外星人入侵遊戲(Python3)
阿新 • • 發佈:2019-01-09
#encoding:utf-8
#建立pygame視窗以及響應使用者輸入
import sys
import pygame
from pygame.sprite import Group
#匯入類Settings
from settings import Settings
#匯入類Ship
from ship import Ship
#匯入模組game_functions
import game_functions as gf
#匯入類Alien
from alien import Alien
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
def run_game():
#初始化遊戲並建立一個螢幕物件
pygame.init() #初始化背景設定
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) #設定視窗大小
pygame.display.set_caption("Alien Invasion")
#建立遊戲按鈕
play_button = Button(ai_settings, screen, "Play" )
#建立一個用於儲存遊戲統計資訊的例項, 並建立記分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
#建立一艘飛船
ship = Ship(ai_settings, screen)
#建立一個用於儲存子彈的編組
bullets = Group()
aliens = Group()
#建立外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
#背景音樂
pygame.mixer.music.load("sounds/111.mp3")
pygame.mixer.music.play(loops=-1, start=0.0)
music1 = pygame.mixer.Sound("sounds/222.wav")
#開始遊戲的主迴圈
while True:
#監視鍵盤和滑鼠事件
gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, music1, sb)
if stats.game_active: #判斷是否處於活動狀態(是否有命)
#根據移動標誌調整飛船的位置
ship.update()
# 更新子彈位置並刪除已消失的子彈 刪除子彈擊中的外星人
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
#更新外星人位置
gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
# 更新螢幕上的影象,並切換到新螢幕
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
game_functions.py
#encoding:utf-8
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings, stats, screen, ship, bullets, music1):
'''響應按鍵'''
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:
#建立一顆子彈,並將其加入到編組bullets中
fire_bullet(ai_settings, stats, screen, ship, bullets, music1)
elif event.key == pygame.K_ESCAPE: #按Esc退出
sys.exit()
def check_keyup_events(event, ship):
'''響應鬆開'''
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, music1, sb):
# 監視鍵盤和滑鼠事件
for event in pygame.event.get():
if event.type == pygame.QUIT: #如果滑鼠點選關閉,就退出視窗
sys.exit()
elif event.type == pygame.KEYDOWN: #對KEYDOWN事件作出響應
check_keydown_events(event, ai_settings, stats, screen, ship, bullets, music1)
elif event.type == pygame.KEYUP: #對KEYUP事件做出響應
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN: #對點選play按鈕做出迴應
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y, sb)
def check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y, sb):
'''在玩家單擊Play按鈕時開始新遊戲'''
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
#重置遊戲設定
ai_settings.initialize_dynamic_settings()
#隱藏游標
pygame.mouse.set_visible(False)
#重置遊戲資訊
stats.reset_stats()
stats.game_active = True
#把分數0顯示出來
sb.prep_score()
sb.show_score()
#清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
#建立一群新的外星人,並讓飛船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#更新螢幕上的影象,並切換到新螢幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
# 每次迴圈時都重繪螢幕
screen.fill(ai_settings.bg_color)
#在飛船和外星人後面重繪所有子彈
for bullet in bullets.sprites(): #方法bullets.sprites()返回一個列表
bullet.draw_bullet()
#更新飛船位置
ship.blitme()
#顯示外星人
aliens.draw(screen)
#顯示得分
sb.show_score()
#如果遊戲處於非活動狀態 ,就繪製Play按鈕
if not stats.game_active:
play_button.draw_button()
# 讓最近繪製的螢幕可見
pygame.display.flip()
#更新子彈位置並刪除已消失的子彈
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 更新子彈位置
bullets.update()
# 刪除已消失的子彈
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
#檢查是否有子彈擊中了外星人如果擊中了,就刪除相應的子彈和外星人
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions: #記分
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
#當外星人群被消滅後,刪除現有的子彈並新建一群外星人, 同時加快遊戲速度
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings, screen, ship, aliens)
#如果還沒有達到限制,就發射一顆子彈
def fire_bullet(ai_settings, stats, screen, ship, bullets, music1):
