python[外星人入侵] 项目
这个项目主要是根据《python编程从入门到实践》这本书上的内容学这来的。
在这个项目中,随着游戏一步一步的深化,对于类的不断创建以及对于模块不断的重构,虽然这个步骤可能在你开始创建觉得麻烦一些,但是在以后的维护过程中却能省很大的力气。
这里主要是运用了pygame第三方库来实现的
主要是通过这篇文章来记录一下自己的第一个项目(书上有很清楚的解释)
新增了飞船上下移动操作
main.py
通过这个窗口来进行程序的执行与其他类的调用
import sys
import pygame
import functions
from pygame.sprite import Group
from sets import Sets
from ship import Ship
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
pygame.init()
setting=Sets()
screen=pygame.display.set_mode((setting.screen_width,setting.screen_height))
#标题
pygame.display.set_caption("first game")
#储存游戏统计
stats=GameStats(setting)
#初始化飞船
ship=Ship(setting,screen)
#储存子弹
bullets=Group()
#创建一群外星人
aliens=Group()
play_button=Button(setting,screen,"Play")
sb=Scoreboard(setting,screen,stats)
functions.creat_fleet(setting,screen,ship,aliens)
while True:
functions.check_event(setting,screen,stats,sb,play_button,ship,aliens,bullets)
if stats.game_active:
ship.update()
functions.update_bullets(setting,screen,stats,sb,ship,aliens,bullets)
functions.update_aliens(setting,screen,stats,sb,ship,aliens,bullets)
functions.update_screen(setting,screen,stats,sb,ship,aliens,bullets,play_button)
# 主函数为以下部分
run_game()
functions.py
简化代码结构,储存了大量的操作函数,简化main.py
import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien
def check_keydown(event,setting,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(setting,screen,ship,bullets)
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_q:
sys.exit()
def check_keyup(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_event(setting,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:
check_keydown(event,setting,screen,ship,bullets)
elif event.type==pygame.KEYUP:
check_keyup(event,ship)
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(setting,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(setting,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
button_checked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_checked and not stats.game_active:
setting.initialize_dynamic_settings()
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active=True
#重置计分牌
sb.prep_high_score()
sb.prep_level()
sb.prep_score()
sb.prep_ships()
#清空列表
aliens.empty()
bullets.empty()
#创建一群外星人
creat_fleet(setting,screen,ship,aliens)
ship.center_ship()
def update_screen(setting,screen,stats,sb,ship,alien,bullets,play_button):
screen.fill(setting.color)
sb.show_score()
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
alien.draw(screen)
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bullets(setting,screen,stats,sb,ship,aliens,bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_conllisions(setting,screen,stats,sb,ship,aliens,bullets)
#子弹是否碰撞
def check_bullet_alien_conllisions(setting,screen,stats,sb,ship,aliens,bullets):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score+=setting.alien_points*len(aliens)
sb.prep_score()
check_high_score(stats,sb)
if len(aliens) == 0:
# bullets.empty()
setting.increase_speed()
#提高等级
stats.level+=1
sb.prep_level()
creat_fleet(setting, screen, ship, aliens)
def fire_bullet(setting,screen,ship,bullets):
if len(bullets) < setting.bullet_allowed:
new_bullet = Bullet(setting, screen, ship)
bullets.add(new_bullet)
#计算行容纳外星人
def get_number_aliens_x(setting,alien_width):
available_space_x=setting.screen_width-5*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
#计算列容纳外星人
def get_number_rows(setting,ship_height,alien_height):
available_space_y=(setting.screen_height-(3*alien_height)-ship_height)
number_rows=int(available_space_y/(2*alien_height))
return number_rows
#生成一个外星人
def creat_alien(setting,screen,aliens,alien_number,row_num):
alien = Alien(setting, 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_num
aliens.add(alien)
#生成外星人群
def creat_fleet(setting,screen,ship,aliens):
alien=Alien(setting,screen)
number_aliens_x=get_number_aliens_x(setting,alien.rect.width)
number_row=get_number_rows(setting,ship.rect.height,alien.rect.height)
#创建一行外星人
for row_number in range(number_row):
for num in range(number_aliens_x):
creat_alien(setting,screen,aliens,num,row_number)
#当外星人到达边缘
def check_fleet_edges(setting,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(setting,aliens)
break
#将外星人向下移,并改变运动方向
def change_fleet_direction(setting,aliens):
for alien in aliens.sprites():
alien.rect.y+=setting.fleet_drop_speed
setting.fleet_direction *=-1
#检查是否有外星人到达屏幕底端
def check_aliens_bottom(setting,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(setting,screen,stats,sb,ship,aliens,bullets)
break
def update_aliens(setting,screen,stats,sb,ship,aliens,bullets):
check_fleet_edges(setting,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(setting,screen,stats,sb,ship,aliens,bullets)
check_aliens_bottom(setting,screen,stats,sb,ship,aliens,bullets)
#检查飞船是否撞击
def ship_hit(setting,screen,stats,sb,ship,aliens,bullets):
if stats.ships_left>0:
stats.ships_left-=1
sb.prep_ships()
aliens.empty()
bullets.empty()
#创建新外星人,重置飞船
creat_fleet(setting,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(2)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
def check_high_score(stats,sb):
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()
sets.py
储存了大量的初始设置,如果更改属性,直接更改sets.py内容
import pygame
