这是一个打飞机的游戏,结构如下:
其中images中包含的素材为
命名为alien.png
命名为ship.png
游戏效果运行是这样的:
敌军,也就是体型稍微大点的,在上方左右移动,并且有规律向下移动。我军目标,消灭所有飞机。但是屏幕上最多只展现3颗子弹。
一旦,我军飞机与敌军飞机碰撞,或者敌军飞机抵达底部。我军损失一条生命,一共三条。
敌军飞机全部消灭完,则到下一关,移动速度会更快。
我军每消灭一架敌军飞机获得积分,积分最高者会在界面显示。
游戏源码如下:
- #alien_invasion.py
- #主程序文件
-
- """
- 创建Pygame窗口响应以及用户输入
- """
-
-
- import pygame
- 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 button import Button
- from Scoreboard import Scoreboard
-
-
- def run_game():
-
- #初始化游戏并且创建一个屏幕对象
- pygame.init()
-
- ai_settings = Settings()
-
- screen = pygame.display.set_mode(
- (ai_settings.screen_width, ai_settings.screen_height))
-
- pygame.display.set_caption("Alien Invasion")
-
- #创建play按钮
- play_button = Button(ai_settings, screen, "PLAY~")
-
- #创建一个用户存储游戏统计信息的实例
- stats = GameStats(ai_settings)
-
- sb = Scoreboard(ai_settings, screen, stats)
-
- #创建一艘飞船
- ship = Ship(ai_settings,screen)
-
- #创建一个用户存储子弹的编组
- 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:
- ship.update()
-
-
- #删除已消失的子弹
- 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)
-
- #让最近绘制的屏幕可见
- pygame.display.flip()
-
- run_game()
-
- #alien.py
-
- import pygame
- from pygame.sprite import Sprite
-
-
- class Alien(Sprite):
- def __init__(self,ai_settings, screen ):
- """初始化外星人并且设置起始位置"""
- super().__init__()
- self.screen = screen
- self.ai_settings = ai_settings
-
- #加载外星人图像,并且设置其rect属性
- self.image = pygame.image.load("images/alien.png")
- 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):
- """如果外星人出于屏幕边缘,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):
- """向左或者右移动的外星人"""
- 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):
- """一个对飞船发射的子弹进行管理的类"""
- """Bullet类继承了我们从模块pygame.sprite中导入的Sprite类"""
-
- def __init__(self, ai_settings, screen, ship):
- """在飞船所处的位置创建一个子弹对象"""
-
- """为创建子弹实例,需要向__init__()传递
- ai_settings、screen和ship实例,还调用了super()来继承Sprite。
- """
- super().__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
- 我们创建了子弹的属性rect。子弹并非基于图像的,因此我们必须使用pygame.Rect()
- 类从空白开始创建一个矩形
- """
- self.rect = pygame.Rect(
- 0,0,ai_settings.bullet_width,ai_settings.bullet_height)
- self.rect.centerx = ship.rect.centerx #将子弹的centerx设置为飞船的rect.centerx
- self.rect.top = ship.rect.top #子弹的rect的top属性设置为飞船的rect的top属性
-
-
- #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"""
- #更新表示移动子弹的位置的小数值
- 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
-
-
- import pygame.font
-
- class Button():
- def __init__(self, ai_settings, 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, 250, 0)
- self.text_color = (255, 255, 255)
- self.font = pygame.font.SysFont(None, 48)
-
- #创建按钮的rect对象,并且让它居中
- self.rect = pygame.Rect(0, 0, self.width, self.height)
- self.rect.center = self.screen_rect.center
-
-
- #按钮的标签只需要创建一次
- self.prep_msg(msg)
-
-
- def prep_msg(self, msg):
-
- 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_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):
- """响应按键"""
- if event.key == pygame.K_RIGHT:
- #向右→移动
- ship.moving_right = True
- elif event.key == pygame.K_LEFT:
- #向左移动
- ship.moving_left = True
- elif event.key == pygame.K_SPACE:
- # 创建一颗子弹,并将其加入到编组bullets中
- fire_bullet(ai_settings, screen, ship, bullets)
- elif event.key == pygame.K_q:
- sys.exit()
-
-
- 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):
- """响应和鼠标按键"""
- 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_settings, screen, stats, sb, play_button, ship, aliens,bullets, mouse_x, mouse_y):
-
- 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
- stats.reset_start()
- 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_settings, screen, ship, aliens)
- ship.center_ship()
-
-
-
- def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,play_button):
- """更新屏幕的图像,并且切换到新的屏幕"""
- #每次循环时都会重新绘屏
- screen.fill(ai_settings.bg_color)
- 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,并且删除已消失的子弹
- 在for循环中,不应从列表或编组中删除条目,因此必须遍历编组的副本。
- 我们使用了方法copy()来设置for循环
- """
- bullets.update()
- 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):
- #检查子弹是否打中飞机
- collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
- if len(aliens) == 0:
- #删除现有的子弹并新建一群外星人
- bullets.empty()
- ai_settings.increase_speed() #新游戏加速
- #print(ai_settings.alien_speed_factor)
- create_fleet(ai_settings, screen, ship, aliens)
-
- stats.level += 1
- sb.prep_level()
-
- if collisions:
- for aliens in collisions.values():
- stats.score += ai_settings.alien_points * len(aliens)
- sb.prep_score()
- check_high_score(stats, sb)
-
-
-
-
- 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 create_fleet(ai_settings, screen, ship, aliens):
- """创建外星人群"""
- #创建一个外星人并且计算一行可以容纳多少个外星人
- #外星人间距为外星人的宽度
- 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,并将其加入当前行列
- create_alien(ai_settings, screen, aliens, alien_number, row_number)
-
-
-
- def get_number_aliens_x(ai_settings, alien_width):
- """计算每行可以容纳多少飞机"""
- 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 create_alien(ai_settings, screen, aliens, alien_number, row_number): #这里的row_number来自哪里?
