python实现大战外星人小游戏实例代码
主程序
import pygame from pygame.sprite import Group from settings import Settings from game_stats import gameStats from ship import Ship from button import Button import game_functions as gf def run_game(): #初始化背景设置 pygame.init() #创建一个Settings实例,并将其储存在变量ai_settings中 ai_settings = Settings() #创建一个名为screen的显示窗口,游戏的所有图形元素都在其中绘制 screen = pygame.display.set_mode((ai_settings.screen_heigth, ai_settings.screen_width)) pygame.display.set_caption("Aline invasion") #创建play按钮 play_button = Button(ai_settings,screen,"play") #创建一个用于存储游戏统计数据的实例 stats = gameStats(ai_settings) #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: #监视鼠标和键盘事件 gf.check_events(ai_settings,screen,ship,bullets) if stats.game_active: # 飞船移动 ship.update() #子弹移动 gf.update_bullets(ai_settings, screen, ship, aliens,bullets) gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets) #重绘屏幕 gf.update_screen(ai_settings, screen, stats, ship, bullets, aliens, 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): '''响应按下''' 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_UP: ship.moving_up = True elif event.key == pygame.K_DOWN: ship.moving_down = True elif event.key == pygame.K_q: sys.exit() #当飞船移动时也能发射子弹 if event.key == pygame.K_SPACE: fire_bullet(ai_settings, screen, ship, bullets) 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 elif event.key == pygame.K_UP: ship.moving_up = False elif event.key == pygame.K_DOWN: ship.moving_down = False def check_events(ai_settings,screen,ship, bullets): '''响应鼠标键盘事件''' 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) def update_screen(ai_settings, screen, stats, ship, bullets, aliens, play_button): # 每次循环时都会重绘屏幕 # 调用方法screen_fill()——用背景色填充屏幕 screen.fill(ai_settings.screen_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) #aline.blitme() #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, ship, aliens, bullets): bullets.update() # 删除已消失的子弹 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) #print(len(bullets)) # 显示当前在屏幕上有多少个子弹,从而核实子弹确实被删除了 check_bullet_alien_collide(ai_settings, screen, ship, aliens, bullets) def fire_bullet(ai_settings, screen, ship, bullets): if len(bullets) < ai_settings.bullet_num: # 创建一颗子弹,并将其加入到编组bullets中 new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) def check_bullet_alien_collide(ai_settings, screen, ship, aliens, bullets): '''检查是否有子弹击中了外星人 如果有,就删除相应的外星人和子弹 遍历编组bullets中所有子弹,再遍历编组aliens中的每个外星人。 每当子弹与外星人重叠时,groupcllid()就在它返回的字典中添加一个键值对。 两个实参True告诉pygame删除发生碰撞的子弹和外星人 ''' collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if len(aliens) == 0: # 删除现有所有子弹 bullets.empty() # 当前外星人群消灭干净后,将会立刻出现一个新的外星人群 create_fleet(ai_settings, screen, ship, aliens) def get_number_aliens_x(ai_settings, alien_width): available_space_x = ai_settings.screen_heigth - 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): '''计算屏幕可以容纳多少行外星人''' #以外星人的高度来记长,减去飞船的高度和空出的外星人与飞船间的距离 available_space_y = (ai_settings.screen_heigth - (10*alien_height) - ship_height) number_rows = int(available_space_y/(2*alien_height)) #number_rows为外星人的行数 return number_rows def crate_aline(ai_settings, screen, aliens, alien_number, rows_number): # 创建一个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*rows_number aliens.add(alien) def create_fleet(ai_settings, screen, ship, aliens): '''创建一个外星人群''' #创建一个外星人,并计算一行可容纳多少个外星人''' #外星人的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) #穿件外星人群 for row_number in range(number_rows): #创建一个外星人 for alien_number in range(number_aliens_x): crate_aline(ai_settings, screen, aliens, alien_number, row_number) def check_fleet_edges(ai_settings, aliens): '''当外星人到达屏幕边缘时的应对措施''' for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): '''将整群外星人下移,并改变他们的方向''' for alien in aliens.sprites(): alien.rect.y +=ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def ship_hit(ai_settings, stats, screen, ship, aliens, bullets): '''响应被外星人撞到的飞船''' if stats.ships_left > 0: # 将ship_left减1 stats.ships_left -= 1 # 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,并将飞船放到屏幕地端中央 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() #暂停 sleep(0.5) else: stats.game_active = False def check_aliens_bottom(ai_setting, stats, screen, ship, aliens, bullets): '''检查是否有外星人到达了屏幕底部''' screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: #像飞船被撞到一样处理 ship_hit(ai_setting, stats, screen, ship, aliens, bullets) break def update_aliens(ai_settings, stats, screen, ship, aliens, bullets): '''检查是否有外星人位于屏幕边缘,并更新外星人的位置''' check_fleet_edges(ai_settings, aliens) #更新外星人群中所有外星人的位置''' 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, stats, screen, ship, aliens, bullets) #检查是否有外星人到达屏幕底端 check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