if len(bullets) < ai_settings.bullet_allowed and stats.game_active:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
music1.play()
def get_number_aliens_x(ai_settings, alien_width):
'''計算每行可容納多少個外星人'''
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):
'''計算螢幕可容納多少行外星人'''
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (3 * alien_height))
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
'''建立一個外星人將其放在當前行'''
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):
'''建立外星人群'''
#建立一個外星人,並計算一行可容納多少個外星人
#外星人間距為外星人寬度
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)
#建立外星人群
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def check_fleet_edges(ai_settings, aliens):
'''有外星人到達邊緣時採取相應的措施'''
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
'''將整群外星人下移, 並改變他們的方向'''
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):
'''響應被外星人撞到的飛船'''
if stats.ships_left > 1:
#將ships_left減1
stats.ships_left -= 1
#清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
#建立一群新的外星人, 並將飛船放到螢幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#暫停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True) #使游標可見
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
'''檢查是否有外星人到達了螢幕底端'''
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飛船被撞一樣進行處理
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
'''檢查是否有外星人位於螢幕邊緣 並更新外星人群中所有外星人的位置'''
check_fleet_edges(ai_settings, aliens)
aliens.update()
#檢查外星人和飛船之間的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
#檢查是否有外星人到達螢幕底端
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
def check_high_score(stats, sb):
'''檢查是否誕生了新的最高得分'''
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
settings.py
#encoding:utf-8
class Settings():
"""儲存《《外星人入侵》》的所有設定的類"""
def __init__(self):
"""初始化遊戲的靜態設定"""
#螢幕設定
self.screen_width = 1500
self.screen_height = 900
self.bg_color = (230, 230, 230)
#飛船的設定
self.ship_limit = 1 #3條命
#子彈設定
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 250, 60, 60
self.bullet_allowed = 30 #限制子彈最大數量
#外星人設定
self.fleet_drop_speed = 10 #外星人豎直移動速度
#以什麼樣的速度去加快遊戲節奏
self.speedup_scale = 1.2
#外星人點數的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
'''初始化隨遊戲進行而進行的設定'''
self.ship_speed_factor = 2 # 飛船速度
self.bullet_speed_factor = 3 # 子彈速度
self.alien_speed_factor = 1 # 外星人水平移動速度
# fleet_direction為1表示向右移, 為-1表示向左移
self.fleet_direction = 1
#記分
self.alien_points = 50000
def increase_speed(self):
'''提高速度設定和外星人點數'''
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)
print(self.alien_points)
bullet.py
#encoding:utf-8
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''一個對飛船發射的子彈進行管理的類'''
def __init__(self, ai_setting, screen, ship):
'''在飛船所處的位置處建立一個子彈物件'''
super(Bullet, self).__init__()
self.screen = screen
#在(0,0)處建立一個表示子彈的矩形, 再設定正確的位置
self.rect = pygame.Rect(0, 0 ,ai_setting.bullet_width, ai_setting.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#儲存用小數表示的子彈位置
self.y = float(self.rect.y)
self.color = ai_setting.bullet_color
self.speed_factor = ai_setting.bullet_speed_factor
def update(self):
'''向上移動子彈'''
#更新表示子彈位置的小數值
self.y -= self.speed_factor
#更新表示子彈的rect的位置
self.rect.y = self.y
def draw_bullet(self):
'''在螢幕上繪製子彈'''
pygame. draw.rect(self.screen, self.color, self.rect)
button.py
#encoding:utf-8
import pygame.font
class Button():
def __init__(self, ai_setting, screen, msg):
'''初始化按鈕的屬性'''
self.screen = screen
self.screen_rect = screen.get_rect()
#設定按鈕的尺寸和其他屬性
self.width, self.height = 200, 50
self.button_color = (150, 150, 150) #黑色
self.text_color = (150, 255, 255) #白色
self.font = pygame.font.SysFont(None, 48)
#建立按鈕的rect物件,並使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
