跟着《Python从入门到实践》这本书学习的Python,这本书最后的实践部分第一个就是实现一个飞机打外星人的小游戏,跟着书的步骤一步步做最终实现了,并扩展了飞机可以上下移动的功能。
游戏有9个py文件,分别是Alien_invasion.py游戏主程序,settings.py游戏设定,alien.py外星人,ship.py飞船,bullet.py子弹,game_status.py游戏启动与否状态,game_function游戏的函数,scoreborad游戏计数板,button.py游戏窗口的按钮。
下面简单说一下各个文件的作用。
首先是游戏的主程序Alien_invasion.py,主要是new一个游戏设定setting,new一个飞船,new存储子弹list,new存储外星人list,new计数板,设定初始游戏状态等游戏的初始化工作。

import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from alien import Alien
import game_function as gf
def run_game():
#初始化游戏+创建一个屏幕
pygame.init()
ai_settings=Settings()
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
stats=GameStats(ai_settings)
sb=Scoreboard(ai_settings,screen,stats)
#Play按钮
play_button=Button(ai_settings,screen,"Play")
#创建一艘飞船
ship=Ship(ai_settings,screen)
#创建用于存储子弹的编组
bullets=Group()
#创建一个外星人编组
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
#游戏主循环
while True:
gf.check_events(ai_settings, screen, stats,sb, play_button, ship,aliens,bullets) #监视键盘和鼠标事件
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,stats,sb,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings, screen,sb,stats,ship,aliens, bullets,play_button) #更新屏幕
run_game()
settings.py

class Settings():
#存储《外星人入侵》游戏的设置
def __init__(self):
#屏幕及飞船
self.screen_width=1200
self.screen_height=700
self.bg_color=(230,230,230)
self.ship_speed=3
self.ship_lives=2
#子弹
self.bullet_width=5
self.bullet_height=10
self.bullet_speed=3
self.bullet_color=60,60,60
self.bullets_total=5
#敌人
self.alien_speed=0.5
self.fleet_drop_speed=50 #敌人撞壁之后向下移动速度
self.fleet_direction=1 #取1/-1为向右/向左
self.alien_points=10
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.image=pygame.image.load('images/alien.bmp')
self.image=pygame.transform.scale(self.image,(50,50)) #缩放图像
self.rect=self.image.get_rect()
#把飞船初始位置设为左上角
self.rect.x=self.rect.width
self.rect.y=self.rect.height
self.x,self.y=0.0,0.0
def update(self):
self.x+=self.ai_settings.alien_speed * self.ai_settings.fleet_direction
self.rect.x=int(self.x)
def check_edges(self):
screen_rect=self.screen.get_rect()
if self.rect.right>=screen_rect.right:
return True
elif self.rect.right<=0:
return True
else:
return False
def blitme(self):
self.screen.blit(self.image,self.rect)
ship.py

#飞船类:管理飞船的行为
import pygame
class Ship():
def __init__(self,ai_settings,screen):
#init初始化飞船并设置其初始位置
self.screen=screen
self.ai_seettings=ai_settings
#self.rect取得飞船矩形 self.screen_rect取得屏幕矩形
self.image=pygame.image.load("images/ship.bmp")
self.image=pygame.transform.scale(self.image,(50,50)) #缩放图像
self.rect=self.image.get_rect()
self.screen_rect=screen.get_rect()
'''
可设置相应 rect 对象的属性center,centerx,centery
要让游戏元素与屏幕边缘对齐,可使用属性 top,bottom,left,right ;
要调整游戏元素的水平或垂直位置,可使用属性 x,y ,它们分别是相应矩形左上角的 x 和 y 坐标。
'''
#将飞船放在屏幕最下方中央
self.rect.centerx=self.screen_rect.centerx
self.rect.bottom=self.screen_rect.bottom
#移动标记
self.moving_right=False
self.moving_left=False
self.moving_up=False
self.moving_down=False
#移动速度x/y
self.center=float(self.rect.centerx)
self.recty=float(self.rect.bottom)
def update(self):
#根据移动标记调整飞船位置(横轴)
if self.moving_right and self.center<self.ai_seettings.screen_width:
self.center+=self.ai_seettings.ship_speed
if self.moving_left and self.center>0:
self.center-=self.ai_seettings.ship_speed
self.rect.centerx=int(self.center)
#根据移动标记调整飞船位置(纵轴)
if self.moving_up and self.recty>0:
self.recty-=self.ai_seettings.ship_speed
if self.moving_down and self.recty<self.ai_seettings.screen_height:
self.recty+=self.ai_seettings.ship_speed
self.rect.centery=int(self.recty)
def blitme(self):
#根据self.rect的指定位置将飞船绘制到屏幕上
self.screen.blit(self.image,self.rect)
def center_ship(self):
self.center=float(self.screen_rect.centerx)
self.recty=float(self.screen_rect.bottom)
bullet.py

