Python(经典)--外星人入侵

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首先安装pygame模块 :pip install pygame

需要创建的的几个模块: alien_invasion.py

需要的模块含义
alien_invasion.py主函数
ship.py飞船的函数
settings.py设置模块
bullet.py子弹模块
alien.py外星人模块
button.py按钮模块
game_stats.py游戏状态
scoreborad.py计分模块

alien_invasion.py

from typing import Type
from time import sleep
import pygame
import sys
from settings import Setting
from ship import Ship
from bullet import Bullet
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreborad import Scoreboard

class AlienInvasion:
    # 初始化
    def __init__(self):
        pygame.init()
        game_name = '歪星人入侵<Alien Invasion>'
        pygame.display.set_caption(game_name)
        pygame.mixer.init()
        pygame.mixer.music.load('music/bg.mp3')
        pygame.mixer.music.play(-1,0)
        self.settings = Setting()
        self.screen = pygame.display.set_mode((1200,800))
        # self.screen = pygame.display.set_mode((0,0),pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.bg_color = (230, 230, 230)
        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self._creat_fleet()
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)
        # print(self.screen.get_rect())
        self.play_button = Button(self,"Play Game")

    def _ship_hit(self):
        """响应外星人撞到飞船"""
        # 将ships_left减去1
        if self.stats.ships_left > 0:
            self.stats.ships_left -= 1
            self.sb.prep_ships()
            # print(self.stats.ships_left)
            # 清空剩下的外星人和子弹
            self.aliens.empty()
            self.bullets.empty()
            # 创建外星人群,并且把飞船放到底部中间
            self._creat_fleet()
            self.ship.center_ship()
            sleep(0.5)
        else:
            self.stats.game_active = False
            pygame.mouse.set_visible(True)


    def _check_aliens_bottom(self):
        """检查是否有外星人到达屏幕底端"""
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                # 与撞到飞船同样处理
                self._ship_hit()
                break

    # 创建外星人群
    def _creat_fleet(self):
        alien = Alien(self)
        alien_width,alien_height = alien.rect.size
        available_aliens_x = self.settings.screen_width - (2 * alien_width)
        number_aliens_x = available_aliens_x // (2 * alien_width)
        # 计算屏幕可以容纳多少外星人
        ship_height = self.ship.rect.height
        available_aliens_y = self.settings.screen_height - (3 * alien_height) - ship_height
        number_rows = available_aliens_y // (2 * alien_height)

        # 创建第一个外星人
        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                self._create_alien(alien_number,row_number)

    def _create_alien(self,alien_number,row_number):
        """创建一个外星人并把他放在这行"""
        alien = Alien(self)
        alien_width,alien_height = alien.rect.size
        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
        self.aliens.add(alien)

    def _check_fleet_edges(self):
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    # 外星人向下移动 并改变他的方向
    def _change_fleet_direction(self):
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def update_aliens(self):
        """更新外星人中所有外星人的位置"""
        self._check_fleet_edges()
        self.aliens.update()
        if pygame.sprite.spritecollideany(self.ship,self.aliens):
            self._ship_hit()
            # print('SHIP HIT !!')
        self._check_aliens_bottom()

    # 更新子弹状态
    def update_bullets(self):
        self.bullets.update()
        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)
        # print(len(self.bullets))
        self._check_bullet_alien_collision()

    def _check_bullet_alien_collision(self):
        # 检测是否击中了外星人,如果击中了,就删除掉子弹和外星人
        collisions = pygame.sprite.groupcollide(self.bullets,self.aliens,True,True)
        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
                self.sb.prep_score()
                self.sb.check_high_score()
        if not self.aliens:
            # 删除现有的子弹新建一群外星人
            self.bullets.empty()
            self._creat_fleet()
            self.settings.increse_speed()
            # 提高等级
            self.stats.level += 1
            self.sb.prep_level()
    # 响应鼠标以及按键事件
    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:  # QUIT 单机退出按钮
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)



