Python游戏:外星人入侵游戏编程完整版!内附代码

本篇文章主要为大家详细介绍了Python外星人入侵游戏编程完整的实现思路,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

PYTHON游戏编程外星人入侵的完整实现思路,具体内容如下

准备工作

下载python,比如Anaconda3(64 bit),导入pygame游戏包

 

 

 

 

 

 

 

 

 

 

 

 

 

 1.外星人设置,alien.py,代码:

(PS:下面便是源码,需要源码素材的童鞋可以点击下载即可下载)

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
 """表示单个外星人的类"""
 
 def __init__(self,ai_settings,screen):
 """初始化外星人并设置其他位置"""
 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('images/alien.bmp')
 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):
 """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 True
 elif self.rect.left <= 0:
 return True
 
 def update(self):
 """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

2.游戏主程序,alien_invasion.py,代码:

import pygame

from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from pygame.sprite import Group
import game_functions as gf
from scoreboard import Scoreboard

def run_game():
 pygame.init() # 初始化背景设置
 ai_settings = Settings() # 全局设置

 screen = pygame.display.set_mode(  # 创建screen显示窗口
 (ai_settings.screen_width,ai_settings.screen_height)
 )
 pygame.display.set_caption('Alien Invasion') # 标题
 #新建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)
 # 创建飞船
 ship = Ship(ai_settings,screen)
 # 创建子弹编组
 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)
 
 # 开始游戏主循环
 while True:
 # 监视键盘和鼠标事件
 gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
 
 if stats.game_active:
  # 移动飞船
  gf.update_ship(ship)
  # 更新子弹位置
  gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
  #更新外星人
  gf.update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets)
 # 更新屏幕
 gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)

run_game()

3.设置子弹,bullet.py,代码:

import pygame
from pygame.sprite import Sprite
import time

class Bullet(Sprite):
 '''飞船子弹进行管理'''

 def __init__(self,ai_settings,screen,ship):
 super(Bullet,self).__init__()
 self.screen = screen

 # 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高
 self.rect = pygame.Rect(0,0,
 ai_settings.bullet_width, ai_settings.bullet_height)

 self.rect.centerx = ship.rect.centerx # 设置中心点x轴坐标跟飞船一致
 self.rect.top = ship.rect.top  # 设置y轴坐标顶部跟飞船一致

 # 设置成小数进行计算
 self.top = float(self.rect.top)

 self.color = ai_settings.bullet_color
 self.speed_factor = ai_settings.bullet_speed_factor

 def update(self):
 self.top -=self.speed_factor
 self.rect.top = self.top
 print(self.rect.top)

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

4.设置Play按钮,button.py,代码:

import pygame.font

class Button():
 
 def __init__(self,ai_settings,screen,msg):
 """初始化按钮属性"""
 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)

5.设置游戏功能,game_functions.py,代码:

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
 # 监视键盘和鼠标事件
 for event in pygame.event.get():

 if event.type == pygame.QUIT: # 关闭窗口退出
  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):
 """在玩家单击Play按钮时开始游戏"""
 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
 
 #重置计分牌图像
 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_settings,screen,ship,aliens)
 ship.center_ship()
 
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
 '''更新屏幕上的图片,并切换到新屏幕'''
 screen.fill(ai_settings.bg_color) # 设置背景颜色
 ship.blitme() # 绘制飞船
 aliens.draw(screen)
 # 循环子弹组里面的元素,进行绘制 为空时不执行
 for bullet in bullets.sprites():
 bullet.draw_bullet() # 绘制子弹
 #显示得分
 sb.show_score()
 #如果游戏处于非活跃状态,就显示Play按钮
 if not stats.game_active:
 play_button.draw_button()
 # 显示最新屏幕,擦拭旧屏幕
 pygame.display.flip()
 # print('1')

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 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 update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
 '''更新子弹位置,删除子弹'''
 bullets.update() # 子弹组每个成员执行self.update()操作
 for bullet in bullets.sprites():
 if bullet.rect.bottom <= 0: # 子弹出界 删除
  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): 
 """响应外星人和子弹的碰撞"""
 #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 * len(aliens)
  sb.prep_score()
 check_high_score(stats,sb)
 
 if len(aliens)==0:
 #删除现有的子弹并新建一群外星人,加快游戏进度节奏
 bullets.empty()
 ai_settings.increase_speed()
 
