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python代码学习之——外星人入侵

``# python代码学习之——外星人入侵

自学 图灵的《python编程从入门到实践》——实践练习记录

游戏介绍

该游戏属于简单的2D游戏,玩家控制一艘最初出现在屏幕底部中央的飞船(向左或向右),与此同时控制空格键来射击天空中出现的一群外星人,它们会持续左右和向下移动,玩家的任务是射杀这些外星人。当屏幕中的外星人全都消失后会出现一群速度更快的外星人群,只要外星人撞到飞船或者抵达屏幕底部,就会损失一个飞船,直至飞船用完,游戏结束。

游戏设计

  1. 对象:包含飞船、外星人群、子弹、分数系统;
  2. 飞船:初始及变动位置,个数,
  3. 外星人:初始及变动位置,个数(一行有多少,几行)、移动速度(水平和垂直)
  4. 子弹:初始及变动位置,移动速度
  5. 记分:涉及飞船与外星人或底部屏幕(飞船失去一台)、外星人和子弹的碰撞(相应的外星人和飞船消失,加分),等级增加即已消灭一群外星人,此时飞船、外星人、子弹移动速度、分数由倍数增加。

主要运用pygame包绘制屏幕相关显示,主程序alien_invasion.py应为简洁调用方法的集合,打包里的参数设置是最后一次调试用的参数(这个涉及面很小,仅供学习)

exe文件 demo

https://pan.baidu.com/s/12xu91WiI_Q3B6beRBSzNEA 提取码:j50z

我只生成执行文件所以用的是 -F ,

(env35) D:\workspace\python\AlienInvasion>   pyinstaller -F alien_invasion.py alien.py bullet.py button.py  game_functions.py game_stats.p
y scoreboard.py  settings.py ship.py -i D:\workspace\python\AlienInvasion\images\alien.ico -w
           

images 需要拷贝和exe同级目录下 !!! 子弹和按钮两个文件里pygame.font.SysFont(‘arial’, 48) ‘arial’(自选) 不要填None 因为可能会出现界面没法看;emmm 还有就是图标要ico 格式,差不多这样 没啥特别注意的地方 pyinstaller 大点的工程得高阶打包参考spec 配置打包方式

spec详细

目录

python代码学习之——外星人入侵

注:high_score.txt 文件初始可无,若无最高分默认0

链接与图片

链接: link.

图片:

python代码学习之——外星人入侵

代码展示

按照目录顺序粘贴

alien.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起始位置"""
        super(Alien, self).__init__()
        self.ai_settings = ai_settings
        self.screen = screen

        # 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)

    def blitme(self):
        """在指定位置绘制外星人"""
        self.screen.blit(self.image, self.rect)

    def check_edges(self):
        """如果外星人在屏幕边缘,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):
        """向左或右移动外星人"""
        self.x += (self.ai_settings.alien_speed_factor *
                   self.ai_settings.fleet_direction)
        self.rect.x = self.x

           

alien_invasion.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起始位置"""
        super(Alien, self).__init__()
        self.ai_settings = ai_settings
        self.screen = screen

        # 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)

    def blitme(self):
        """在指定位置绘制外星人"""
        self.screen.blit(self.image, self.rect)

    def check_edges(self):
        """如果外星人在屏幕边缘,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):
        """向左或右移动外星人"""
        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):
    """一个对飞船发射的子弹进行管理的类"""
    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,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):
        """向上移动子弹"""
        # 更新表示子弹的小数值
        self.y -= self.speed_factor
        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)
        
           

game_functions.py

//
import sys
from time import sleep
import pygame
from AlienInvasion.bullet import Bullet
from AlienInvasion.alien import Alien


def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """响应按下"""
    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):
    """如果还没有达到限制,就发射一颗子弹"""
    # 创建一颗新子弹,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)


def check_keyup_events(event, ship):
    """响应松开"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    if event.key == pygame.K_LEFT:
        ship.moving_left = False


def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens,
                 bullets):
    """响应键盘和鼠标事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        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.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)


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)
    """在玩家点击Play后开始新游戏"""
    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.perp_score()
        sb.perp_high_score()
        sb.perp_level()
        sb.perp_ships()

        # 清空外星人列表和子弹列表
        aliens.empty()
        bullets.empty()

        # 创建一群外星人,并将飞船放置屏幕底部中央
        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)
    ship.blitme()
    aliens.draw(screen)

    # 在飞船和外星人后面重绘所有子弹
    for bullet in bullets:
        bullet.draw_bullet()

    # 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)
    print(len(bullets))
    check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
                                  aliens, bullets)


def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
                                  aliens, bullets):
    """响应子弹和外星人的碰撞"""
    # 删除相应的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points
            sb.perp_score()
        check_high_score(stats, sb)

    if len(aliens) == 0:
        # 删除现有子弹,加快游戏节奏,并创建一群新的外星人
        bullets.empty()
        ai_settings.increase_speed()
        create_fleet(ai_settings, screen, ship, aliens)

