最近學(xué)習(xí)的python第一個(gè)項(xiàng)目實(shí)戰(zhàn),《外星人入侵》,成功實(shí)現(xiàn)所有功能,給大家提供源代碼
環(huán)境安裝:python 3.7+ pygame
安裝 pygame
pip install -- user pygame
或者
conda install --user pygame
1.效果展示
先展示效果,消滅外星人,有三條命,按Q是退出全屏,空格鍵是子彈,按下play鍵開始游戲,擊敗外星人飛船會(huì)有積分加,三條命之后需要點(diǎn)擊play才能再次啟動(dòng)
2. 《外星人入侵》源代碼
外星人入侵小游戲文件排版如下,先創(chuàng)建這幾個(gè).py文件
2.1 image
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2.2 alien_invasion.py
import sys
from time import sleep
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
class AlienInvasion:
'''管理游戲資源和行為的類'''
def __init__(self):
'''初始化游戲并創(chuàng)建游戲資源'''
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((0,0),pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption('Alien Invasion')
'''創(chuàng)建存儲(chǔ)游戲統(tǒng)計(jì)信息的實(shí)例'''
'''并創(chuàng)建記分牌'''
'''創(chuàng)建一個(gè)用于存儲(chǔ)游戲統(tǒng)計(jì)信息的實(shí)例'''
self.stats =GameStats(self)
self.sb = Scoreboard(self)
self.ship =Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
'''創(chuàng)建play按鈕'''
self.play_button = Button(self,"Play")
# '''設(shè)置背景色'''
# self.bg_color = (self.settings.bg_color) cuowu
def _ship_hit(self):
'''響應(yīng)飛船被外星人撞到'''
if self.stats.ships_left >0:
'''將ship_left減1并更新記分牌'''
self.stats.ships_left -= 1
self.sb.prep_ships()
'''清除余下的外星人和子彈'''
self.aliens.empty()
self.bullets.empty()
'''創(chuàng)建一群新的外星人,并將飛船放到屏幕底端的中央'''
self._create_fleet()
self.ship.center_ship()
'''暫停'''
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _create_fleet(self):
'''創(chuàng)建外星人群'''
'''創(chuàng)建一個(gè)外星人并計(jì)算一行可容納多少個(gè)外星人'''
'''外星人的間距為外星人寬度'''
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width )
'''計(jì)算屏幕可容納多少行外星人'''
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
'''創(chuàng)建外星人群'''
for row_number in range(number_rows):
'''創(chuàng)建第一行外星人'''
for alien_number in range(number_aliens_x):
self._create_alien(alien_number,row_number)
def _create_alien(self,alien_number,row_number):
'''創(chuàng)建一個(gè)外星人并將其加入當(dāng)前行'''
alien = Alien(self)
alien_width, alien_height =alien.rect.size
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
self.aliens.add(alien)
def run_game(self):
'''開始游戲的主循環(huán)'''
while True:
'''監(jiān)視鍵盤和鼠標(biāo)事件'''
self._check_events()
if self.stats.game_active:
'''調(diào)用飛船的方法'''
self.ship.update()
'''子彈更新'''
self._update_bullets()
'''讓外星人移動(dòng)'''
self._update_aliens() #suojin+weizhi
'''每次循環(huán)時(shí)都會(huì)重繪屏幕'''
self._update_screen()
def _check_fleet_edges(self):
'''有外星人到達(dá)邊緣時(shí)采取相應(yīng)的措施'''
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
'''將整群人外星人下一,并改變它們的方向'''
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _update_aliens(self):
'''檢測(cè)是否有外星人位于屏幕邊緣,更新外星人群中所有外星人的位置'''
self._check_fleet_edges()
self.aliens.update()
'''檢測(cè)外星人和飛船之間的碰撞'''
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
'''檢查是否有外星人到達(dá)了屏幕底端'''
self._check_aliens_bottom() #suojin
def _check_events(self):
'''響應(yīng)按鍵和鼠標(biāo)事件'''
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self,mouse_pos):
'''在玩家單機(jī)play按鈕時(shí)開始新游戲'''
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
'''重置游戲設(shè)置'''
self.settings.initialize_dynamic_settings()
'''重置游戲統(tǒng)計(jì)信息'''
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
'''清空余下的外星人和子彈'''
self.aliens.empty()
self.bullets.empty()
'''創(chuàng)建一群新的外星人并讓飛船居中'''
self._create_fleet()
self.ship.center_ship()
'''隱藏鼠標(biāo)光標(biāo)'''
pygame.mouse.set_visible(False)
def _check_aliens_bottom(self):
'''檢查是否有外星人到達(dá)了屏幕底端'''
screen_rect =self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
'''像飛船被撞一樣處理'''
self._ship_hit()
break
def _check_keydown_events(self,event):
'''響應(yīng)按鍵'''
if event.key == pygame.K_RIGHT:
'''向右移動(dòng)飛船'''
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
'''向左移動(dòng)飛船'''
self.ship.moving_left = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self,event):
'''響應(yīng)松開'''
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
'''創(chuàng)建一顆子彈,并將其加入編組bullets中'''
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
'''更新子彈的位置并刪除消失的子彈'''
'''更新子彈的位置'''
self.bullets.update()
'''刪除消失的子彈'''
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
'''檢查是否有子彈擊中了外星人
如果是,就刪除相應(yīng)的子彈和外星人'''
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True,True)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
'''刪除現(xiàn)有的子彈并新建一群外星人'''
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
'''提高等級(jí)'''
self.stats.level += 1
self.sb.prep_level()
def _update_screen(self):
'''更新屏幕上的圖像,并切換到新屏幕'''
self.screen.fill(self.settings.bg_color)#loule settings.
