前言

代码来源《python编程从入门到实践》Eric Matthes 署 袁国忠 译

使用软件:PyCharm Community Editor 2022

目的:记录一下按照书上敲的代码

alien_invasion.py

游戏的一些初始化设置,调用已经封装好的函数方法,一个函数的调用实现一个游戏的部分。

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

from scoreboard import Scoreboard

def run_game():

# 初始化游戏并创建一个屏幕对象

pygame.init()

ai_settigns = Settings()

# 里面是一个元组

screen = pygame.display.set_mode((ai_settigns.screen_width, ai_settigns.screen_height))

# 窗口尺寸,宽高

# screen=pygame.display.set_mode((1200,800))

# 窗口标题

pygame.display.set_caption("Alien Invasion")

# 创建Play按钮

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

# 创建一个用于存储游戏统计信息的实例

stats = GameStats(ai_settigns)

# 创建储存游戏统计信息的实例,并创建记分牌

sb = Scoreboard(ai_settigns, screen, stats)

# 设置背景色

# bg_color=(230,230,230)

# 创建一艘飞船、一个子弹编组和一个外星人编组

ship = Ship(ai_settigns, screen)

# 创建一个用于存储子弹的编组

bullets = Group()

# 创建一个外星人

# alien=Alien(ai_settigns,screen)

aliens = Group()

# 创建外星人群

gf.create_fleet(ai_settigns, screen, ship, aliens)

# 开始游戏的主循环

while True:

gf.check_events(ai_settigns, screen, stats, sb, play_button, ship, aliens, bullets)

if stats.game_active:

ship.update()

gf.update_bullets(ai_settigns, screen, stats, sb, ship, aliens, bullets)

gf.update_aliens(ai_settigns, screen, stats, sb, ship, aliens, bullets)

# print(len(bullets))

gf.update_screen(ai_settigns, screen, stats, sb, ship, aliens, bullets, play_button)

# 监视键盘和鼠标事件

# for event in pygame.event.get():

# if event.type==pygame.QUIT:

# sys.exit()

# 每次循环都重绘屏幕

# screen.fill(bg_color)

# screen.fill(ai_settigns.gb_color)

# ship.blitme()

# 让最近绘制的屏幕可见

# pygame.display.flip()

run_game()

game_functions.py

 游戏主体,具体功能的实现被封装在里面,按下按键、松开按键的响应,界面的更新、子弹的发射、外星人和飞船之间碰撞的检查等等。

import sys

import pygame

from bullet import Bullet

from alien import Alien

from time import sleep

# 响应按键

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_SPACE:

fire_bullet(ai_settings, screen, ship, bullets)

# 按下键盘上的q键同样关闭游戏界面(需要是英文状态下)

elif event.key == pygame.K_q:

sys.exit()

# 响应松开

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

# 响应按键和鼠标事件

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.KEYDOWN:

# if event.key == pygame.K_RIGHT:

# ship.moving_right = True

# elif event.key == pygame.K_LEFT:

# ship.moving_left = True

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

elif event.type == pygame.KEYUP:

# if event.key == pygame.K_RIGHT:

# ship.moving_right = False

# elif event.key == pygame.K_LEFT:

# ship.moving_left = False

check_keyup_events(event, ship)

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)

# 更新屏幕上的图像,并切换到新屏幕

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

# 每次循环时都重绘屏幕

screen.fill(ai_settings.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)

# 显示得分

sb.show_score()

# 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()

# 更新子弹的位置,并删除已经消失的子弹

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

# 更新子弹的位置

bullets.update()

# 删除已经消失的子弹

for bullet in bullets.copy():

if bullet.rect.bottom <= 0:

bullets.remove(bullet)

# 检查是否有子弹击中了外星人

# 如果是这样,就删除相应的子弹和外星人

check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets)

# 响应子弹和外星人的碰撞

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

# 删除发生碰撞的子弹和外星人

collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

if collisions:

for aliens in collisions.values():

stats.score += ai_settings.alien_points

sb.prep_score()

check_high_score(stats, sb)

if len(aliens) == 0:

# 删除现有的子弹并新建一群外星人(如果整群外星人都被消灭,就提高一个等级)

bullets.empty()

ai_settings.increase_speed()

# 提高等级

stats.level += 1

sb.prep_level()

create_fleet(ai_settings, screen, ship, aliens)

# 如果还没有到达限制,就发射一颗子弹

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

# 创建一颗子弹,并将其加入到编组bullets中

if len(bullets) < ai_settings.bullets_allowed:

new_bullet = Bullet(ai_settings, screen, ship)

bullets.add(new_bullet)

# 创建一个外星人群

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

# 创建一个外星人,并计算每行可容纳多少个外星人

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)

