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pygame外星人入侵小游戏超详细开发流程

2022-11-06 14:54hacker707 Python

这篇文章主要介绍了利用Python编写的外星人入侵游戏的示例代码,文中的代码讲解详细,对我们学习Python有一定的帮助,感兴趣的可以学习一下

游戏开始前的注意事项

1:游戏《外星人入侵》将包含很多文件,请在你的D盘中新建一个空文件夹,并将其命名为alien_invasion.请务必将所有文件存储在这个文件夹中,这样游戏才能正常运行。

2:在开始编码前请安装pygame库(在pycharm终端pip install pygame即可) 如果在安装时遇到以下情况,请更新pip版本(将以下内容复制粘贴到下面回车即可)

pygame外星人入侵小游戏超详细开发流程

 

《外星人入侵》游戏简介

在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用方向键左右移动飞船,还可以使用空格键进行射击。游戏开始时,一群外星人出现在天空中,他们在屏幕中向下移动。玩家的任务就是射杀这些外星人。玩家将所有的外星人全部射杀,将会出现一群新的外星人群。他们的移动速度更快。只要有外星人撞到玩家的飞船或者屏幕底部,玩家就损失一艘飞船,。玩家损失三艘飞船后游戏结束。

 

开始游戏项目实战开发

在D盘的alien_invasion文件夹中新建一个images文件夹,将外星人的图像命名为alien,将飞船图像命名为ship

alien.bmp

pygame外星人入侵小游戏超详细开发流程

ship.bmp

pygame外星人入侵小游戏超详细开发流程

alien_invasion.py

创建pygame窗口

只需运行文件alien_invasion.py即可开始游戏,其他文件内容会被间接或直接导入到该文件

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,设置和屏幕对象
  pygame.init()
  ai_settings = Settings()
  screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
  pygame.display.set_caption("外星人入侵")

  # 创建play按钮
  play_button = Button(ai_settings, screen, "play")

  # 创建存储游戏统计信息的实例,并创建得分牌
  stats = GameSrats(ai_settings)
  sb = Scoreboard(ai_settings, screen, stats)

  # 创建一艘飞船,一个子弹编组和一个外星人编组
  ship = Ship(ai_settings, screen)
  bullets = Group()
  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:
      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

管理外星人类

import pygame
from pygame.sprite import Sprite


class Alien(Sprite):
  """表示单个外星人的类"""

  def __init__(self, ai_settings, screen):
      """初始化外星人并设置其初始位置"""
      super().__init__()
      self.screen = screen
      self.ai_settings = ai_settings

      # 加载外星人图像,并设置其rect属性
      self.image = pygame.image.load('images/alien.bmp')
      self.rect = self.image.get_rect()

      # 每个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 cheak_edgs(self):
      """如果外星人位于屏幕边缘,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):
      """向左或向右移动外星人人"""
      self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
      self.rect.x = self.x

bullet.py

创建子弹类,将子弹存储到编组Group中

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"""

  def __init__(self, ai_settings, screen, ship):
      """在飞船所处位置创建一个子弹对象"""
      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
      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):
      """向上发射子弹"""
      # 更新表示子弹的小数值
      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

按键类,实例化按键,添加play按钮

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.hieght = 200, 50
      self.button_color = (0, 255, 0)
      self.text_color = (255, 255, 255)
      self.font = pygame.font.SysFont(None, 48)

      # 创建按钮的rect对象,并将其居中
      self.rect = pygame.Rect(0, 0, self.width, self.hieght)
      self.rect.center = self.screen_rect.center

      # 按钮的标志只需创建一次
      self.prep_msg(msg)

  def prep_msg(self, msg):
      """将msg渲染为图像,并将其在按钮中居中"""
      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):
      """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

文件game_functions.py包含一系列函数,需要响应按键和鼠标事件,游戏大部分工作都是由它们完成的。

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):
  """响应按键"""
  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):
  """如果还没到达限制,就发射一颗子弹"""
  # 创建一颗子弹,并将其加入到编组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):
  """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 cheak_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
  """响应按键和鼠标事件"""
  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):
  """在玩家单击play按钮时开始新游戏"""
  bullets_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
  if bullets_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)
      # 重置游戏统计信息
      stats.reset_stats()
      stats.game_active = True

      # 重置记分牌对象
      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):
  """更新屏幕上的图像,并切换到新屏幕"""
  # 每次循环都重绘屏幕
  screen.fill(ai_settings.bg_color)
  # 在飞船和外星人后面重绘所有子弹
  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,并删除已消失子弹"""
  # 更新子弹位置
  bullets.update()