    def _check_play_button(self,mouse_pos):
        """玩家单机play时候开始游戏"""
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
            # 重置统计按钮
        if button_clicked and not self.stats.game_active:
            self.stats.reset_stats()
            self.settings.initialize_dynamic_settings()
            self.stats.game_active = True
            self.sb.prep_score()
            self.sb.prep_level()
            self.sb.prep_ships()
            # 清空外星人和子啊但
            self.aliens.empty()
            self.bullets.empty()
            # 创建新的 外星人并且让飞船居中
            self._creat_fleet()
            self.ship.center_ship()
            pygame.mouse.set_visible(False)


    def _check_keydown_events(self, event):
        """响 应 按 下 按 键"""
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        elif event.key == pygame.K_q:
            sys.exit()
        elif event.key == pygame.K_SPACE:
            self.settings.bullet_width = 5
            self._fire_bullet()
        elif event.key == pygame.K_c:
            self.settings.bullet_width = 300
            self._fire_bullet()

    def _check_keyup_events(self, event):
        """响 应 松 开 按 键"""
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False

    def _fire_bullet(self):
        """创建一个子弹,并加入编组bullets中"""
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)

    # 更新屏幕刷新画面
    def _update_screen(self):
        # 每次循环都重绘屏幕
        self.screen.fill(self.settings.bg_color)  # fill:只接受一种实参:一种颜色
        self.ship.blitme()
        self.sb.show_score()
        # 显示最近绘制的屏幕
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        self.aliens.draw(self.screen)
        if not self.stats.game_active:
            self.play_button.draw_button()
        pygame.display.flip()

    def run_game(self):

        while True:
            self._check_events()
            if self.stats.game_active:
                self.ship.update()
                self.update_bullets()
                self.update_aliens()
            self._update_screen()

if __name__ == '__main__':
    ai = AlienInvasion()
    ai.run_game()

ship.py


import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
    def __init__(self,ai_game):
        super().__init__()
        # 得到alien_invasion的窗口大小位置
        self.screen = ai_game.screen
        self.setting = ai_game.settings
        self.screen_rect = ai_game.screen.get_rect()
        # 加载飞机图像,并且获取其外接矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()


        #  对于每一艘新飞船,都放在他的底部中间
        self.rect.midbottom = self.screen_rect.midbottom
        self.x = float(self.rect.x)
        self.moving_right = False
        self.moving_left = False

    def update(self):
        """根据玩家的按键位置来调整飞船位置"""
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.x += self.setting.ship_speed
        if self.moving_left and self.rect.left > 0:
            self.x -= self.setting.ship_speed
        self.rect.x = self.x

    def blitme(self):
        # 指定位置绘制飞船
        self.screen.blit(self.image,self.rect)

    def center_ship(self):
        """让飞船在底部居中"""
        self.rect.midbottom = self.screen_rect.midbottom
        self.x = float(self.rect.x)

settings.py

class Setting:
    """ 存储外星人中所有设置的类"""
    def __init__(self):
        # 屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230,230,230)
        # self.ship_speed = 4 # 每次移动1.5个像素
        # 子弹设置
        # self.bullet_speed = 3
        self.bullet_width = 5
        self.bullet_height = 15
        self.bullet_color = (128, 0, 128)
        self.bullets_allowed = 5
        # self.alien_speed = 1.1
        self.fleet_drop_speed = 5.0
        # fleet_direction 1表示向右 -1表示向左
        self.fleet_direction = 1
        self.ship_limit = 3
    # 加快游戏节奏
        self.speedup_scale = 1.1
        self.score_scale = 1.5
        self.initialize_dynamic_settings()

    def initialize_dynamic_settings(self):
        self.ship_speed = 1.5
        self.bullet_speed = 3.0
        self.alien_speed = 1.0
        # 计分
        self.alien_points = 50

    def increse_speed(self):
        self.ship_speed *= self.speedup_scale
        self.bullet_speed *= self.speedup_scale
        self.alien_speed *= self.speedup_scale
        self.alien_points = int(self.alien_points * self.score_scale)
        print(self.alien_points)