# 创建外星人群

for row_number in range(number_rows):

for alien_number in range(number_aliens_x):

# 创建一个外星人并将其加入当前行

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

# 计算每行可容纳多少个外星人

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

# 创建一个外星人并将其放在当前行

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

# 外星人间距为外星人的宽度

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)

# 计算屏幕可容纳多少行外星人

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 / (2 * alien_height))

return number_rows

# 检查是否有外星人位于屏幕边缘,更新外星人群中所有外星人的位置

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

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, screen, stats, sb, ship, aliens, bullets)

# 检查是否有外星人到达屏幕底端

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

# 有外星人到达边缘采取相应的措施

def check_fleet_edges(ai_settings, aliens):

for alien in aliens.sprites():

if alien.check_edges():

change_fleet_direction(ai_settings, aliens)

break

# 将整群外星人下移,并改变他们的方向

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

# 响应被外星人撞到的飞船

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

if stats.ships_left > 0:

# 将ships_letf减1

stats.ships_left -= 1

# 更新记分牌

sb.prep_ships()

# 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,并将飞船放到屏幕底端中央

create_fleet(ai_settings, screen, ship, aliens)

ship.center_ship()

# 暂停

sleep(0.5)

else:

stats.game_active = False

pygame.mouse.set_visible(True)

# 检查是否有外星人到达了屏幕底端

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:

# 向飞船被撞到一样进行处理

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

break

# 在玩家单机Play按钮时开始新游戏

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:

# 重置游戏设置

ai_settings.initialize_dynamic_settings()

# 隐藏光标

pygame.mouse.set_visible(False)

# 重置游戏统计信息

stats.reset_stats()

stats.game_active = True

# 重置记分牌图像

sb.prep_score()

sb.prep_high_score()

sb.prep_level()

sb.prep_ships()

# 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,并让飞船居中

create_fleet(ai_settings, screen, ship, aliens)

ship.center_ship()

# 检查是否诞生了新的最高部分

def check_high_score(stats, sb):

if stats.score > stats.high_score:

stats.high_score = stats.score

sb.prep_high_score()

settings.py

游戏的一些初始化数据的储存,子弹的速度,大小,屏幕的大小等等。

# 储存《外星人入侵》所设置的类

class Settings():

# 初始化游戏的静态属性

def __init__(self):

# 屏幕设置

self.screen_width = 1200

self.screen_height = 800

self.bg_color = (230, 230, 230)

# 飞船设置

# 位置

self.ship_speed_factor = 1.5

self.ship_limit = 3

# 子弹设置(宽高,颜色)

self.bullet_speed_factor = 1 # 速度

self.bullet_width = 3 # 宽度

self.bullet_height = 15 # 高度

self.bullet_color = 60, 60, 60 # 颜色

self.bullets_allowed = 3

# 外星人设置

self.alien_speed_factor = 1

self.fleet_drop_speed = 10

# fleet_direction为1表示向右移,为-1表示向左移

self.fleet_direction = 1

# 以什么样的速度加快游戏节奏

self.speedup_scale = 1.1

# 外星人点数的提高速度

self.score_scale = 1.5

self.initialize_dynamic_settings()

# 记分

self.alien_points = 50

# 初始化随游戏进行而变化的设置

def initialize_dynamic_settings(self):

self.ship_speed_factor = 1.5

self.bullet_speed_factor = 3

self.alien_speed_factor = 1

# fleet_direction为1表示向右;为-1表示向左

self.fleet_direction = 1

# 提高速度和外星人点数设置

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)

print(self.alien_points)

ship.py

 飞船的初始化信息(在屏幕上面显示的位置)和移动。

import pygame

from pygame.sprite import Sprite

class Ship(Sprite):

# 初始化飞船并设置其初始位置

def __init__(self, ai_settings, screen):

super(Ship, self).__init__()

self.screen = screen

self.ai_settings = ai_settings

# 加载飞船图像并获取外接矩形

self.image = pygame.image.load('images/ship.png')

self.rect = self.image.get_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

self.rect.bottom = self.screen_rect.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

self.moving_left = False

# 根据移动标志调整飞船的位置

def update(self):

# 更新飞船的center值,而不是rect

# if self.moving_right:

# 增加不能越界的条件

if self.moving_right and self.rect.right < self.screen_rect.right:

# self.rect.centerx += 1

self.center += self.ai_settings.ship_speed_factor

# elif self.moving_left:

if self.moving_left and self.rect.left > 0:

# self.rect.centerx -= 1

self.center -= self.ai_settings.ship_speed_factor

# 根据self.center更新rect对象

self.rect.centerx = self.center

# 在指定位置绘制飞船

def blitme(self):

