文章目錄
- 程式概述
- 筆記補充
- 運行代碼及詳細注解
- ship類
- alien類
- bullet類
- button類
- game_stats類
- scoreboard類
- settings類
- 函式模塊game_function
- 主程式alien_invasion
- 運行截圖
程式概述
這是一個簡單的射擊小游戲,玩家控制著一艘最初出現在螢屏底部中央的飛船,玩家可以使用箭頭鍵左右移動飛船,還可使用空格鍵進行射擊,游戲開始時,一群外星人出現在天空中,他們在螢屏中向下移動,玩家的任務是射殺這些外星人,玩家將所有外星人都消滅干凈后,將出現一群新的外星人,他們移動的速度更快,只要有外星人撞到了玩家的飛船或到達了螢屏底部,玩家就損失一艘飛船,玩家損失三艘飛船后,游戲結束,
筆記補充
- 注意,圖片來源于網路,在*http://pixabay.com/*上搜索到的圖
- 圖片應該單獨建議一個檔案夾方便存放,名為images
- 可以使用檔案的操作,把最高分存盤起來,并建立一個排行榜
- pygame是Python游戲開發常用模塊,應該繼續深度學習
- 大型專案設計必須要有條理,按照面向物件的編程思想,我們在擴展功能時只要由各個分類到主程式修改
- 注意形參修改時常常牽一發動全身
運行代碼及詳細注解
ship類
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen): # 第二個引數指定了將飛船繪制在什么地方
"""初始化飛船位置并色湖之其初始值"""
super(Ship, self).__init__() # 使Ship繼承Sprite,以便能創建飛船編組
self.screen = screen
self.ai_settings = ai_settings # 使飛船能讀取速度設定
# 加載飛船影像并獲取其外接矩形
self.image = pygame.image.load('images/ship.bmp') # 這個函式表示一個飛船的surface,存盤在了self.image
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 將每艘船都放在螢屏底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飛船屬性center中存盤小數值
self.center = float(self.rect.centerx)
# 移動標志
self.moving_right = False
self.moving_left = False
def update(self):
"""根據移動標志調整飛船的位置"""
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
# 根據self.center更新rect物件
self.rect.centerx = self.center
def blitme(self):
""" 在指定位置繪制飛船 """
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""讓飛船在螢屏上居中"""
self.center = self.screen_rect.centerx
alien類
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示單個外星人的類"""
def __init__(self, ai_settings, screen):
"""初始化外星人并設定其起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載外星人的影像,并設定其rect屬性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每個外星人最初都在螢屏左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存盤外星人的準確位置
self.x = float(self.rect.x)
# 外星人設定
self.alien_speed_factor = 1
def blitme(self):
"""在指定位置繪制外星人"""
self.screen.blit(self.image, self.rect)
def check_edges(self):
"""如果外星人位于螢屏邊緣,就回傳Ture"""
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):
""""向右移動外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
bullet類
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""在飛船所處的位置創建一個子彈物件"""
def __init__(self, ai_settings, screen, ship):
"""在飛船所處的位置創建一個子彈物件"""
super().__init__()
self.screen = screen
# 在(0,0)處創建一個表示子彈的矩形,再設定正確的值
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
# 存盤用小數表示的子彈位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向上移動子彈"""
# 更新表示子彈位置的小數值
self.y -= self.speed_factor
# 更新表示子彈的rect的位置
self.rect.y = self.y
def draw_bullet(self):
"""在螢屏上繪制子彈"""
pygame.draw.rect(self.screen, self.color, self.rect)
button類
import pygame.font
# 它讓Python能夠將文本渲染到螢屏上
class Button():
#按鈕類,指play鍵
def __init__(self, ai_settings, screen, msg): # msg是需要顯示的文本
"""初始化按鈕的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
# 設定按鈕的尺寸和其他屬性
self.width = 200
self.height = 50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48) # 實參none讓Python實驗默認字體,48指定文本字號
# 創建按鈕的rect物件,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center # 創建了一個rect按鈕物件,并將center屬性設定為螢屏的center物件
# 按鈕的標簽只需創建一次
self.prep_msg(msg) # Pygame 通過將你要顯示的字串渲染為影像來處理文本,我們呼叫 prep_msg() 來處理這樣的渲染,
def prep_msg(self, msg):
"""將msg渲染為影像,并使其在按鈕上居中"""
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):
# 繪制一個用顏色填充的按鈕,再繪制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
# screen.fill() 來繪制表示按鈕的矩形,再呼叫 screen.blit()
# 并向它傳遞一幅影像以及與該影像相關聯的 rect 物件,從而在螢屏上繪制文本影像,
game_stats類
class GameStats():
"""根據游戲的統計資訊"""
def __init__(self, ai_settings):
"""初始化統計資訊"""
self.ai_settings = ai_settings
