GameStats():
def __init__(self,ai_settings):
self.ai_settings=ai_settings
self.reset_stats()
self.game_active=False
self.high_score=0

def reset_stats(self):
self.ships_left=self.ai_settings.ship_limit
self.score=0

self.level=1

alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
def __init__(self,ai_settings,screen):
super(Alien,self).__init__()
self.screen=screen
self.ai_settings=ai_settings
self.image=pygame.image.load('images/alien.bmp')
self.rect=self.image.get_rect()
self.rect.x=self.rect.width
self.rect.y=self.rect.height
self.x=float(self.rect.x)

def blitme(self):
self.screen.blit(self.image,self.rect)

def check_edges(self):
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):
self.x+=(self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction)
self.rect.x=self.x

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super(Bullet,self).__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_factor=ai_settings.bullet_speed_factor

def update(self):
self.y-=self.speed_factor
self.rect.y=self.y

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

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