Python-项目-外星人入侵

本文介绍了一个基于Pygame的游戏开发示例,涉及Alien类的创建、子弹管理、飞船控制、事件响应和游戏循环。通过alien.py中的外星人移动和碰撞检测,展示了如何在屏幕上实现外星人入侵的动态效果。

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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_setting, screen):
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_setting = ai_setting

        # 加载外星人图像
        self.image = pygame.image.load('images/realPig.bmp')
        self.rect = self.image.get_rect()
        # self.screen_rect = screen.get_rect()
        # 外星人初始位置
        # self.rect.x = self.screen_rect.centerx
        # 左边距设置为外星人的宽度
        self.rect.x = self.rect.width
        # 上边距设置为外星人的高度
        self.rect.y = self.rect.height
        # 存储外星人准确位置
        self.x = float(self.rect.x)

    def biltme(self):
        self.screen.blit(self.image, self.rect)

    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 <= 0:
            return  True


    def update(self):
        # 向右移动外星人
        self.x += self.ai_setting.alien_speed_factor * self.ai_setting.fleet_direction
        self.rect.x = self.x

bullet.py

import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):
    # 对飞船发射的子弹进行管理的类

    def __init__(self, ai_settings, screen, ship):
        # 在飞船所处的位置创建一个子弹对象
        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)
        # 将子弹的centerx设置为飞船的rect.centerx
        self.rect.centerx = ship.rect.centerx
        # 子弹从飞船顶部射出
        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):
        # 向上移动子弹
        # 更新表示子弹位置的小数
        self.y -= self.speed_factor
        # 更新表示子弹的rect位置
        self.rect.y = self.y

    def draw_bullet(self):
        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 = (255, 230, 230)
        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

        # 按钮的便签只需创建一次
        self.prep_msg(msg)

    def prep_msg(self, msg):
        # 将msg渲染成图像 并使其按钮上居中
        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)

game_functions.py

import sys
import pygame

from bullet import Bullet
from alien import Alien
from time import sleep


def check_keydown_events(event, ship, ai_settings, screen, bullets):
    # 响应按下按键
    # 右箭头键-向右
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    # 左箭头键-向左
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True
    # 空格开火
    elif event.key == pygame.K_SPACE:
        fire_bullet(ship, ai_settings, screen, bullets)
    # 按q退出程序
    elif event.key == pygame.K_q:
        sys.exit()


def fire_bullet(ship, ai_settings, screen, bullets):
    # 玩家按空格键时发射子弹
    # 创建一颗子弹,并将其加入编组
    if len(bullets) <= ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


def check_keyup_events(event, ship):
    # 响应松开按键和鼠标事件
    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_DOWN:
    #     check_keydown_events(event, ship, ai_settings, screen, bullets)


def check_events(ship, ai_settings, screen, bullets, stats, play_button, aliens):
    # 监视键盘和鼠标事件
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        # 按下按键
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ship, ai_settings, screen, bullets)
        # 松开按键
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)
        # 点击开始按钮
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, aliens, screen, ship, stats, bullets, play_button, mouse_x, mouse_y)


def check_play_button(ai_settings, aliens, screen, ship, stats, bullets, play_button, mouse_x, mouse_y):
    # 玩家点击play开始游戏
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        # 隐藏光标
        pygame.mouse.set_visible(False)

        # 重置游戏统计信息
        stats.reset_stats()
        stats.game_active = True
        # 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,并将飞船放倒屏幕底端中央
        creat_fleet(ai_settings, screen, aliens, ship)
        ship.center_ship()


def get_number_alien_x(ai_settings, alien_width):
    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 get_number_rows(ai_settings, ship_height, alien_height):
    # 计算屏幕可容纳多少行外星人
    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 creat_alien(ai_settings, screen, aliens, alien_number, row_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 + 1.5 * alien.rect.height * row_number
    aliens.add(alien)


def creat_fleet(ai_settings, screen, aliens, ship):
    '''创建外星人群'''
    alien = Alien(ai_settings, screen)
    # alien_width = alien.rect.width
    number_aliens_x = get_number_alien_x(ai_settings, alien.rect.width)
    number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)

    # 创建第一行外星人
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            creat_alien(ai_settings, screen, aliens, alien_number, row_number)


def update_screen(ai_settings, screen, ship, bullets, aliens, play_button, stats):
    # 每次循环时都重绘屏幕
    screen.fill(ai_settings.bg_color)
    # 在飞机和外星人后绘制子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    # alien.biltme()
    # 对编组调用draw()时,Python自动绘制编组的每个元素,绘制位置由元素的属性rect决定
    aliens.draw(screen)

    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(bullets, aliens, ai_settings, screen, ship):
    bullets.update()