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

# 让飞船在屏幕上居中

def center_ship(self):

self.center = self.screen_rect.centerx

alien.py

外星人的初始信息(在屏幕上面显示的位置)和移动。

import pygame

from pygame.sprite import Sprite

# 表示单个外星人的类

class Alien(Sprite):

# 初始化外星人并设置起始位置

def __init__(self, ai_settings, screen):

super(Alien, self).__init__()

self.screen = screen

self.ai_settins = ai_settings

# 加载外星人图像,并设置其rect属性

self.image = pygame.image.load('images/alien.png')

self.rect = self.image.get_rect()

# 每个外星人最初都在屏幕左上角附近

self.rect.x = self.rect.width

self.rect.y = self.rect.height

# 存储外星人的准确位置

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

# 在指定位置绘制外星人

def blitme(self):

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

# 向右、左移动外星人

def update(self):

# self.x += self.ai_settins.alien_speed_factor

self.x += (self.ai_settins.alien_speed_factor * self.ai_settins.fleet_direction)

self.rect.x = self.x

# 如果外星人位于屏幕边缘,就返回True

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

bullet.py

子弹的显示和移动。

import pygame

from pygame.sprite import Sprite

# 一个对飞船发射的子弹进行管理的类

class Bullet(Sprite):

# 在飞船所处的位置创建一个子弹对象

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

super(Bullet, self).__init__()

self.screen = screen

# 在(0,0)处创建一个表示子弹的矩形,在设置正确的位置

self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)

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)

self.color = ai_settings.bullet_color

self.speed_factor = ai_settings.bullet_speed_factor

# 向上移动子弹

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

# 在屏幕上绘制子弹

def draw_bullet(self):

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

game_stats.py

游戏是否结束,统计游戏运行期间的变化。

# 跟踪游戏的统计信息

class GameStats():

# 初始化统计信息

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

# 在任何情况下都不应重置最高得分

self.high_score = 0

# 初始化在游戏运行期间可能变化的统计信息

def reset_stats(self):

self.ships_left = self.ai_settings.ship_limit

self.score = 0

self.level = 1

 

 button.py

开始按钮

import pygame.font

class Button():

# 初始化按钮的属性

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

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, 0, 0)

self.text_color = (255, 255, 255)

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

# 创建按钮的rect的对象,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)

# 将msg渲染为图像,并使其在按钮上居中

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

# 绘制一个用颜色填充的按钮,再绘制文本

def draw_button(self):

self.screen.fill(self.button_color, self.rect)

self.screen.blit(self.msg_image, self.msg_image_rect)

scoreboard.py

当前得分,和最高得分

import pygame.font

from pygame.sprite import Group

from ship import Ship

# 显示得分信息的类

class Scoreboard():

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

self.screen = screen

self.screen_rect = screen.get_rect()

self.ai_setting = ai_setting

self.stats = stats

# 显示得分信息时使用的字体设置

self.text_color = (30, 30, 30)

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

# 准备初始得分图像

self.prep_score()

self.prep_high_score()

self.prep_level()

self.prep_ships()

# 将得分转换为一幅渲染的图像

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_setting.bg_color)

# 将得分放在屏幕右上角

self.score_rect = self.score_image.get_rect()

self.score_rect.right = self.screen_rect.right - 20;

self.score_rect.top = 20

# 在屏幕上显示得分和飞船

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)

# 绘制飞船

self.ships.draw(self.screen)

# 将最高得分转换为渲染的图像

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_setting.bg_color)

# 将最高得分放在屏幕顶部中央

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

# 将等级转换为渲染的图像

def prep_level(self):

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

# 将等级放在得分下方

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

# 显示还余下多少艘飞船

def prep_ships(self):

self.ships = Group()

for ship_number in range(self.stats.ships_left):

ship = Ship(self.ai_setting, self.screen)

ship.rect.x = 10 + ship_number * ship.rect.width

ship.rect.y = 10

self.ships.add(ship)

 

我们的飞船和下面的飞船相撞或者撞到下面的墙都会输出:“Ship hit!!!”(程序中已经注释)

 

 图片可以自己去找,如果想修改图片可以运用电脑的“画图”工具来实现。

总结

主要是记录一下这个,毕竟敲了这么久了,不过还是要理解。

整个游戏的结构还是是否清晰的,游戏的流程储存在alien_invasion中,为了让程序的可读性更好,把功能封装成对应的函数,把这些函数全部储存到game_functions中,把游戏需要初始化的数据(子弹的大小,颜色,速度等等)全部储存到settings中,ship是对飞船的抽象表示,alien是对外星人的抽象表示,bullet是对子弹的抽象表示,通过button来开始游戏,game_stats来记录整个游戏,用scoreboard统计游戏得分。

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