- """创建一个外星人并把它放在当前行列"""
- 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 get_number_rows(ai_settings, ship_height, alien_hight):
- """计算屏幕可以容纳几行外星人"""
- available_space_y = (
- ai_settings.screen_height - (3*alien_hight) - ship_height)
- number_rows = int(available_space_y / (2*alien_hight))
- return number_rows
-
-
- def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
- """更新外星人的位置"""
- 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, screen, stats, sb, ship, aliens, bullets)
-
- check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
-
-
- def check_fleet_edges(ai_settings, aliens):
- """有外星人撞到边缘时候采取的措施"""
- for alien in aliens.sprites():
- if alien.check_edges():
- change_fleet_direction(ai_settings, aliens)
- break
-
-
-
- def change_fleet_direction(ai_settings,aliens):
- """整体外星人向下移动,并且改变方向"""
- for alien in aliens.sprites():
- alien.rect.y += ai_settings.fleet_drop_speed
- ai_settings.fleet_direction *= -1
-
- def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
- """响应被外星人撞到的飞船"""
- #ship_left -1
- if stats.ship_left > 0:
- stats.ship_left -=1
-
- #清空外星人列表和子弹列表
- aliens.empty()
- bullets.empty()
-
- sb.prep_ships()
-
- #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:
- #和飞船被撞处理一样
- ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
- break
-
-
- def check_high_score(stats, sb):
- if stats.score > stats.high_score:
- stats.high_score = stats.score
- sb.prep_high_score()
-
- #game_stats.py
-
-
- class GameStats():
- """游戏统计信息"""
-
- def __init__(self,ai_settings):
- """初始化统计信息"""
- self.ai_settings = ai_settings
- self.reset_start()
- #游戏一开始就是非活动状态
- 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_start(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
-
-
- import pygame.font
- from pygame.sprite import Group
- from ship import Ship
-
-
- class Scoreboard():
- """显示信息得分的类"""
-
- def __init__(self, ai_settings, screen, stats):
-
- 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)
-
-
- #准备初始得分图像 和最高得分
-
- self.prep_score()
- self.prep_high_score()
- self.prep_level()
- self.prep_ships()
-
-
-
- def prep_score(self):
- 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):
- 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 prep_high_score(self):
- """渲染最高分为图像"""
- 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)
-
- #最高得分在顶部中央
- 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_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)
-
- #位置
- 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()
- 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)
-
- #settings.py
-
-
-
- class Settings():
- """
- 存储游戏所有设置的类
- """
- def __init__(self):
- """初始化游戏的设置"""
- #屏幕设置
- self.screen_width = 1200
- self.screen_height = 800
- self.bg_color = (230, 230, 230)
- # 飞船的设置
- self.ship_speed_factor = 1.5
- self.ship_limit = 3
-
- #子弹设置
- self.bullet_speed_factor = 3
- self.bullet_width = 1 #这里更改子弹的宽度
- self.bullet_height = 15
- self.bullet_color = 60, 60, 60
- self.bullets_allowed = 300 #这里更改子弹的个数
- # 外星人设置
-
- self.fleet_drop_speed = 10 #默认10
-
- # 以什么样的速度加快游戏节奏
- self.speedup_scale = 1.1
- #分数的提高速度
- 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;为-1表示向左
- self.fleet_direction = 1
-
- #积分
- self.alien_points = 50
-
- def increase_speed(self):
- #提高速度设置
- 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
-
-
-
- import pygame
- from pygame.sprite import Sprite
-
-
-
- class Ship(Sprite):
-
- def __init__(self, ai_settings, screen):
- """初始化飞船并设置其初始位置"""
- 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('images/ship.png') #加载图像
- self.rect = self.image.get_rect() #获取图像的大小
- self.screen_rect = screen.get_rect() #获取窗口的大小
-
- #将新船放在屏幕底部中央位置
- 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:
- 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
-