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
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()
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()
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)
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
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
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)
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
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)
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。
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。