?作者簡介:大家好我是hacker707,大家可以叫我hacker,新星計劃第三季python賽道Top1??????
??個人主頁:hacker707的csdn博客
??系列專欄:python
??推薦一款模擬面試、刷題神器??點擊跳轉(zhuǎn)進入網(wǎng)站
最近在看一本《python:從入門到實踐》,這本書是我看的第一本python書籍,也是一本非常推薦大家閱讀的書籍,干貨滿滿?,F(xiàn)在讓hacker帶領(lǐng)你們走進pygame的世界??????
游戲開始前的注意事項??????
1:游戲《外星人入侵》將包含很多文件,請在你的D盤中新建一個空文件夾,并將其命名為alien_invasion.請務(wù)必將所有文件存儲在這個文件夾中,這樣游戲才能正常運行。
2:在開始編碼前請安裝pygame庫(在pycharm終端pip install pygame即可)
如果在安裝時遇到以下情況,請更新pip版本(將以下內(nèi)容復(fù)制粘貼到下面回車即可)
《外星人入侵》游戲簡介
在游戲《外星人入侵》中,玩家控制著一艘最初出現(xiàn)在屏幕底部中央的飛船。玩家可以使用方向鍵左右移動飛<<船,還可以使用空格鍵進行射擊。游戲開始時,一群外星人出現(xiàn)在天空中,他們在屏幕中向下移動。玩家的任務(wù)就是射殺這些外星人。玩家將所有的外星人全部射殺,將會出現(xiàn)一群新的外星人群。他們的移動速度更快。只要有外星人撞到玩家的飛船或者屏幕底部,玩家就損失一艘飛船,。玩家損失三艘飛船后游戲結(jié)束。
開始游戲項目實戰(zhàn)開發(fā)
在D盤的alien_invasion文件夾中新建一個images文件夾,將外星人的圖像命名為alien,將飛船圖像命名為ship
alien.bmp
ship.bmp
游戲中需要的所有模塊??????
下面將為大家介紹各個模塊 僅供學(xué)習(xí)參考,最好還是自己多敲多練習(xí)
alien_invasion.py
創(chuàng)建pygame窗口
只需運行文件alien_invasion.py即可開始游戲,其他文件內(nèi)容會被間接或直接導(dǎo)入到該文件
import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameSrats
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pygame,設(shè)置和屏幕對象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("外星人入侵")
# 創(chuàng)建play按鈕
play_button = Button(ai_settings, screen, "play")
# 創(chuàng)建存儲游戲統(tǒng)計信息的實例,并創(chuàng)建得分牌
stats = GameSrats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 創(chuàng)建一艘飛船,一個子彈編組和一個外星人編組
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 創(chuàng)建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 開始游戲主循環(huán)
while True:
gf.cheak_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()
alien.py
管理外星人類
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示單個外星人的類"""
def __init__(self, ai_settings, screen):
"""初始化外星人并設(shè)置其初始位置"""
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載外星人圖像,并設(shè)置其rect屬性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每個外星人最初在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存儲外星人的準(zhǔn)確位置
self.x = float(self.rect.x)
def blitme(self):
"""在指定位置繪制外星人"""
self.screen.blit(self.image, self.rect)
def cheak_edgs(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:
return True
elif self.rect.left <= 0:
return True
def update(self):
"""向左或向右移動外星人人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
bullet.py
創(chuàng)建子彈類,將子彈存儲到編組Group中
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一個對飛船發(fā)射的子彈進行管理的類"""
def __init__(self, ai_settings, screen, ship):
"""在飛船所處位置創(chuàng)建一個子彈對象"""
super().__init__()
self.screen = screen
# 在(0,0)處創(chuàng)建一個表示子彈的矩形,再設(shè)置正確的位置
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
# 存儲用小數(shù)表示的子彈位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向上發(fā)射子彈"""
# 更新表示子彈的小數(shù)值
self.y -= self.speed_factor
# 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)
button.py
按鍵類,實例化按鍵,添加play按鈕
import pygame.font
class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按鈕的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
# 設(shè)置按鈕的尺寸和其他屬性
self.width, self.hieght = 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對象,并將其居中
self.rect = pygame.Rect(0, 0, self.width, self.hieght)
self.rect.center = self.screen_rect.center
# 按鈕的標(biāo)志只需創(chuàng)建一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""將msg渲染為圖像,并將其在按鈕中居中"""
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)
game_functions.py
文件game_functions.py包含一系列函數(shù),需要響應(yīng)按鍵和鼠標(biāo)事件,游戲大部分工作都是由它們完成的。
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def cheak_keydowen_events(event, ai_settings, screen, ship, bullets):
"""響應(yīng)按鍵"""
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):
"""如果還沒到達限制,就發(fā)射一顆子彈"""
# 創(chuàng)建一顆子彈,并將其加入到編組bullets中
if len(bullets) < ai_settings.bullets_allowed:
news_bullet = Bullet(ai_settings, screen, ship)
bullets.add(news_bullet)
def cheak_keyup_events(event, ship):
"""響應(yīng)松開"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def cheak_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
"""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:
cheak_keydowen_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
cheak_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
def cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
"""在玩家單擊play按鈕時開始新游戲"""
bullets_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if bullets_clicked and not stats.game_active:
# 重置游戲設(shè)置
ai_settings.initialize_dynamic_settings()
# 隱藏光標(biāo)
pygame.mouse.set_visible(False)
# 重置游戲統(tǒng)計信息
stats.reset_stats()
stats.game_active = True
# 重置記分牌對象
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
# 創(chuàng)建一群新的外星人,并讓飛船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
"""更新屏幕上的圖像,并切換到新屏幕"""
# 每次循環(huán)都重繪屏幕
screen.fill(ai_settings.bg_color)
# 在飛船和外星人后面重繪所有子彈
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 顯示得分
sb.show_score()
# 如果游戲處于非活動狀態(tài),就繪制play按鈕
if not stats.game_active:
play_button.draw_button()
# 讓最近繪制的屏幕可見
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新子彈的位置,并刪除已消失子彈"""
# 更新子彈位置
bullets.update()
# 刪除已消失的子彈
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""響應(yīng)子彈和外星人碰撞"""
# 刪除發(fā)生碰撞的子彈和外星人
collections = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collections:
for aliens in collections.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
cheak_high_score(stats, sb)
if len(aliens) == 0:
# 如果整群外星人都被消滅,就提高一個等級
# 刪除現(xiàn)有的子彈,加快游戲節(jié)奏,并創(chuàng)建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
# 提高等級
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def get_number_alien_x(ai_settings, alien_width):
"""計算每行可容納多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings, ship_height, alien_height):
"""計算屏幕可容納多少行機器人"""
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):
# 創(chuàng)建第一行外星人并將其加入當(dāng)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):
"""創(chuàng)建外星人群"""
# 創(chuàng)建一個外星人,并計算一行可容納多少個外星人
# 外星人間距為外星人寬度
alien = Alien(ai_settings, screen)
number_alien_x = get_number_alien_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# 創(chuàng)建外星人群
for row_number in range(number_rows):
for alien_number in range(number_alien_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def cheak_fleet_edges(ai_settings, aliens):
"""有外星人到達屏幕邊緣時采取相應(yīng)的措施"""
for alien in aliens.sprites():
if alien.cheak_edgs():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""將整群外星人下移,并改變它們的位置"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""響應(yīng)被外星人撞到的飛船"""
if stats.ships_left > 0:
# 將ships_left減1
stats.ships_left -= 1
# 更新記分牌
sb.prep_ships()
# 清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
# 創(chuàng)建一群新的外星人,并將飛船放在屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暫停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def cheak_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""檢查是否有外星人到達了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飛船被撞到一樣進行處理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""檢查是否有外星人位于屏幕邊緣,并更新整群外星人的位置"""
cheak_fleet_edges(ai_settings, aliens)
aliens.update()
# 檢查外星人和飛船之間的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 檢查是否有外星人到達屏幕底端
cheak_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def cheak_high_score(stats, sb):
"""檢查是否誕生了新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
game_stats.py
跟蹤統(tǒng)計游戲信息類
class GameSrats():
"""跟蹤游戲的統(tǒng)計信息"""
def __init__(self, ai_settings):
"""初始化統(tǒng)計信息"""
self.ai_settings = ai_settings
self.reset_stats()
# 游戲剛啟動時處于活動狀態(tài)
self.game_active = False
# 在任何情況下都不應(yīng)重置最高得分
self.high_score = 0
def reset_stats(self):
"""初始化在游戲運行期間可能變化的統(tǒng)計信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
scoreboard.py
創(chuàng)建scoerboard類,用來顯示當(dāng)前得分,最高得分,玩家等級,余下的飛船數(shù)。
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_settings, screen, stats):
"""初始化顯示得分涉及的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# 顯示得分信息時使用的字體設(shè)置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 準(zhǔn)備包含得分的初始圖像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_ships(self):
"""顯示還余下多少搜飛船"""
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 prep_level(self):
"""將等級轉(zhuǎn)換為渲染的圖像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
# 將等級放在得分下方
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):
"""將最高得分轉(zhuǎn)換為渲染的圖像"""
high_score = int(round(self.stats.high_score, -1))
high_score_str = str("{:,}".format(high_score))
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_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.screen_rect.top
def prep_score(self):
"""將得分轉(zhuǎn)換為一幅渲染的圖像"""
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)
# 將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):
"""在屏幕上顯示得分"""
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)
# 繪制飛船
self.ships.draw(self.screen)
settings.py
存儲游戲所有設(shè)置類
class Settings():
"""存儲外星人入侵所有設(shè)置的類"""
def __init__(self):
"""初始化游戲靜態(tài)設(shè)置"""
# 屏幕設(shè)置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飛船的速度設(shè)置
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 子彈設(shè)置
self.bullet_speed_factor = 10
self.bullet_width = 10
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
# 外星人設(shè)置
self.alien_speed_factor = 1
self.fleet_drop_speed = 5
# fleet_direction為1表示向右移,為-1表示向左移
self.fleet_direction = 1
# 加快游戲節(jié)奏的速度
self.speedup_scale = 1.1
# 外星人點數(shù)的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化隨游戲進行而變化的位置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction為1表示向右,為-1表示向左
self.fleet_direction = 1
# 記分
self.alien_points = 100
def increase_speed(self):
"""提高速度設(shè)置和外星人點數(shù)"""
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)
ship.py
管理飛船類
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飛船,并設(shè)置其初始位置"""
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載飛船圖像并獲取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 將每艘飛船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飛船的屬性center中存儲小數(shù)值
self.center = float(self.rect.centerx)
# 移動標(biāo)志
self.moving_right = False
self.moving_left = False
def center_ship(self):
"""讓飛船在屏幕上居中"""
self.center = self.screen_rect.centerx
def update(self):
"""根據(jù)移動標(biāo)志調(diào)整飛船的位置"""
# 更新飛船的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:
self.center -= self.ai_settings.ship_speed_factor
# 根據(jù)self.center更新rect對象
self.rect.centerx = self.center
def blitme(self):
"""在指定位置繪制飛船"""
self.screen.blit(self.image, self.rect)
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