self.reset_stats()
# 游戲剛啟動時處于非活躍狀態
self.game_active = False
self.score = 0
# 在任何情況下都不應該重置最高分
self.high_score = 0
def reset_stats(self):
"""初始化在游戲運行期間可能變化的統計資訊"""
self.score = 0
self.ships_left = self.ai_settings.ship_limit
self.level = 1
scoreboard類
import pygame.font
from pygame.sprite import Group
from ship import Ship
# 需要在螢屏上顯示文本,故匯入該模塊
class Scoreboard():
"""顯示得分資訊的類"""
def __init__(self, ai_settings, screen, stats):
"""初始化顯示得分涉及的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# 顯示得分資訊使用的字體設定
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 準備初始得分影像
self.prep_score()
self.prep_ships()
self.prep_high_score()
self.prep_level()
def prep_score(self):
"""將得分轉化為一幅渲染的影像"""
rounded_score = 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)
# 將得分放在螢屏右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
# 在 prep_score() 中,我們首先將數字值 stats.score 轉換為字串,再將這個字串傳遞給創建影像的 render(),
# 為在螢屏上清晰地顯示得分,我們向 render() 傳遞了螢屏背景色,以及文本顏色, 我們將得分放在螢屏右上角,并在得分增大導致這個數字更寬時讓它向左延伸,
# 為確保得分始終錨定在螢屏右邊,我們創建了一個名為 score_rect 的 rect,讓其右邊緣與螢屏右邊緣相距 20 像素,并讓其上邊緣與螢屏上邊緣也相距 20 像素,
def show_score(self):
""" 在螢屏上顯示得分 """
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)#在螢屏上繪制飛船
def prep_high_score(self):
"""將最高分轉換為渲染的影像"""
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_settings.bg_color)
# 將最高分放在螢屏中央
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
def prep_level(self):
"""將等級轉換為渲染影像"""
self.level_image = self.font.render(str(self.stats.level), True,
self.text_color, self.ai_settings.bg_color)
# 將等級放在得分下方
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_ships(self):
"""顯示還余下多少艘飛船"""
self.ships = Group() # 創造一個空編組,用于存盤飛船實體
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)
settings類
class Settings():
def __init__(self):
"""初始化游戲的靜態設定"""
# 螢屏設定
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (250, 250, 250)
# 飛船設定
self.ship_limit = 3
# 子彈設定
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullets_allowed = 3
# 外星人設定
self.fleet_drop_speed = 10
# 計分
self.alien_points = 50
# 以怎樣的速度加快游戲節奏
self.speedup_scale = 1.2
# 外星人點數的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化隨游戲進行而變化的設定"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction為1表示為右,為-1表示為左
self.fleet_direction = 1
def increase_speed(self):
"""提高速度設定與外星人點數"""
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)
函式模塊game_function
import sys
from bullet import Bullet
from alien import Alien
from time import sleep
import pygame
def check_keydown_events(event, ai_settings, screen, ship, bullets):
""""回應按鍵"""
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:
# 創造一顆子彈,并將其假如到編組bullets中
fire_bullet(ai_settings, screen, ship, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
""""如果沒有達到限制,就發射一顆子彈"""
# 創建一顆新子彈,并放入編組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):
"""回應松開"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
"""回應按鍵與滑鼠事件"""
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() # get_pos()將回傳一個元組,其中包含玩家單擊時滑鼠的 x 和 y 坐標
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):
""""在玩家按下play鍵后開始游戲"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
# 標志 button_clicked 的值為 True 或 False ,有效避免了空白play的bug
# 使用 collidepoint() 檢查滑鼠單擊位置是否在 Play 按鈕的 rect 內
if button_clicked and not stats.game_active:
# 重置游戲設定
ai_settings.initialize_dynamic_settings()
# 隱藏游標
pygame.mouse.set_visible(False)
# 重新統計游戲資訊
stats.reset_stats()
stats.game_active = True
# 重置計分牌
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人串列和子彈串列
aliens.empty()
bullets.empty()