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
'''顯示得分'''
self.sb.show_score()
'''如果游戲處于非活動(dòng)狀態(tài),就繪制Play按鈕'''
if not self.stats.game_active:
self.play_button.draw_button()
'''讓最近繪制的屏幕可見(jiàn)'''
pygame.display.flip()
if __name__ == "__main__":
'''創(chuàng)建游戲?qū)嵗⑦\(yùn)行游戲'''
ai = AlienInvasion()
ai.run_game()
2.3 alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
'''表示單個(gè)外星人的類'''
def __init__(self,ai_game):
'''初始化外星人并設(shè)置其起始位置'''
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
'''加載外星人圖像并設(shè)置其rect屬性'''
self.image = pygame.image.load('image/alien.bmp')
self.rect =self.image.get_rect()
'''每個(gè)外星人最初都在屏幕左下角附近'''
self.rect.x = self.rect.width
self.rect.y = self.rect.height
'''存儲(chǔ)外星人的精確水平位置'''
self.x = float(self.rect.x)
def check_edges(self):
'''如果外星人位于屏幕邊緣,就返回True'''
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right or self.rect.left <= 0:
return True
def update(self):
'''向左或者向右移動(dòng)外星人'''
self.x += (self.settings.alien_speed * self.settings.fleet_direction)
# self.x += self.settings.alien_speed向右移動(dòng)外星人
self.rect.x = self.x
2.4 bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''管理飛船所發(fā)射子彈的類'''
def __init__(self,ai_game):
'''在飛船當(dāng)前位置創(chuàng)建一個(gè)子彈對(duì)象'''
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color =self.settings.bullet_color
'''在(0,0)處創(chuàng)建一個(gè)表示子彈的矩形,在設(shè)置正確的位置'''
self.rect =pygame.Rect(0,0,self.settings.bullet_width,
self.settings.bullet_height)
self.rect.midtop =ai_game.ship.rect.midtop
'''存儲(chǔ)用小數(shù)表示子彈位置'''
self.y =float(self.rect.y)
def update(self):
'''向上移動(dòng)子彈'''
'''更新表示子彈位置的小數(shù)值'''
self.y -= self.settings.bullet_speed
'''更新表示子彈的rect的位置'''
self.rect.y = self.y
def draw_bullet(self):
'''在屏幕上繪制子彈'''
pygame.draw.rect(self.screen, self.color, self.rect)
2.5 button.py
import pygame.font
class Button:
def __init__(self,ai_game,msg):
'''初始化按鈕的屬性'''
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
'''設(shè)置按鈕的尺寸和其他屬性'''
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)
'''創(chuàng)建按鈕的rect對(duì)象,并使其居中'''
self.rect = pygame.Rect(0,0,self.width,self.height)
self.rect.center = self.screen_rect.center
'''按鈕的標(biāo)簽只需要?jiǎng)?chuàng)建一次'''
self._prep_msg(msg)
def _prep_msg(self,msg):
'''將msg渲染為圖像,并使其在按鈕上居中'''
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):
'''繪制一個(gè)用顏色填充的按鈕,再繪制文本'''
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
2.6 game_stats.py
class GameStats:
'''跟蹤游戲的統(tǒng)計(jì)信息'''
def __init__(self,ai_game):
'''初始化統(tǒng)計(jì)信息'''
self.settings = ai_game.settings
self.reset_stats()
'''游戲剛啟動(dòng)時(shí)處于活動(dòng)狀態(tài)'''
self.game_active = False
'''任何情況下都不應(yīng)該重置最高得分'''
self.high_score = 0
def reset_stats(self):
'''初始化在游戲運(yùn)行期間可能變化的統(tǒng)計(jì)信息'''
self.ships_left = self.settings.ship_limit
self.score = 0
self.level = 1
2.7 scoreboarf.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard:
'''顯示得分信息的類'''
def __init__(self,ai_game):
'''初始化顯示得分涉及的屬性'''
self.ai_game = ai_game
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
self.settings = ai_game.settings
self.stats = ai_game.stats
'''顯示得分信息時(shí)使用的字體設(shè)置'''
self.text_color = (30,30,30)
self.font = pygame.font.SysFont(None,48)
'''準(zhǔn)備包含最高得分和當(dāng)前得分的圖像'''
self.prep_score()
self.prep_ships()
self.prep_high_score()
self.prep_level()#cuowu
def prep_ships(self):
'''顯示還剩下多少艘飛船'''
self.ships = Group()