import pygame
from pygame.sprite import Sprite
#子弹类:对飞船子弹进行管理,继承自Sprite
class Bullet(Sprite):
#__init__在飞船位置创建一颗子弹
def __init__(self,ai_settings,screen,ship):
super(Bullet,self).__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
self.rect=pygame.Rect(0, 0, ai_settings.bullet_width,ai_settings.bullet_height)
#x轴设为飞船x轴
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top #
#记录self.y值用于以后改变,self.x不会变不用记录
self.y=float(self.rect.y)
#子弹颜色和速度
self.color=ai_settings.bullet_color
self.bullet_speed=ai_settings.bullet_speed
#update将子弹向上移动
def update(self):
self.y-=self.bullet_speed
self.rect.y=int(self.y)
def draw_bullet(self):
#用self.color的颜色填充self.screen的self.rect的矩形部分
pygame.draw.rect(self.screen,self.color,self.rect)
game_status.py

class GameStats():
def __init__(self,ai_settings):
self.ai_settings=ai_settings
self.reset_stats()
self.game_active=False
def reset_stats(self):
self.ship_lives=self.ai_settings.ship_lives
self.score=0
game_function

import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
#响应键盘按下事件
def check_keydown_events(event,ai_settings,screen,ship,bullets):
if event.key==pygame.K_RIGHT:
ship.moving_right=True
if event.key==pygame.K_LEFT:
ship.moving_left=True
if event.key==pygame.K_UP:
ship.moving_up=True
if event.key==pygame.K_DOWN:
ship.moving_down=True
if event.key==pygame.K_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
if event.key==pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
#监测到按下空格键:创建一颗子弹
if len(bullets)<ai_settings.bullets_total:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
#响应键盘回弹事件
def check_keyup_events(event,ship):
if event.key==pygame.K_RIGHT:
ship.moving_right=False
if event.key==pygame.K_LEFT:
ship.moving_left=False
if event.key==pygame.K_UP:
ship.moving_up=False
if event.key==pygame.K_LEFT:
ship.moving_down=False
#监测并响应键盘鼠标事件
def check_events(ai_settings, screen, stats,sb, play_button, ship,aliens,bullets):
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_buttons(ai_settings,screen,stats,sb,play_button,mouse_x,mouse_y,ship,aliens,bullets)
elif event.type==pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)
elif event.type==pygame.KEYUP:
check_keyup_events(event,ship)
def check_play_buttons(ai_settings,screen,stats,sb,play_button,mouse_x,mouse_y,ship,aliens,bullets):
if not stats.game_active and play_button.rect.collidepoint(mouse_x, mouse_y):
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active = True
aliens.empty()
bullets.empty()
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sb.prep_score()
#功能:更新屏幕图像,绘制新的图像
def update_screen(ai_settings, screen,stats,ship,aliens, bullets,play_button):
#每次循环都重绘屏幕
screen.fill(ai_setting.bg_color)
#更新子弹group内子弹位置
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 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()
#更新子弹
def update_bullets(ai_settings,stats,sb,screen,ship,aliens,bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
#print(len(bullets))
#内置函数:一行就双重遍历子弹和敌人,矩形重叠就消失
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
#更新分数
if collisions:
for aliens in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
sb.prep_score()
#检测现有敌人是否为0了
if len(aliens)==0:
bullets.empty()
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人舰队:
def creat_fleet(ai_settings,screen,ship,aliens):
#创建一个外星人,并计算每行可容纳多少个外星人
alien=Alien(ai_settings,screen)
number_aliens_x=calc_aliens_number(ai_settings,alien.rect.width)
row_numbers=calc_row_number(ai_settings, ship.rect.height, alien.rect.height)
for row_number in range(row_numbers-1):
for alien_number in range(number_aliens_x-1):
creat_an_alien(ai_settings,screen,aliens,alien_number,row_number)
def creat_an_alien(ai_settings,screen,aliens,alien_number,row_number):
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
alien.x=float(alien.rect.x)
alien.y=float(alien.rect.y)
aliens.add(alien)
def calc_aliens_number(ai_settings,alien_width):
#公式计算
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 calc_row_number(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
#更新外星人
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
#
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
#print("Xiba!!!")
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_direction(ai_settings,aliens)
break
def change_direction(ai_settings,aliens):
for alien in aliens.sprites():
alien.y+=ai_settings.fleet_drop_speed
alien.rect.y=int(alien.y)
ai_settings.fleet_direction*=-1
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
if stats.ship_lives>0:
stats.ship_lives-=1
aliens.empty()
bullets.empty()
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
""" 更新屏幕上的图像,并切换到新屏幕 """
def update_screen(ai_settings, screen, sb,stats, ship, aliens, bullets,play_button):
#每次循环都重绘屏幕
screen.fill(ai_settings.bg_color)
#更新子弹group内子弹位置
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
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:
sb.prep_score()
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
scoreboard.py

import pygame.font
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=(30,30,30)
self.font=pygame.font.SysFont(None,48)
#
self.prep_score()
def prep_score(self):
score_str=str(self.stats.score)
self.score_image=self.font.render(score_str, True, self.text_color,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 show_score(self):
self.screen.blit(self.score_image,self.score_rect)
button.py

import pygame.font
class Button:
def __init__(self,ai_settings,screen,msg):
self.screen=screen
self.screen_rect=screen.get_rect()
#设置按钮的大小/颜色/字体
self.width,self.height=200,50
self.button_color=(100,100,100)
self.text_color=(255,255,255)
self.font=pygame.font.SysFont(None,48)
#创建按钮的矩形
self.rect=pygame.Rect(0,0,self.width,self.height)
self.rect.center=self.screen_rect.center
#调用prep_msg函数绘制按钮
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)
来源:https://www.cnblogs.com/clno1/p/12485548.html