    # 删除消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    # print(len(bullets))
    check_bullet_aliens_collisions(ai_settings, screen, ship, aliens, bullets)


def check_bullet_aliens_collisions(ai_settings, screen, ship, aliens, bullets):
    # 检查是否子弹击中外星人
    # 如果是这样,就删除相应的子弹和外星人
    # 遍历编组bullets中的每颗子弹,再遍历编组aliens中的每个外星人
    # groupcollide()就在它返回的字典中添加一个键值对
    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()
        creat_fleet(ai_settings, screen, aliens, ship)


def check_fleet_edges(ai_settings, aliens):
    # 外星人到达边缘时采取相应的措施
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


def change_fleet_direction(ai_settings, aliens):
    # 将外星人整体下移,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, aliens, screen, ship, stats, bullets):
    if stats.ships_left > 0:
        # 响应被外星人撞到的飞船
        # 将ships_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,并将飞船放倒屏幕底端中央
        creat_fleet(ai_settings, screen, aliens, ship)
        ship.center_ship()

        # 暂停
        sleep(0.5)
    else:
        # 游戏切换到非活动状态
        stats.game_active = False
        # 重新显示光标 使其可以点击按钮
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    # 检查是否有外星人到达屏幕底端
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings, aliens, screen, ship, stats, bullets)
            break


def update_aliens(ai_settings, aliens, screen, ship, stats, bullets):
    # 更新外星人群中外星人的位置
    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):
        # print("Ship hit")
        ship_hit(ai_settings, aliens, screen, ship, stats, 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)

game_stats.py

class GameStats():
    # 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

    def reset_stats(self):
        # 初始化在游戏期间可能变化的统计信息
        self.ships_left = self.ai_settings.ship_limit

pig_invasion.py

# 使用sys退出游戏
import sys
# 模块pygame包含开发游戏所需的功能
import pygame

from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button


def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()
    # 创建Setting实例
    ai_settings = Settings()
    # 创建游戏窗口
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("The  War")

    # 创建一个用于存储游戏统计信息的实例
    stats = GameStats(ai_settings)
    # 创建一艘飞船
    ship = Ship(ai_settings, screen)
    # 创建存储子弹的编组
    bullets = Group()
    # 创建一只猪
    # alien = Alien(ai_settings, screen)
    # 创建外星人编组
    aliens = Group()
    gf.creat_fleet(ai_settings, screen, aliens, ship)

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

    # 开始游戏的主循环
    while True:
        gf.check_events(ship, ai_settings, screen, bullets, stats, play_button,aliens)
        if stats.game_active:
            ship.update()
            gf.update_bullets(bullets, aliens, ai_settings, screen, ship)
            gf.update_aliens(ai_settings, aliens, screen, ship, stats, bullets)
        gf.update_screen(ai_settings, screen, ship, bullets, aliens, play_button, stats)


run_game()

settings.py

# 设置类
class Settings():
    # 存储猪头入侵所有设置的类

    def __init__(self):
        # 初始化游戏的设置
        self.screen_width = 600
        self.screen_height = 450
        # 设置背景色
        self.bg_color = (230, 230, 230)
        # 飞船的设置
        # 飞船的速度 决定飞船在每次循环时最多移动多少距离
        self.ship_speed_factor = 1.5
        # 子弹设置
        self.bullet_speed_factor = 1
        self.bullet_width = 3
        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.ship_limit = 3
        self.fleet_drop_speed = 5
        # fleet_direction为1表示右移
        self.fleet_direction = 1

ship.py

import pygame


class Ship():
    def __init__(self, ai_settings, screen):
        # 初始化飞船并设置其初始位置
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载飞船图像并获取其外接矩形(rect对象)
        self.image = pygame.image.load('images/pig.bmp')
        # 加载图像后,使用get_rect()获取相应surface的属性rect
        self.rect = self.image.get_rect()
        # 表示屏幕的矩形
        self.screen_rect = screen.get_rect()

        # 将每艘新飞船放在屏幕底部中央
        # 原点位于屏幕左上角 右下角的坐标(1200,800)
        # 要使游戏元素居中,可设置相应的rect对象的属性center、centerx或centery
        # 要使游戏元素与屏幕边缘对其,可使用属性top、bottom、left、right
        # 要使元素的水平或垂直位置,可使用属性x和y 分别是相应矩形左上角的x和y坐标
        # 飞船的中心的x坐标设置为屏幕的矩形的属性
        self.rect.centerx = self.screen_rect.centerx
        # 飞船下边缘的y坐标设置为表示屏幕的矩形的属性
        self.rect.bottom = self.screen_rect.bottom

        # 在飞船的属性center中存储小数
        self.center = float(self.rect.centerx)

        # 移动标志 初始化false
        self.moving_right = False
        self.moving_left = False

    def update(self):
        # 根据移动标志移动飞船的位置 更新飞船的center值
        # self.rect.right表示飞船外接矩形的右边缘的x坐标  self.screen_rect.right屏幕右边缘
        if self.moving_right and self.rect.right < self.screen_rect.right:
            # self.rect.centerx += 1
            self.center += self.ai_settings.ship_speed_factor
        # 同理 保证飞船在屏幕内
        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):
        # 飞船屏幕居中
        self.center = self.screen_rect.centerx

游戏截图

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