ship.py
import pygame class Ship(object): def __init__(self,ai_settings,screen): #参数screen指定了要将飞船绘制到什么地方 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(r'E:\pycharm project\飞机大战\images\ship.bmp') #加载图像,这个函数返回一个表示飞船的surface存储到self.image中 self.rect = self.image.get_rect() #使用get_rect()获取相应的surface的属性rect self.screen_rect = screen.get_rect() #将每艘新飞船放在屏幕底部中央 self.rect.centerx = self.screen_rect.centerx #将self.rect.centerx(飞船中心的x坐标)设置为表示屏幕的矩形属性centerx self.rect.bottom = self.screen_rect.bottom #将self.rect.bottom(飞船下边缘的y坐标)设置为表示屏幕的矩形的属性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 #添加属性:moving_right self.moving_left = False self.moving_up = False self.moving_down = False def update(self): '''根据移动标志调整飞船的位置''' if self.moving_right and self.rect.right<self.screen_rect.right: #self.rect.right:返回飞船外接矩形右端的x坐标 self.rect.centerx += self.ai_settings.ship_speed_factor #self.screen_rect.right:返回屏幕右侧的坐标 if self.moving_left and self.rect.left>0: #与上同理 self.rect.centerx -= self.ai_settings.ship_speed_factor if self.moving_up and self.rect.top>self.screen_rect.top: self.rect.bottom -= self.ai_settings.ship_speed_factor if self.moving_down and self.rect.bottom<self.screen_rect.bottom: self.rect.bottom += self.ai_settings.ship_speed_factor def blitme(self): '''在指定位置绘制飞船''' self.screen.blit(self.image,self.rect) #根据self.rect指定的位置将图像绘制到屏幕上 def center_ship(self): '''将飞船放在屏幕上居中''' self.center = self.screen_rect.centerx
alien.py
import pygame from pygame.sprite import Sprite import os class Alien(Sprite): '''代表单个外星人类''' def __init__(self, ai_settings, screen): '''初始化外星人并设置其初始位置''' super(Alien,self).__init__() self.ai_settings = ai_settings self.screen = screen #加载外星人图像,并设置七rect属性 self.image = pygame.image.load(r'E:\pycharm project\飞机大战\images\alien.bmp') self.rect = self.image.get_rect() # 使用get_rect()获取相应的surface的属性rect #设置外星飞船的初始位置 self.rect.x = self.rect.width self.rect.y= self.rect.height #储存外星人的准确位置 self.x= float(self.rect.x) def check_edges(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 < screen_rect.left: return True def update(self): '''向右移动外星人''' self.x += (self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction) self.rect.x = self.x def blitme(self): '''在指定位置绘制外星人''' self.screen.blit(self.image,self.rect)
button.py
import pygame.ftfont 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 = (0,255,255) self.text_color = (255,255,255) self.font = pygame.font.SysFont(None,48) #创建按钮的rect对象,并使其居中 self.rect = pygame.Rect(0,0,self.width,self.height) self.rect.center = self.screen_rect.center #按钮的标签只需创建一次 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,在绘制文本''' self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
bullet.py
import pygame from pygame.sprite import Sprite class Bullet(Sprite): #Bullet类继承从模块pygame.sprite中导入的Sprite类 '''一个对飞船发射的子弹进行管理''' #通过使用精灵,可将游戏中相关的元素编组,进而同时操作编组中的所有元素 def __init__(self,ai_settings, screen, ship): '''在飞船所处的位置创建一个子弹对象''' super(Bullet,self).__init__() #调用super()来继承Sprite self.screen = screen #在(0,0)处创建一个表是子弹的矩形,在设置正确的位置 self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,ai_settings.bullet_height) #子弹并非基于图像,则必须使用pygame.Rect()从空白创建一个矩形 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) #将子弹的y坐标存储为小数值 #设置子弹颜色和速度 self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): '''更新表示子弹位置的小数值''' 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) #函数draw.rect()使用存储在self.color中 # 的颜色填充表示子弹的rect占据的屏幕
game_stats.py
'''跟踪游戏统计数据''' class gameStats(): def __init__(self, ai_settings): self.ai_settings = ai_settings self.reset_stats() #游戏刚启动时处于非活动状态 self.game_active = False 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
settings.py
class Settings(): def __init__(self): #屏幕设置 self.screen_heigth = 1000 self.screen_width = 700 self.screen_bg_color = (230,230,230) #设置背景色 self.ship_speed_factor = 1.5 self.ship_limit = 3 self.bullet_speed_factor = 1 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60,60,60 self.bullet_num = 6 #外星人设置 self.alien_speed_factor = 1 #fleet_drop_speed为有外星人撞到屏幕边缘时下降的速度 self.fleet_drop_speed = 10 #当fleet_direction为1时向右,为-1时向左 self.fleet_direction = 1
总结
以上所述是小编给大家介绍的python实现大战外星人小游戏,希望对大家有所帮助,如果大家有任何疑问请给我留言,小编会及时回复大家的。在此也非常感谢大家对【听图阁-专注于Python设计】网站的支持!
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