class Sets:
def __init__(self):
#初始屏幕大小设置
self.screen_width=1400
self.screen_height=700
self.color=(255,255,255)
#飞船速度设置
self.ship_speed_factor=0.3
self.ship_limit=3
#子弹设置
self.bullet_speed_factor=1
self.bullet_width=3
self.bullet_height=15
self.bullet_color=0,0,0
self.bullet_allowed=10
#外星人设置
self.alien_speed_factor=0.5
self.fleet_drop_speed=10
self.fleet_direction=1
#按钮设置
self.button_width=200
self.button_height=50
self.button_color=(72,61,139)
self.button_text_color=(255,255,255)
self.button_font=pygame.font.SysFont('arial',30)
#以什么样的速度急速游戏节奏
self.speedup_scale=1.2
#外星人点数题高
self.score_scale=1.5
self.initialize_dynamic_settings()
#显示得分的字体设置
self.score_text_color=(30,30,30)
self.score_font=pygame.font.SysFont('arial',30)
def initialize_dynamic_settings(self):
self.ship_speed_factor=0.7
self.bullet_speed_factor=2
self.alien_speed_factor=0.5
self.fleet_direction=1
#计分
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)
#print(self.alien_points)
bullet.py
储存子弹的一些操作
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,settings,screen,ship):
super().__init__()
self.screen=screen
self.rect=pygame.Rect(0,0,settings.bullet_width,settings.bullet_height)
self.rect.centerx=ship.rect.centerx
self.rect.top=ship.rect.top
#储存子弹位置
self.y=float(self.rect.y)
self.color=settings.bullet_color
self.speed_factor=settings.bullet_speed_factor
def update(self):
#更新子弹位置
self.y-=self.speed_factor
self.rect.y=self.y
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
ship.py
储存飞船的一系列内容
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self,setting,screen):
#初始飞船位置
super(Ship,self).__init__()
self.screen=screen
#飞船速度
self.setting=setting
self.image=pygame.image.load('image.bmp')
self.rect=self.image.get_rect()
self.screen_rect=screen.get_rect()
#位置为中央
self.rect.centerx=self.screen_rect.centerx
self.rect.bottom=self.screen_rect.bottom
self.center=float(self.rect.centerx)
self.centery=float(self.rect.centery)
#飞船移动
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.center+=self.setting.ship_speed_factor
if self.moving_left and self.rect.left>0:
self.center-=self.setting.ship_speed_factor
if self.moving_up and self.rect.top>0:
self.centery-=self.setting.ship_speed_factor
if self.moving_down and self.rect.bottom<self.screen_rect.bottom:
self.centery+=self.setting.ship_speed_factor
self.rect.centerx=self.center
self.rect.centery=self.centery
#在指定位置绘制飞船
def blitme(self):
self.screen.blit(self.image,self.rect)
def center_ship(self):
self.center=self.screen_rect.centerx
self.centery=self.screen_rect.bottom-30
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,setting,screen):
super().__init__()
self.screen=screen
self.setting=setting
#加载外星人图像
self.image=pygame.image.load('alien.bmp')
self.rect=self.image.get_rect()
#出现在左上角附近
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)
#检查是否在屏幕边缘
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.setting.alien_speed_factor*self.setting.fleet_direction
self.rect.x=self.x
game_stats.py
跟踪游戏统计信息类
class GameStats():
def __init__(self,setting):
self.game_active=False
self.setting=setting
self.reset_stats()
self.high_score=0
def reset_stats(self):
self.ships_left=self.setting.ship_limit
self.score=0
self.level=1
button.py
游戏按钮储存
import pygame.font
class Button():
def __init__(self,setting,screen,msg):
#初始化按钮
self.screen=screen
self.screen_rect=screen.get_rect()
#设置按钮尺寸及其其他属性
self.width=setting.button_width
self.height=setting.button_height
self.button_color=setting.button_color
self.text_color=setting.button_text_color
self.font=setting.button_font
#创建按钮使其剧中
self.rect=pygame.Rect(0,0,self.width,self.height)
self.rect.center=self.screen_rect.center
self.prep_msg(msg)
#将msg渲染成图像
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
#绘制用一个颜色填充的按钮,在绘制文本
def draw_button(self):
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
scoreboard.py
游戏计分
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
def __init__(self,setting,screen,stats):
self.screen=screen
self.screen_rect=screen.get_rect()
self.setting=setting
self.stats=stats
self.text_color=setting.score_text_color
self.font=setting.score_font
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
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)
def prep_score(self):
#score_str=str(self.stats.score)
rounded_score=int(round(self.stats.score,-1))
score_str="Current score: "+"{:,}".format(rounded_score)
self.score_image=self.font.render(score_str,True,self.text_color,self.setting.color)
#计分显示在右上角
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):
high_score=int(round(self.stats.high_score,-1))
high_score_str="Highest score: "+"{:,}".format(high_score)
self.high_score_image=self.font.render(high_score_str,True,self.text_color,self.setting.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_level(self):
self.level_image=self.font.render("Level: "+str(self.stats.level),True,self.text_color,self.setting.color)
#放在等级下方
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_ships(self):
self.ships= Group()
for ship_num in range(self.stats.ships_left):
ship=Ship(self.setting,self.screen)
ship.rect.x=10+ship_num*ship.rect.width
ship.rect.y=10
self.ships.add(ship)
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python一些学习记录