for ship_number in range(self.stats.ships_left): #cuowu
ship =Ship(self.ai_game)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship) #cuowu
def prep_high_score(self):
'''將最高得分轉(zhuǎn)換為渲染的圖像'''
high_score =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.settings.bg_color)
'''將最高得分放在屏幕頂部中央'''
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_score(self):
'''將得分轉(zhuǎn)換成一副渲染的圖像'''
rounded_score = round(self.stats.score, -1)
score_str ="{:,}".format(rounded_score)
self.score_image =self.font.render(score_str,True,
self.text_color,self.settings.bg_color)
'''在屏幕右下顯示得分'''
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):
'''在屏幕上顯示得分和等級(jí)和余下的飛船數(shù)'''
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 check_high_score(self):
'''檢查是否誕生了新的最高得分'''
if self.stats.score > self.stats.high_score:
self.stats.high_score = self.stats.score
self.prep_high_score()
def prep_level(self):
'''將等級(jí)轉(zhuǎn)化為渲染的圖像'''
level_str = str(self.stats.level)
self.level_image = self.font.render(level_str,True,
self.text_color, self.settings.bg_color)
'''將等級(jí)放在得分下面'''
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
2.8 settings.py
class Settings:
'''存儲(chǔ)游戲《外星人入侵》中所有設(shè)置的類'''
def __init__(self):
'''初始化游戲的靜態(tài)設(shè)置'''
'''屏幕設(shè)置'''
self.screen_width = 1200
self.screen_height =800
self.bg_color = (230,230,230)
self.ship_limit = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullets_allowed = 3 # 設(shè)置存儲(chǔ)的最大子彈數(shù)為3
self.fleet_drop_speed = 10
'''加快游戲節(jié)奏的速度'''
self.speedup_scale = 1.1
self.score_scale = 1.5
self.initialize_dynamic_settings()
# '''設(shè)置飛船速度'''
# self.ship_speed = 1.5
# '''子彈設(shè)置'''
# self.bullet_speed = 1.5
# self.alien_speed = 1.0
# '''fleet_direction為1表示向有意,-1表示向左移'''
# self.fleet_direction = 1 cuowu
def initialize_dynamic_settings(self):
'''初始化隨游戲進(jìn)行而變化的設(shè)置'''
self.ship_speed = 1.5
self.bullet_speed =3.0
self.alien_speed = 1.0
'''fleet_direction為1表示向右,為-1表示向左'''
self.fleet_direction = 1
# '''計(jì)分'''
self.alien_points = 50
def increase_speed(self):
'''提高速度設(shè)置和外星人分?jǐn)?shù)'''
self.ship_speed *= self.speedup_scale
self.bullet_speed *= self.speedup_scale
self.alien_speed *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
# print(self.alien_points) cuowu
2.9 ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
'''管理飛船的類'''
def __init__(self,ai_game):
'''初始化飛船并設(shè)置其初始化位置'''
super().__init__()
self.screen = ai_game.screen
'''設(shè)置飛船速度'''
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
'''加載飛船圖像并獲取其外接矩陣'''
self.image = pygame.image.load('image/ship.bmp')
self.rect = self.image.get_rect()
'''對(duì)于每艘新飛船,都將其放在屏幕底部的中央'''
self.rect.midbottom = self.screen_rect.midbottom
'''在飛船的屬性x中存儲(chǔ)小數(shù)值'''
self.x = float(self.rect.x)
'''移動(dòng)標(biāo)志'''
self.moving_right = False
self.moving_left = False
def update(self):
'''根據(jù)移動(dòng)標(biāo)志調(diào)整飛船的位置'''
'''更新飛船而不是rect對(duì)象的值'''
if self.moving_right and self.rect.right < self.screen_rect.right:
self.x += self.settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.x -= self.settings.ship_speed
'''根據(jù)self.x更新rect對(duì)象'''
self.rect.x = self.x
def blitme(self):
'''在指定位置繪制飛船'''
self.screen.blit(self.image, self.rect)
def center_ship(self):
'''讓飛船在屏幕底端劇中'''
self.rect.midbottom = self.screen_rect.midbottom
self.x = float(self.rect.x)
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