 #提高等级
 stats.level += 1
 sb.prep_level()
 
 create_fleet(ai_settings,screen,ship,aliens)

def update_ship(ship):
 ship.update()

def fire_bullet(ai_settings,screen,ship,bullets):
 # 创建一个子弹对象 加入到子弹组
 if len(bullets) < ai_settings.bullets_allowed: # 子弹少于允许值时再生成
 new_bullet = Bullet(ai_settings, screen, ship)
 bullets.add(new_bullet)

def 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_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_aliens(ai_settings,screen,aliens,alien_number,row_number):
 """创建一个外星人并将其放在当期行"""
 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,并计算一行可以容纳多少个外星人
 #外星人间距为外星人宽度
 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):
  #创建一个外星人并将其加入当前行
  create_aliens(ai_settings,screen,aliens,alien_number,row_number)
 
def check_fleet_edges(ai_settings,aliens):
 """有外星人到达边缘时采取相应措施"""
 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,并改变他们的运动方向"""
 for alien in aliens.sprites():
 alien.rect.y += ai_settings.fleet_drop_speed
 ai_settings.fleet_direction *= -1

def ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets):
 """响应被外星人撞到的飞船"""
 if stats.ships_left > 0:
 #将ship_left减1
 stats.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,并将飞船放到屏幕低端中央
 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,screen,sb,ship,aliens,bullets):
 """检查是否有外星人到达屏幕低端"""
 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,stats,screen,sb,ship,aliens,bullets)
  break

  
def 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()
 #检测外星人和飞船之间的碰撞
 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低端
 check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)

def check_high_score(stats,sb):
 """检查是否诞生了新的最高纪录"""
 if stats.score > stats.high_score:
 stats.high_score = stats.score
 sb.prep_high_score() 

6.游戏统计信息,game_stats.py,代码:

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()
 #游戏刚启动时处于非活动状态
 self.game_active = False
 #在任何情况下不应该重置最高分
 self.high_score = 0
 self.level = 1
 
 def 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_limit
 self.score = 0

7.分数设置,scoreboard.py,代码:

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)
 
 #准备初始化得分图像和当前最高分数
 self.prep_score()
 self.prep_high_score()
 self.prep_level()
 self.prep_ships()
 
 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)
 
 #将得分放在右上角
 self.score_rect = self.score_image.get_rect()
 self.score_rect.right = self.screen_rect.right - 20
 self.score_rect.top = 5
 
 def prep_high_score(self):
 """将最高得分转换为渲染图像"""
 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)
 
 #将最高分放在屏幕最中央
 self.high_score_rect = self.high_score_image.get_rect()
 self.high_score_rect.centerx = self.screen_rect.centerx
 self.high_score_rect.top = 5
 
 def prep_level(self):
 """将等级转换为渲染图像"""
 self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
 
 #将得分放在右上角
 self.level_rect = self.score_image.get_rect()
 self.level_rect.right = self.screen_rect.right
 self.level_rect.top = self.score_rect.bottom 
 
 def prep_ships(self):
 """显示还剩下多少艘飞船"""
 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.width
  ship.rect.y = 10
  self.ships.add(ship)
 
 def show_score(self):
 """在屏幕上显示得分和等级"""
 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)

8.设置,settings.py,代码:

class Settings():
 '''存储外星人入侵中所有的设置'''

 def __init__(self):
 '''初始化设置'''
 #屏幕设置
 self.screen_width = 1200
 self.screen_height = 600
 self.bg_color = (230,230,230) # 设置背景色 灰色
 
 #飞船设置
 self.ship_limit = 3
 self.ship_image_path = 'images/ship.bmp' # 飞船图片路径
 
 #子弹设置
 self.bullet_width = 3
 self.bullet_height = 15
 self.bullet_color = 60,60,60
 self.bullets_allowed = 3  # 允许屏幕中出现子弹的数量
 
 #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 = 1
 
 #fleet_direction为1表示向右移,为-1表示向左移
 self.fleet_direction = 1
 
 #计分
 self.alien_points = 50
 
 def increase_speed(self):
 """提高速度设置,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)

9.飞船设置,ship.py,代码:

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
 '''飞船所有信息'''

 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

 # 加载飞船图片、获取外接矩形
 self.image = pygame.image.load(self.ai_settings.ship_image_path) # 加载图片
 self.image = pygame.transform.smoothscale(self.image,(40,60))
 self.rect = self.image.get_rect() # 获取图片外接矩形
 self.screen_rect = screen.get_rect() #获取屏幕外接矩形

 # 将每搜新飞船放到并木底部中心
 self.rect.centerx = self.screen_rect.centerx
 self.rect.bottom = self.screen_rect.bottom
 # 设置成浮点类型
 self.center = float(self.rect.centerx) # self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算

 # 移动标志
 self.moving_right = False
 self.moving_left = False

 def blitme(self):
 '''在指定位置绘制飞船'''
 self.screen.blit(self.image,self.rect)

 def update(self):
 # 向右移动飞船
 if self.moving_right and self.rect.right < self.screen_rect.right:
  self.center +=self.ai_settings.ship_speed_factor
 # 向左移动飞船
 if self.moving_left and self.rect.left > self.screen_rect.left:
  self.center -= self.ai_settings.ship_speed_factor

 self.rect.centerx = self.center

 def center_ship(self):
 """让飞船在屏幕上居中"""
 self.center = self.screen_rect.centerx

效果展示:

 

 游戏资源:图片资源

 

 

结尾

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posted @ 2020-10-15 10:29  雾雾雾  阅读(4207)  评论(0编辑  收藏  举报