Python项目:游戏 alien_invasion

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组织结构

Python项目:游戏 alien_invasion

源代码及必要文件

alien_invasion.py

import pygame

from   settings   import Settings

from   ship       import Ship

from pygame.sprite import Group

from game_stats import GameStats

from button import Button

from scoreboard import Scoreboard

import game_functions as gf



def run_game():

    pygame.init()
    ai_settings = Settings() 

    
    screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))      #——控制屏幕大小
   
    pygame.display.set_caption("aaaa")        #——控制窗口标题

    play_button = Button(ai_settings,screen,"Play")

    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings,screen,stats)
    
    ship = Ship(ai_settings,screen)

    bullets = Group()
    aliens  = Group()


    

    #外星人群
    gf.create_fleet(ai_settings,screen,ship,aliens)
    
    while True:

        gf.check_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()

ship.py

import pygame

from pygame.sprite import Sprite



class Ship(Sprite):


    def __init__(self,ai_settings,screen):

        super(Ship,self).__init__()

        self.screen = screen
        self.ai_settings = ai_settings

        self.image  =  pygame.image.load('ship.png')
        self.rect   =  self.image.get_rect()
        self.screen_rect  =  screen.get_rect()

        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom  = self.screen_rect.bottom

        self.center1 = float(self.rect.centerx)
        self.center2 = float(self.rect.bottom)

        self.moving_right = False
        self.moving_left  = False
        self.moving_up    = False
        self.moving_down  = False


    def update(self):

        if self.moving_right and self.rect.right  < self.screen_rect.right:
            self.center1  += self.ai_settings.ship_speed_factor

        if self.moving_left  and self.rect.left   > 0:
            self.center1  -= self.ai_settings.ship_speed_factor

        if self.moving_up    and self.rect.top    > self.screen_rect.top:
            self.center2  -= self.ai_settings.ship_speed_factor

        if self.moving_down  and self.rect.bottom < self.screen_rect.bottom:
            self.center2  += self.ai_settings.ship_speed_factor
 
        self.rect.centerx = self.center1
        self.rect.bottom = self.center2

    def blitme(self):

        self.screen.blit(self.image,self.rect)


    def center_ship(self):

        self.center1 = self.screen_rect.centerx
        self.center2 = self.screen_rect.bottom

alien.py

import pygame

from pygame.sprite import Sprite


class Alien(Sprite):


    def __init__(self,ai_settings,screen):

        super(Alien,self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        self.image = pygame.image.load('alien.png')
        self.rect  = self.image.get_rect()

        self.rect.x = self.rect.width
        self.rect.y = self.rect.height
        

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



    def blitme(self):

        self.screen.blit(self.image,self.rect)




    def check_edges(self):

        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):

        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):

    def __init__(self,ai_settings,screen,ship):
        super(Bullet,self).__init__()
        self.screen = screen

        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

        self.y = float(self.rect.y)
    
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):

        self.y -= self.speed_factor
        self.rect.y = self.y

    def draw_bullet(self):

        pygame.draw.rect(self.screen,self.color,self.rect)

settings.py

class Settings():

    def __init__(self):

        self.screen_width  = 1500
        self.screen_height = 800
        self.bg_color  = (230,230,230)
        

        self.ship_limit = 3

        
        self.bullet_width = 10
        self.bullet_height = 15
        self.bullet_color = (60,60,60)
        self.bullets_allowed = 5

        
        self.fleet_drop_speed = 10

        self.speedup_scale = 1.1

        self.score_scale = 1.5

        self.initialize_dynamic_settings()


    def initialize_dynamic_settings(self):

        self.ship_speed_factor = 3
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1

        self.fleet_direction = 1

        self.alien_points = 50



    def increase_speed(self):

        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)

game_functions.py

import sys

import pygame

from settings import Settings

from bullet import Bullet

from alien import Alien

from time import sleep





def check_keydown_events(event,ai_settings,screen,ship,bullets):

    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_SPACE:
        fire_bullet(ai_settings,screen,ship,bullets)

    elif event.key  ==  pygame.K_q:
        sys.exit()



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,stats,sb,play_button,ship,aliens,bullets):

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x,mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings , screen , stats , sb , play_button , ship , aliens
                              , bullets , mouse_x , mouse_y)

        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,ai_settings,screen,ship,bullets)

        elif event.type == pygame.KEYUP:
            check_keyup_events(event,ship)

