开学自学的python,通过敲代码练习的项目《外星人入侵》。
游戏介绍:游戏在玩家每消灭一群向下移动的外星人后,都将玩家的等级提高一个等级;而等级越高,游戏的节奏越快,难度越大
我使用的是python 3.7,在Windows系统中首先要检查是否安装了pip,开发2D游戏前,还得安装Pygame。
下面游戏的模板,包含各种类。
alien_invasion.py , game_functions.py , ship.py , alien.py , bullet.py , game_stats.py , settings.py , button.py , scoreboard.py 。
代码:
alien_invasion.py:
# -*-coding:utf-8-*-
import pygame#pygame库
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
def run_game():
pygame.init()
ai_settings=Settings()
(ai_settings.screen_width,ai_settings.screen_height))
play_button=Button(ai_settings,screen,"play")
#创建一个用于存储游戏统计信息的事例
stats=GameStats(ai_settings)
sb=Scoreboard(ai_settings,screen,stats)
ship=Ship(ai_settings,screen)
bullets=Group()
alien=Alien(ai_settings,screen)
aliens=Group()
gf.create_fleet(ai_settings,screen,ship,aliens)
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,stats,sb,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,
play_button)
run_game()
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)
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):
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:
check_play_button(ai_settings,screen,ship,aliens,stats,sb,bullets,
play_button,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,ship,aliens,stats,sb,bullets,
play_button,mouse_x,mouse_y):
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings()
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_settings,screen,stats,sb,ship,aliens,bullets,play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
bullets.update()
for bullet in bullets.copy():
bullets.remove(bullet)
#print(len(bullets))
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):
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 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 get_number_rows(ai_settings,ship_height,alien_height):
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):
alien=Alien(ai_settings,screen)
alien.x=alien_width+2*alien_width*alien_number
alien.rect.x=alien.x
aliens.add(alien)
def create_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen)
#available_space_x=ai_settings.screen_width-2*alien_width
#number_aliens_x=int(available_space_x/(2*alien_width))
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)
#alien=Alien(ai_settings,screen)
#alien.x=alien_width+2*alien_width*alien_number
#alien.rect.x=alien.x
#aliens.add(alien)
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 ship_hit(ai_settings,stats,sb,screen,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
def check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets):
screen_rect=screen.get_rect()
for alien in aliens.sprites():
ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets)
def check_high_score(stats,sb):
if stats.score>stats.high_score:
stats.high_score= stats.score
sb.prep_high_score()
ship.py:
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self,ai_settings,screen):
super(Ship,self).__init__()
self.screen=screen
self.ai_settings=ai_settings
self.screen_rect=screen.get_rect()
self.moving_right=False
self.moving_left=False
def update(self):
self.center += self.ai_settings.ship_speed_factor
self.center -= self.ai_settings.ship_speed_factor
def blitme(self):
def center_ship(self):
self.center=self.screen_rect.centerx
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.x=float(self.rect.x)
def blitme(self):
def check_edges(self):
return True
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().__init__()
self.screen=screen
self.rect=pygame.Rect(0,0,ai_settings.bullet_width,
ai_settings.bullet_height)
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):
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
settings.py:
class Settings():
def __init__(self):
self.screen_width=1200
self.screen_height=800
self.bg_color=(230,230,230)
self.ship_speed_factor=9
self.ship_limit=2
self.bullet_speed_factor=6
self.bullet_width=3000
self.bullet_height=20
self.bullet_color=150,150,150
self.bullets_allowed=1200
self.alien_speed_factor=2
self.fleet_drop_speed=10
self.fleet_direction=1
self.speedup_scale = 1.1
self.score_scale=1.5
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
self.alien_points=50
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)
#print(self.alien_points)
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=200,50
self.button_color=(0,255,0)
self.text_color=(255,255,255)
self.font=pygame.font.SysFont(None,48)
self.rect=pygame.Rect(0,0,self.width,self.height)
self.prep_msg(msg)
def prep_msg(self,msg):
self.button_color)
self.msg_image_rect=self.msg_image.get_rect()
def draw_button(self):
scoreboard.py:
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
def __init__(self,ai_settings,screen,stats):
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
self.text_color=(255,30,30)
self.font=pygame.font.SysFont(None,55)
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
score_str = "{:,}".format(rounded_score)
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_str="{:,}".format(high_score)
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.screen_rect.top
def prep_level(self):
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 prep_ships(self):
self.ships=Group()
ship=Ship(self.ai_settings,self.screen)
ship.rect.y=10
def show_score(self):
ps:
1、游戏中使用的飞船和外星人图形文件,使用的是位图(.bmp),首先你得把图形文件新建一个images文件和类放在一起。
2、最后执行alien_invasion.py,游戏界面就会出现。
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