外星人入侵游戏,外星生物入侵游戏

  外星人入侵游戏,外星生物入侵游戏

  本文主要介绍用Python编写的外星人入侵游戏的示例代码。文中代码讲解详细,对我们学习Python有帮助。有兴趣的可以学习一下。

  

游戏开始前的注意事项

  1:游戏《外星人入侵》会包含很多文件。请在你的D盘新建一个空文件夹,命名为alien _ invasion。请务必将所有文件存储在该文件夹中,以便游戏可以正常运行。

  2:开始编码前请先安装pygame库(在pycharm终端pip上安装PyGame即可)。如果您在安装过程中遇到以下情况,请更新pip版本(只需复制粘贴以下内容并按enter键)

  

《外星人入侵》游戏简介

  在游戏《外星人入侵》中,玩家控制一艘最初出现在屏幕底部中央的宇宙飞船。玩家可以使用箭头键来移动飞船,也可以使用空格键射击。游戏一开始,天空中出现了一群外星人,他们沿着屏幕向下移动。玩家的任务就是射杀这些外星人。如果玩家射杀了所有的外星人,就会出现一群新的外星人。他们移动得更快。只要有外星人击中玩家的飞船或屏幕下方,玩家就失去一艘飞船。玩家失去三艘船后游戏结束。

  

开始游戏项目实战开发

  在D盘的alien_invasion文件夹下新建一个images文件夹,将外星人图像命名为alien,将飞船图像命名为ship。

  alien.bmp

  ship.bmp

  外星人_入侵. py

  创建游戏窗口

  只需运行文件alien_invasion.py启动游戏,其他文件内容会间接或直接导入到这个文件中。

  导入系统

  导入pygame

  来自pygame.sprite导入组

  从设置导入设置

  从游戏统计导入游戏策略

  从记分板导入记分板

  从按钮导入按钮

  从船进口船

  从外国人进口外国人

  将游戏功能作为gf导入

  def run_game():

  #初始化pygame、设置和屏幕对象

  pygame.init()

  ai_settings=设置()

  screen=py game . display . set _ mode((ai _ settings . screen _ width,ai_settings.screen_height))

  Pygame.display.set_caption(外星人入侵)

  #创建一个播放按钮

  play_button=Button(ai_settings,屏幕,“播放”)

  #创建实例来存储游戏统计数据,并创建记分卡。

  stats=gamestrats(ai _ settings)

  sb=记分板(ai_settings,screen,stats)

  #创建一个宇宙飞船,子弹编队和外星人编队

  ship=Ship(ai_settings,屏幕)

  项目符号=组()

  外星人=组()

  #创造一个外星殖民地

  gf.create_fleet(ai_settings,屏幕,船,外星人)

  #开始游戏的主循环

  而True:

  gf.cheak_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,外星人,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()

  alien.py

  管理外星人类

  pre class="brush:py;">

  import pygame

  from pygame.sprite import Sprite

  class Alien(Sprite):

   """表示单个外星人的类"""

   def __init__(self, ai_settings, screen):

   """初始化外星人并设置其初始位置"""

   super().__init__()

   self.screen = screen

   self.ai_settings = ai_settings

   # 加载外星人图像,并设置其rect属性

   self.image = pygame.image.load(images/alien.bmp)

   self.rect = self.image.get_rect()

   # 每个外星人最初在屏幕左上角附近

   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)

   def blitme(self):

   """在指定位置绘制外星人"""

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

   def cheak_edgs(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):

   """向左或向右移动外星人人"""

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

   self.rect.x = self.x

  bullet.py

  创建子弹类,将子弹存储到编组Group中

  

  import pygame

  from pygame.sprite import Sprite

  class Bullet(Sprite):

   """一个对飞船发射的子弹进行管理的类"""

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

   """在飞船所处位置创建一个子弹对象"""

   super().__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)

   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

   def update(self):

   """向上发射子弹"""

   # 更新表示子弹的小数值

   self.y -= self.speed_factor

   # 更新表示子弹的rect的位置

   self.rect.y = self.y

   def draw_bullet(self):

   """在屏幕上绘制子弹"""

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

  button.py

  按键类,实例化按键,添加play按钮

  