#按鈕的標籤只需建立一次
self.prep_msg(msg)
def prep_msg(self, msg):
'''將msg渲染為影象, 並將其在按鈕上居中'''
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):
#繪製一個用顏色填充的按鈕,在繪製文字
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
game_stats.py
#encoding:utf-8
class GameStats():
'''跟蹤遊戲的狀態資訊'''
def __init__(self, ai_settings):
'''初始化統計資訊'''
self.ai_settings = ai_settings
self.reset_stats()
#讓遊戲一開始處於非活動狀態
self.game_active = False
#在任何情況下都不應該重置最高得分
self.high_score = 0
def reset_stats(self):
'''初始化在遊戲執行期間可能發生的統計資訊'''
self.ships_left = self.ai_settings.ship_limit
self.score = 0
scoreboard.py
#encoding:utf-8
import pygame.font
class Scoreboard():
'''顯示得分資訊的類'''
def __init__(self, ai_settings, screen, stats):
'''初始化顯示得分涉及的屬性'''
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#顯示得分資訊時使用的字型設定
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 38)
#準備初始得分影象和包含最高得分
self.prep_score()
self.prep_high_score()
def prep_score(self):
'''將得分轉換為一幅渲染的影象'''
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)
#將得分放在螢幕右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def prep_high_score(self):
'''將最高得分轉換為渲染的影象'''
high_score = int(round(self.stats.high_score, -1))
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
#將最高得分放在螢幕頂部中央
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.score_rect.top
def show_score(self):
'''在螢幕上顯示得分'''
self.screen.blit(self.score_image, self.score_rect)
'''顯示最高得分'''
self.screen.blit(self.high_score_image, self.high_score_rect)
#在螢幕上顯示score:
self.font2 = pygame.font.SysFont(None, 38)
self.score_image2 = self.font2.render("Score:", True, self.text_color, self.ai_settings.bg_color)
self.score_rect2 = self.score_image2.get_rect()
self.score_rect2.right = self.score_rect.left - 10
self.score_rect2.top = 20
self.screen.blit(self.score_image2, self.score_rect2)
ship.py
#encoding:utf-8
import pygame
import pygame.font
class Ship():
def __init__(self, ai_settings, screen):
"""初始化飛船並設定其初始位置"""
self.screen = screen
self.ai_settings = ai_settings
#載入飛船影象並獲取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#將每艘飛船放在螢幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#在飛船的屬性center中儲存小數值
self.center = float(self.rect.centerx)
#移動標誌
self.moving_right = False
self.moving_left = False
def update(self):
'''根據移動標誌調整飛船的位置'''
#更改飛船的center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right: #確保飛船不會移出螢幕
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
#根據self更新rect物件
self.rect.centerx = self.center
def blitme(self):
"""在指定位置繪製飛船"""
self.screen.blit(self.image, self.rect)
def center_ship(self):
#讓飛船居中
self.center = self.screen_rect.centerx
'''
def show_end(self):
# 在螢幕上顯示game over:
self.text_color3 = (30, 30, 30)
self.font3 = pygame.font.SysFont(None, 48)
self.image3 = self.font3.render("Game over", True, self.text_color3, self.ai_settings.bg_color)
self.rect3 = self.image3.get_rect()
self.rect3.top = 20
self.rect3.left = 100
self.screen.blit(self.image3, self.rect3)
print("1")
'''
alien.py
#encoding:utf-8
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示單個外星人的類"""
def __init__(self, ai_settings, screen):
'''初始化外星人並設定其初始位置'''
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
#載入外星人影象, 並設定其rect屬性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
#每個外星人最初都在螢幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
#儲存外星人的準確位置
self.x = float(self.rect.x)
def blitme(self):
'''在指定位置繪製外星人'''
self.screen.blit(self.image, self.rect)
def check_edges(self):
'''如果外星人位於螢幕邊緣,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):
'''向左或向右移動外星人'''
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x