  # 删除已消失的子弹
  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):
  """响应子弹和外星人碰撞"""
  # 删除发生碰撞的子弹和外星人
  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灭,就提高一个等级
      # 删除现有的子弹,加快游戏节奏,并创建一群新的外星人
      bullets.empty()
      ai_settings.increase_speed()

      # 提高等级
      stats.level += 1
      sb.prep_level()

      create_fleet(ai_settings, screen, ship, aliens)


def get_number_alien_x(ai_settings, alien_width):
  """计算每行可容纳多少外星人"""
  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):
  """计算屏幕可容纳多少行机器人"""
  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):
  # 创建第一行外星人并将其加入当前行
  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):
  """创建外星人群"""
  # 创建一个外星人,并计算一行可容纳多少个外星人
  # 外星人间距为外星人宽度
  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)

  # 创建外星人群
  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):
  """有外星人到达屏幕边缘时采取相应的措施"""
  for alien in aliens.sprites():
      if alien.cheak_edgs():
          change_fleet_direction(ai_settings, aliens)
          break


def change_fleet_direction(ai_settings, aliens):
  """将整群外星人下移,并改变它们的位置"""
  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):
  """响应被外星人撞到的飞船"""
  if stats.ships_left > 0:
      # 将ships_left减1
      stats.ships_left -= 1

      # 更新记分牌
      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,并将飞船放在屏幕底端中央
      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 cheak_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:
          # 像飞船被撞到一样进行处理
          ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
          break


def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
  """检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
  cheak_fleet_edges(ai_settings, aliens)
  aliens.update()

  # 检查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)

  # 检查是否有外星人到达屏幕底端
  cheak_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)


def cheak_high_score(stats, sb):
  """检查是否诞生了新的最高得分"""
  if stats.score > stats.high_score:
      stats.high_score = stats.score
      sb.prep_high_score()

game_stats.py

跟踪统计游戏信息类

class GameSrats():
  """跟踪游戏的统计信息"""

  def __init__(self, ai_settings):
      """初始化统计信息"""
      self.ai_settings = ai_settings
      self.reset_stats()

      # 游戏刚启动时处于活动状态
      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_stats(self):
      """初始化在游戏运行期间可能变化的统计信息"""
      self.ships_left = self.ai_settings.ship_limit
      self.score = 0
      self.level = 1

scoreboard.py

创建scoerboard类,用来显示当前得分,最高得分,玩家等级,余下的飞船数。

import pygame.font
from pygame.sprite import Group
from ship import Ship


class Scoreboard():
  """显示得分信息的类"""

  def __init__(self, ai_settings, screen, stats):
      """初始化显示得分涉及的属性"""
      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)

      # 准备包含得分的初始图像
      self.prep_score()
      self.prep_high_score()
      self.prep_level()
      self.prep_ships()

  def prep_ships(self):
      """显示还余下多少搜飞船"""
      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):
      """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)

      # 将等级放在得分下方
      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):
      """将最高得分转换为渲染的图像"""
      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)

      # 将最高得分放在屏幕顶部中央
      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_score(self):
      """将得分转换为一幅渲染的图像"""
      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)

      # 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):
      """在屏幕上显示得分"""
      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)

      # 绘制飞船
      self.ships.draw(self.screen)

settings.py

存储游戏所有设置类

class Settings():
  """存储外星人入侵所有设置的类"""

  def __init__(self):
      """初始化游戏静态设置"""
      # 屏幕设置
      self.screen_width = 1200
      self.screen_height = 800
      self.bg_color = (230, 230, 230)

      # 飞船的速度设置
      self.ship_speed_factor = 1.5
      self.ship_limit = 3

      # 子弹设置
      self.bullet_speed_factor = 10
      self.bullet_width = 10
      self.bullet_height = 15
      self.bullet_color = 60, 60, 60
      self.bullets_allowed = 3

      # 外星人设置
      self.alien_speed_factor = 1
      self.fleet_drop_speed = 5
      # fleet_direction为1表示向右移,为-1表示向左移
      self.fleet_direction = 1

      # 加快游戏节奏的速度
      self.speedup_scale = 1.1

      # 外星人点数的提高速度
      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位置"""
      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

      # 记分
      self.alien_points = 100

  def increase_speed(self):
      """提高速度设置和外星人点数"""
      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

管理飞船类

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().__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.bmp')
      self.rect = self.image.get_rect()
      self.screen_rect = screen.get_rect()

      # 将每艘飞船放在屏幕底部中央
      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 center_ship(self):
      """让飞船在屏幕上居中"""
      self.center = self.screen_rect.centerx

  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)

以上就是外星人入侵全部开发过程

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原文链接:https://blog.csdn.net/xqe777/article/details/123319948

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