  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.hieght = 200, 50

   self.button_color = (0, 255, 0)

   self.text_color = (255, 255, 255)

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

   # 创建按钮的rect对象,并将其居中

   self.rect = pygame.Rect(0, 0, self.width, self.hieght)

   self.rect.center = self.screen_rect.center

   # 按钮的标志只需创建一次

   self.prep_msg(msg)

   def prep_msg(self, msg):

   """将msg渲染为图像,并将其在按钮中居中"""

   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

  文件game_functions.py包含一系列函数,需要响应按键和鼠标事件,游戏大部分工作都是由它们完成的。

  

  import sys

  from time import sleep

  import pygame

  from bullet import Bullet

  from alien import Alien

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

   """响应按键"""

   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)

   elif event.key == pygame.K_q:

   sys.exit()

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

   """如果还没到达限制,就发射一颗子弹"""

   # 创建一颗子弹,并将其加入到编组bullets中

   if len(bullets) < ai_settings.bullets_allowed:

   news_bullet = Bullet(ai_settings, screen, ship)

   bullets.add(news_bullet)

  def cheak_keyup_events(event, ship):

   """响应松开"""

   if event.key == pygame.K_RIGHT:

   ship.moving_right = False

   elif event.key == pygame.K_LEFT:

   ship.moving_left = False

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

   """响应按键和鼠标事件"""

   for event in pygame.event.get():

   if event.type == pygame.QUIT:

   sys.exit()

   elif event.type == pygame.KEYDOWN:

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

   elif event.type == pygame.KEYUP:

   cheak_keyup_events(event, ship)

   elif event.type == pygame.MOUSEBUTTONDOWN:

   mouse_x, mouse_y = pygame.mouse.get_pos()

   cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)

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

   """在玩家单击play按钮时开始新游戏"""

   bullets_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)

   if bullets_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

   # 重置记分牌对象

   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()

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

   """更新屏幕上的图像,并切换到新屏幕"""

   # 每次循环都重绘屏幕

   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()

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

   """更新子弹的位置,并删除已消失子弹"""

   # 更新子弹位置

   bullets.update()

   # 删除已消失的子弹

   for bullet in bullets.copy():

   if bullet.rect.bottom <= 0:

   bullets.remove(bullet)

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

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

   """响应子弹和外星人碰撞"""

   # 删除发生碰撞的子弹和外星人

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

   if collections:

   for aliens in collections.values():

   stats.score += ai_settings.alien_points * len(aliens)

   sb.prep_score()

   cheak_high_score(stats, sb)

   if len(aliens) == 0:

   # 如果整群外星人都被消灭,就提高一个等级

   # 删除现有的子弹,加快游戏节奏,并创建一群新的外星人

   bullets.empty()

   ai_settings.increase_speed()

   # 提高等级

   stats.level += 1

   sb.prep_level()

   create_fleet(ai_settings, screen, ship, aliens)

  def get_number_alien_x(ai_settings, alien_width):

   """计算每行可容纳多少外星人"""

   available_space_x = ai_settings.screen_width - 2 * alien_width

   number_alien_x = int(available_space_x / (2 * alien_width))

   return number_alien_x

  def get_number_rows(ai_settings, ship_height, alien_height):

   """计算屏幕可容纳多少行机器人"""

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

   # 创建第一行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 + 2 * alien.rect.height * row_number

   aliens.add(alien)

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

   """创建外星人群"""

   # 创建一个外星人,并计算一行可容纳多少个外星人

   # 外星人间距为外星人宽度

   alien = Alien(ai_settings, screen)

   number_alien_x = get_number_alien_x(ai_settings, alien.rect.width)

   number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)

   # 创建外星人群

   for row_number in range(number_rows):

   for alien_number in range(number_alien_x):

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

  def cheak_fleet_edges(ai_settings, aliens):

   """有外星人到达屏幕边缘时采取相应的措施"""

   for alien in aliens.sprites():

   if alien.cheak_edgs():

   change_fleet_direction(ai_settings, aliens)

   break

  def change_fleet_direction(ai_settings, aliens):

   """将整群外星人下移,并改变它们的位置"""

   for alien in aliens.sprites():

   alien.rect.y += ai_settings.fleet_drop_speed

   ai_settings.fleet_direction *= -1

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

   """响应被外星人撞到的飞船"""

   if stats.ships_left > 0:

   # 将ships_left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,并将飞船放在屏幕底端中央

   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)

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

   """检查是否有外星人到达了屏幕底端"""

   screen_rect = screen.get_rect()

   for alien in aliens.sprites():

   if alien.rect.bottom >= screen_rect.bottom:

   # 像飞船被撞到一样进行处理

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

   break

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

   """检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""

   cheak_fleet_edges(ai_settings, aliens)

   aliens.update()

   # 检查外星人和飞船之间的碰撞

   if pygame.sprite.spritecollideany(ship, aliens):

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

   # 检查是否有外星人到达屏幕底端

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

  def cheak_high_score(stats, sb):

   """检查是否诞生了新的最高得分"""

   if stats.score > stats.high_score:

   stats.high_score = stats.score

   sb.prep_high_score()

  game_stats.py

  跟踪统计游戏信息类

  

  class GameSrats():

   """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

   # 在任何情况下都不应重置最高得分

   self.high_score = 0

   def reset_stats(self):

   """初始化在游戏运行期间可能变化的统计信息"""

   self.ships_left = self.ai_settings.ship_limit

   self.score = 0

   self.level = 1

  scoreboard.py

  创建scoerboard类,用来显示当前得分,最高得分,玩家等级,余下的飞船数。

  

  import pygame.font

  from pygame.sprite import Group

  from ship import Ship

  class Scoreboard():

   """显示得分信息的类"""

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

   """初始化显示得分涉及的属性"""

   self.screen = screen

   self.screen_rect = screen.get_rect()

   self.ai_settings = ai_settings

   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)

   # 准备包含得分的初始图像

   self.prep_score()

   self.prep_high_score()

   self.prep_level()

   self.prep_ships()

   def prep_ships(self):

   """显示还余下多少搜飞船"""

   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):

   """将等级转换为渲染的图像"""

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

   def prep_high_score(self):

   """将最高得分转换为渲染的图像"""

   high_score = int(round(self.stats.high_score, -1))

   high_score_str = str("{:,}".format(high_score))

   self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.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.screen_rect.top

   def prep_score(self):

   """将得分转换为一幅渲染的图像"""

   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)

   # 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

   def show_score(self):

   """在屏幕上显示得分"""

   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)

  settings.py

  存储游戏所有设置类

  

  class Settings():

   """存储外星人入侵所有设置的类"""

   def __init__(self):

   """初始化游戏静态设置"""

   # 屏幕设置

   self.screen_width = 1200

   self.screen_height = 800

   self.bg_color = (230, 230, 230)

   # 飞船的速度设置

   self.ship_speed_factor = 1.5

   self.ship_limit = 3

   # 子弹设置

   self.bullet_speed_factor = 10

   self.bullet_width = 10

   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.fleet_drop_speed = 5

   # fleet_direction为1表示向右移,为-1表示向左移

   self.fleet_direction = 1

   # 加快游戏节奏的速度

   self.speedup_scale = 1.1

   # 外星人点数的提高速度

   self.score_scale = 1.5

   self.initialize_dynamic_settings()

   def initialize_dynamic_settings(self):

   """初始化随游戏进行而变化的位置"""

   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

   # 记分

   self.alien_points = 100

   def increase_speed(self):

   """提高速度设置和外星人点数"""

   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)

  ship.py

  管理飞船类

  

  import pygame

  from pygame.sprite import Sprite

  class Ship(Sprite):

   def __init__(self, ai_settings, screen):

   """初始化飞船,并设置其初始位置"""

   super().__init__()

   self.screen = screen

   self.ai_settings = ai_settings

   # 加载飞船图像并获取其外接矩形

   self.image = pygame.image.load(images/ship.bmp)

   self.rect = self.image.get_rect()

   self.screen_rect = screen.get_rect()

   # 将每艘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

   def center_ship(self):

   """让飞船在屏幕上居中"""

   self.center = self.screen_rect.centerx

   def update(self):

   """根据移动标志调整飞船的位置"""

   # 更新飞船的center值,而不是rect

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

   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)

  以上就是外星人入侵全部开发过程

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