        # 提高等级
        stats.level += 1
        sb.perp_level()


def get_number_alien_x(ai_settings, alien_width):
    """计算每行可容纳多少个外星人"""
    # 外星人间距为外星人宽度
    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外星人"""
    available_space_y = (ai_settings.screen_height
                         - ship_height - (3 * alien_height))
    number_rows = int(available_space_y / (2 * alien_height))
    return number_rows


def create_alien(ai_settings, screen, aliens, alien_number, number_rows):
    """创建一个外星人并将其放在第一行"""
    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 = (1 + 2 * number_rows) * alien.rect.height
    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
    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)

    # 创建第一行外星人
    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 check_fleet_edges(ai_settings, aliens):
    """有外星人到达边缘时采取相应措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break


def change_fleet_direction(ai_settings, aliens):
    """将整群外星人向下移,并改动它们的方向"""
    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:
        # 将减ship_left 减1
        stats.ships_left -= 1

        # 更新记分牌
        sb.perp_ships()

        # 清空外星人列表和子弹列表
        aliens.empty()
        bullets.empty()

        # 创建一群外星人,并将飞船放置屏幕底部中央
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)

    # 暂停
    sleep(0.5)


def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    """检测是否有外星人到达屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 像飞船被撞到一样处理
            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)


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,并更新所有外星人的位置"""
    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):
        ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)

    # 检测是否有外星人到达屏幕底端
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)


def check_high_score(stats, sb):
    """见检查是否产生了新的最高得分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        # 存储最高分在txt文件
        with open(stats.ai_settings.filename, 'w') as f:
            f.write(str(stats.high_score))
        sb.perp_high_score()
        
           

game_stats.py

//
class GameStats():
    """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()
        # 设置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
        try:
            with open(self.ai_settings.filename) as f:
                self.high_score = int(f.read())
        except FileNotFoundError:
            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

//
import pygame.font
from pygame.sprite import Group
from AlienInvasion.ship import Ship


class ScoreBoard():
    """显示得分信息的类"""

    def __init__(self, ai_settings, screen, stats):
        """初始化得分涉及的属性"""
        self.ai_settings = ai_settings
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.stats = stats

        # 显示得分信息时使用的字体属性
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 32)

        # 准备包含最高得分和当前得分图像
        self.perp_score()
        self.perp_high_score()
        self.perp_level()
        self.perp_ships()

    def perp_ships(self):
        """显示还余下多少飞船"""
        self.ships = Group()
        for ship_number in range(self.stats.ships_left):
            ship = Ship(self.ai_settings, self.screen)

            ship.rect.x = self.ai_settings.screen_width - ship.rect.width
            ship.rect.y = self.ai_settings.screen_height - ship.rect.height - (
                    ship_number * ship.rect.height)
            self.ships.add(ship)

    def perp_level(self):
        """将等级转换为渲染的图像"""
        str_level = "Level: " + str(self.stats.level)
        self.level_image = self.font.render(str_level, True, self.text_color,
                                            self.ai_settings.bg_color)

        # 将得分放在屏幕左上角, 距边缘间隔20
        self.level_rect = self.level_image.get_rect()
        self.level_rect.left = self.screen_rect.left + 20
        self.level_rect.top = 20

    def perp_score(self):
        """将得分转换成一幅被渲染的图像"""
        rounded_score = int(round(self.stats.score, -1))
        score_str = "Score: " + "{:,}".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, 距边缘间隔20
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20

    def perp_high_score(self):
        """将得分转换成一幅被渲染的图像"""
        rounded_high_score = int(round(self.stats.high_score, -1))
        high_score_str = "Top: " + "{:,}".format(rounded_high_score)
        self.high_score_image = self.font.render(high_score_str, True,
                                                 self.text_color,
                                                 self.ai_settings.bg_color)

        # 将得分放在屏幕右上角, 距边缘间隔20
        self.high_score_rect = self.high_score_image.get_rect()
        self.high_score_rect.centerx = self.screen_rect.centerx
        self.high_score_rect.top = 20

    def show_score(self):
        """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)
        self.ships.draw(self.screen)

           

settings.py

//
class Settings():
    """存储《外星人入侵》的所有设置的类"""

    def __init__(self):
        """初始化游戏的静态设置"""
        # 屏幕设置
        self.screen_width = 1000
        self.screen_height = 600
        self.bg_color = (0, 0, 0)

        # 飞船的设置
        self.ship_limit = 3

        # 子弹设置
        self.bullet_width = 5
        self.bullet_height = 15
        self.bullet_color = 200, 200, 200
        self.bullets_allowed = 20

        # 外星人设置
        self.fleet_drop_speed = 8

        # 以什么样的速度加快游戏节奏
        self.speedup_scale = 1.1
        # 外星人点数提高的速度
        self.score_scale = 1.5

        # 记分
        self.alien_points = 50
        self.filename = 'high_score.txt'

        self.initialize_dynamic_settings()

    def initialize_dynamic_settings(self):
        """初始化由游戏进行而改变的设置"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1

        # fleet_direction为1表示向右移动 -1表示向左移动
        self.fleet_direction = 1

    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)
        print(self.alien_points)

           

ship.py

//
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(Ship, self).__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

    def update(self):
        """根据移动标志来调整飞船位置"""
        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)

    def center_ship(self):
        """让飞船在屏幕上居中"""
        self.center = self.screen_rect.centerx

           

附:

pygame使用及介绍