        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,ai_settings,screen,ship,bullets)


def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,
                      mouse_x,mouse_y):

    button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not stats.game_active:

        ai_settings.initialize_dynamic_settings()
        
        pygame.mouse.set_visible(False)

        if play_button.rect.collidepoint(mouse_x,mouse_y):
            stats.reset_stats()
            stats.game_active = True

            sb.prep_score()
            sb.prep_high_score()
            sb.prep_level()
            sb.prep_ships()

            aliens.empty()
            bullets.empty()

            create_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()


        
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):

    screen.fill(ai_settings.bg_color)

    for bullet in bullets.sprites():
        bullet.draw_bullet()

    ship.blitme()
    aliens.draw(screen)

    sb.show_score()

    if not stats.game_active:
        play_button.draw_button()

    pygame.display.flip()




def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):

    bullets.update()

    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)




def check_high_score(stats,sb):

    if stats.score > stats.high_score:
        stats.high_score = stats.score
        with open('High score.txt','w') as file_object:
            file_object.write(str(stats.high_score))
        sb.prep_high_score()




def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):

    collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
    
    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_high_score(stats,sb)
        
        
    if len(aliens) == 0:
        bullets.empty()
        ai_settings.increase_speed()

        stats.level += 1
        sb.prep_level()
        
        create_fleet(ai_settings,screen,ship,aliens)



def fire_bullet(ai_settings,screen,ship,bullets):

     if len(bullets) < ai_settings.bullets_allowed:
            new_bullet = Bullet(ai_settings,screen,ship)
            bullets.add(new_bullet)



def get_number_aliens_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):

    available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (1.5 * alien_height)) 
    return number_rows




def create_alien(ai_settings,screen,aliens,alien_number,row_number):

    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 + 1.4 * alien.rect.height * (row_number+0.6)
    aliens.add(alien)



def create_fleet(ai_settings,screen,ship,aliens):

    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)
    
    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):

    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings,aliens)
            break



def change_fleet_direction(ai_settings,aliens):

    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1
    

def check_aliens_bottom(ai_settings , screen , stats , sb , ship , aliens , bullets):

    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
            break



        
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):

    check_fleet_edges(ai_settings,aliens)
    aliens.update()

    if pygame.sprite.spritecollideany(ship,aliens):
        ship_hit(ai_settings , screen , stats , sb , ship , aliens , bullets)
        check_aliens_bottom(ai_settings , screen , stats , sb , ship , aliens , bullets)




def ship_hit(ai_settings , screen , stats , sb , ship , aliens , bullets):

    if stats.ships_left > 0:
        stats.ships_left -= 1

        sb.prep_ships()


        aliens.empty()
        bullets.empty()
    
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()

        sleep(0.5)

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)

game_stats.py

with open('High score.txt') as ob:
    high_score = int(ob.read())

class GameStats():

    def __init__(self,ai_settings):

        self.ai_settings = ai_settings
        self.reset_stats()

        self.game_active = False

        self.high_score = high_score



    def reset_stats(self):

        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1

button.py

import pygame.font


class Button():

    def __init__(self,ai_settings,screen,msg):

        self.screen = screen
        self.screen_rect = screen.get_rect()

        self.width,self.height = 200,50
        self.button_color = (0,250,0)
        self.text_color = (255,255,255)
        self.font = pygame.font.SysFont(None,48)

        self.rect = pygame.Rect(0,0,self.width,self.height)
        self.rect.center = self.screen_rect.center

        self.prep_msg(msg)




    def prep_msg(self,msg):

        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):

        self.screen.fill(self.button_color,self.rect)
        self.screen.blit(self.msg_image,self.msg_image_rect)

scoreboard.py

import pygame.font

from pygame.sprite import Group

from ship import Ship

class Scoreboard():

    def __init__(self,ai_settings,screen,stats):

        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats

        self.text_color = (30,30,30)
        self.font = pygame.font.SysFont(None,48)

        self.prep_score()

        self.prep_high_score()

        self.prep_level()
        self.prep_ships()


    def prep_high_score(self):

        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)

        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):

        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)

        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20



    def prep_ships(self):

        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):

        self.level_image = self.font.render(str(self.stats.level), True,
                                            self.text_color, self.ai_settings.bg_color)

        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 show_score(self):

        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)

alien.png

Python项目:游戏 alien_invasion

ship.png

Python项目:游戏 alien_invasion

High score.txt

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