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    """管 理 发 射 的 子 弹 的 类"""
    def __init__(self,ai_game):
        """在飞船当前位置创造一个子弹对象"""
        super(Bullet, self).__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings
        self.color = self.settings.bullet_color

        # 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, self.settings.bullet_width, self.settings.bullet_height)
        self.rect.midtop = ai_game.ship.rect.midtop

        # 将Y坐标调整为小数值,以便能微调子弹的速度
        self.y = float(self.rect.y)

    def update(self):
        """向上移动子弹"""
        self.y -= self.settings.bullet_speed

        # 更新子弹的rect位置
        self.rect.y = self.y

    def draw_bullet(self):
        """屏幕上绘制纸蛋"""
        pygame.draw.rect(self.screen,self.color,self.rect)

alien.py

import pygame
from pygame.sprite import  Sprite

class Alien(Sprite):
    """表示单个外星人的类"""
    def __init__(self,ai_game):
        """"初始化外星人"""
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        # 每个外星人都在左上角附近
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        self.x = float(self.rect.x)

    # 检查是否碰撞到边缘
    def check_edges(self):
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right or self.rect.left <= 0:
            return True
    # 向左或向右移动外星人
    def update(self):
        self.x += (self.settings.alien_speed * self.settings.fleet_direction)
        self.rect.x = self.x

button.py

import pygame.font
class Button:
    def __init__(self,ai_game,msg):
        """初 始 化 按 钮"""
        self.screen = ai_game.screen
        self.screen_rect = self.screen.get_rect()

        # 设置按钮的尺寸和其他属性
        self.width,self.height = 200,50
        self.button_color = (0,255,0)
        self.text_color = (255,255,255)
        self.font = pygame.font.SysFont("arial",48)

        # 创建按钮的rect对象,使得其居中
        self.rect = pygame.Rect(0,0,self.width,self.height)
        self.rect.center = self.screen_rect.center

        # 按钮的标签只需要创建一次
        self._prep_msg(msg)

    def _prep_msg(self,msg):
        """将msg渲染成图像,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_stats.py

class GameStats:
    def __init__(self,ai_game):
        self.settings = ai_game.settings
        self.reset_stats()
        self.game_active = False
        self.high_score = 0
        self.level = 1
    def reset_stats(self):
        """初始化在游戏运行过程中可能变化的统计信息"""
        self.ships_left = self.settings.ship_limit
        self.score = 0

scoreborad.py

import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard:
    """此类用来显示得分信息"""
    def __init__(self,ai_game):
        self.ai_game = ai_game
        self.screen = ai_game.screen
        self.screen_rect = ai_game.screen.get_rect()
        self.settings = ai_game.settings
        self.stats = ai_game.stats

        # 得分时候使用的字体
        self.text_color = (30,30,30)
        self.high_text_color = (255,0,0)
        self.font = pygame.font.SysFont("arial",30)
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_high_score(self):
        high_score = round(self.stats.high_score, -1)
        high_score_str = "{:,}".format(high_score)
        self.high_score_image = self.font.render(high_score_str,True,self.high_text_color,self.settings.bg_color)
        # 将最高分放在屏幕最中间
        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.score_rect.top


    def prep_score(self):
        # score_str = str(self.stats.score)
        rounded_score = round(self.stats.score,-1)
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(score_str,True,self.text_color,self.settings.bg_color)

        # 右上角显示分数
        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):
        """屏幕上显示分数"""
        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 check_high_score(self):
        if self.stats.score > self.stats.high_score:
            self.stats.high_score = self.stats.score
            self.prep_high_score()
    def prep_level(self):
        """等级渲染成图像"""
        level_str = str(self.stats.level)
        self.level_image = self.font.render(level_str,True,self.text_color,self.settings.bg_color)
        # 将等级放在分数下方
        self.level_rect = self.level_image.get_rect()
        self.level_rect.right = self.score_rect.right
        self.level_rect.bottom = self.score_rect.bottom + 40

    def prep_ships(self):
        """显示还剩下多少飞船"""
        self.ships = Group()
        for ship_number in range(self.stats.ships_left):
            ship = Ship(self.ai_game)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)