外星人入侵
1. 项目需求
- 在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用箭头键左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星人出现在天空中,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。
玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束。
- 我们将添加一个Play按钮,用于根据需要启动游戏以及在游戏结束后重启游戏。我们还将修改这个游戏,使其在玩家的等级提高时加快节奏,并实现一个记分系统。
2. 代码
aliens_invasion.py
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 | import sys import pygame #包含开发游戏所需功能 from pygame.sprite import Group from settings import Settings from game_stats import GameStats from scoreboard import Scoreboard from button import Button from ship import Ship #from alien import Alien import game_functions as gf def run_game(): #初始化游戏并创建一个屏幕对象 pygame.init() #初始化背景设置 ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) #创建名为screen的显示窗口 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) #创建一艘飞船 ship = Ship(ai_settings, screen) #必须在主while循环前面创建该实例,以免每次循环时都创建一艘飞船 #创建一个用于存储子弹的编组 bullets = Group() #创建一个外星人 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) 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.py
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 | import pygame from pygame.sprite import Sprite class Bullet(Sprite): """一个对飞船发射的子弹进行管理的类""" def __init__( self , ai_settings, screen, ship): """在飞船所处的位置创建一个子弹对象""" super (Bullet, self ).__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 #定义子弹初始x轴坐标 self .rect.top = ship.rect.top #定义子弹初始y轴坐标 #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 def update( self ): """向上移动子弹""" #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 ): """在屏幕上绘制子弹""" pygame.draw.rect( self .screen, self .color, self .rect) |
button.py
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 | import pygame.font class Button(): def __init__( self , ai_setting, screen, msg): """初始化按钮的属性""" 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 , 255 , 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): """将msg渲染为图像,并使其在按钮上居中""" 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.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) |
game_function.py
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 | 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): """响应按键""" 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): """如果还没有到达限制,就发射一颗子弹""" #创建新子弹,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) def check_keyup_events(event, ship): """响应松开""" 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): """响应按键和鼠标事件""" 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_settngs, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y): """在玩家单击Play按钮时开始新游戏""" 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_settngs.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_settngs, screen, ship, aliens) ship.center_ship() def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): """更新屏幕上的图像,并切换到新屏幕""" #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() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """更新子弹的位置,并删除已消失的子弹""" #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): """影响子弹和外星人的碰撞""" #删除发生碰撞的子弹和外星人 collisions = pygame.sprite.groupcollide(bullets, aliens, True , True ) if collisions: for aliens in collisions.values(): stats.score + = ai_settings.alien_points 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): """计算每行可容纳多少外星人""" 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_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_rows def 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.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): """创建外星人群""" #创建一个外星人,并计算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 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): """响应飞船被外星人撞到""" if stats.ship_left > 0 : #将ship_left减1 stats.ship_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 ) def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets): """检查是否有外星人到达了屏幕底端""" screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom > = screen_rect.bottom: #像飞船被撞到一样进行处理 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) break def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): """检查是否有外星人到达屏幕边缘 然后更新所有外星人的位置 """ 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, screen, stats, sb, ship, aliens, bullets) #检查是否有外星人到达屏幕底端 check_aliens_bottom(ai_settings,screen, stats, sb, ship, aliens, bullets) 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) break def change_fleet_direction(ai_settings, aliens): """将整群外星人下移,并改变它们的方向""" for alien in aliens.sprites(): alien.rect.y + = ai_settings.fleet_drop_speed ai_settings.fleet_direction * = - 1 def check_high_score(stats, sb): """检查是否诞生了新的高分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score() |
game_stats.py
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | class GameStats(): """跟踪游戏的统计信息""" def __init__( self , ai_settings): """初始化统计信息""" self .ai_settings = ai_settings self .reset_stats() #游戏刚启动时处于活动状态 self .game_active = False #在任何情况下都不应重置最高得分 self .high_score = 0 def reset_stats( self ): """初始化在游戏运行期间可能变化的统计信息""" self .ship_left = self .ai_settings.ship_limit self .score = 0 self .level = 1 |
scoreboard.py
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 | import pygame.font from pygame.sprite import Group from ship import Ship class 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 = 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_ships( self ): """显示还余下多少艘飞船""" 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) def 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.right self .level_rect.top = self .score_rect.bottom + 10 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.centerx self .high_score_rect.top = self .screen_rect.top def prep_score( self ): """将得分转换为一幅渲染的图像""" 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) #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 show_score( self ): """在屏幕上显示飞船和得分""" 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) |
settings.py
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 | class Settings(): """存储《外星人入侵》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 = 1200 self .screen_height = 800 self .bg_color = ( 0 , 0 , 0 ) #飞船的设置 self .ship_speed_factor = 1.5 self .ship_limit = 3 #外星人设置 self .fleet_drop_speed = 10 #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() #子弹设置 self .bullet_speed_factor = 2 self .bullet_width = 3 self .bullet_height = 15 self .bullet_color = ( 255 , 255 , 255 ) self .bullets_allowed = 3 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 = 1 #fleet_direction为1表示向右;为-1表示向左 self .fleet_direction = 1 #记分 self .alien_points = 50 def increase_speed( self ): """提高速度设置和外星人点数""" 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 | import pygame from pygame.sprite import Sprite class Ship(Sprite): #Ship继承Sprite def __init__( self , ai_settings, screen): """初始化飞船,并设置其起始位置""" super (Ship, self ).__init__() 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( 'image/ship.bmp' ) 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 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 ): #如果使用elif代码块来处理向左移动,右箭头键始终处于优先地位 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 ): """在指定位置绘制飞船""" self .screen.blit( self .image, self .rect) def center_ship( self ): """让飞船在屏幕上居中""" self .center = self .screen_rect.centerx |
3. 执行结果:
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