# 創建一群外星人,并讓飛船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
"""更新螢屏上的影像,并切換到新螢屏"""
# 每次回圈都重新繪制螢屏
screen.fill(ai_settings.bg_color)
ship.blitme() # 將飛船影像繪制到螢屏上
# 在飛船和外星人后面重繪所有子彈
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 顯示得分
sb.show_score()
# 如果游戲處于非活動狀態,就顯示Play鍵
if not stats.game_active:
play_button.draw_button()
# 讓最近繪制的螢屏可見
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
""""更新子彈的位置,并洗掉已經消失的子彈"""
# 更新子彈的位置
bullets.update()
# 洗掉已經消失的子彈
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""回應子彈和外星人的碰撞"""
# 洗掉發生碰撞的子彈和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats,sb)
if len(aliens) == 0:
# 洗掉現有的子彈,并新建一群外星人,加快游戲節奏
bullets.empty()
ai_settings.increase_speed()
# 提高等級
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def get_number_aliens_x(ai_settings, alien_width):
"""計算每行可容納多少個外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(ai_settings, ship_height, alien_height):
"""計算螢屏可以容納多少行外星人"""
available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height)) - 5
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""創建一個外星人并將其放在當前行中"""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = 2 * alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = 3 * alien.rect.height + 2 * alien.rect.height * row_number
aliens.add(alien)
def create_fleet(ai_settings, screen, ship, aliens):
"""創建外星人群"""
# 創建一個外星人,并計算一行可容納多少個外星人
# 外星人行距為外星人寬度
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)
# 創建第一行外星人
for row_number in range(number_rows):
# 創建一個外星人并將其加入當前行
for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def check_fleet_edges(ai_settings, aliens):
"""有外星人到邊緣時采取相應措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""將整群外星人下移,并改變它們的方向"""
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):
"""回應被外星人撞到的飛船"""
if stats.ships_left > 0:
# 將ship_left減1
stats.ships_left -= 1
# 更新記分牌
sb.prep_ships()
# 清空外星人串列和子彈串列
aliens.empty()
bullets.empty()
# 創建一群新的外星人,并將飛船放在螢屏底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暫停
sleep(0.5)
else:
stats.game_active = False # 停止游戲
pygame.mouse.set_visible(True) # 復原游標
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""
檢測是否有外星人到達螢屏邊緣
然后更新所有外星人的位置
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 檢測外星人和飛船的碰撞
# 方法 spritecollideany() 接受兩個實參:一個精靈和一個編組,它檢查編組是否有成員與精靈發生了碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 檢查是否有外星人到達螢屏底端
check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets)
def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""檢查是否有外星人到達螢屏底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飛船被撞到一樣進行處理
ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
break
def check_high_score(stats,sb):
"""檢查是否誕生了最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
主程式alien_invasion
import pygame # 匯入了pygame模塊
from pygame.sprite import Group # 實作pygame中編組功能,方便管理資料
from settings import Settings
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
from ship import Ship # 匯入各種類
import game_functions as gf # 使用本專案的函式庫
def run_game():
# 初始化游戲并創建一個螢屏物件
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 創建Play按鈕
play_button = Button(ai_settings, screen, "Play")
# 創建一個用于存盤游戲統計資訊的實體,并創建記分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 創建一艘飛船,創建一個用于存盤子彈的編組,創建一個外星人群編組
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 創建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 開始游戲回圈
while True:
gf.check_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, aliens, 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()
運行截圖


轉載請註明出處,本文鏈接:https://www.uj5u.com/qita/354492.html
標籤:AI
