Python练习:武装飞船
游戏说明:
在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家
可以使用箭头键左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星人出
现在天空中,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。玩家将所有外星
人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了
玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束。
在开始编码前,我们首先需要安装Pygame。
Pygame项目托管在代码分享网站Bitbucket中。要在Windows系统中安装Pygame,请访问
https://bitbucket.org/pygame/pygame/downloads/
查找与你运行的Python版本匹配的Windows安装程序。如果在Bitbucket上找不到合适的安装程序,请去http://www.lfd.uci.edu/\~gohlke/pythonlibs/#pygame看看。下载合适的文件后,如果它是.exe文件,就运行它。如果该文件的扩展名为.whl,就将它复制到你的项目文件夹中。再打开一个命令窗口,切换到该文件所在的文件夹,并使用pip来运行它:
python -m pip install --user pygame-1.9.2a0-cp35-none-win32.whl
创建 Pygame 窗口以及响应用户输入
首先,我们创建一个空的Pygame窗口,即对应的外星人入侵类alien_invation.py。使用Pygame编写的游戏的基本结构如下:
alien_invasion.py
import sys
import pygame
from button import Button
from setting import Settings
from ship import Ship
import game_function as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from scoreboard import Scoreboard
def run_game():
"""初始化游戏并创建一个屏幕对象"""
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((
ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("外星人入侵游戏")
# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")
# 创建一艘飞船、一个子弹编组和一个外星人编组
ship = Ship(ai_settings, screen)
# 创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
# 创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
#创建一个用于存储游戏统计信息的实例并创建记分牌
stats=GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 开始游戏的主循环
while True:
gf.check_event(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
ship.update()
# bullets.update()
screen.fill(ai_settings.bg_color)
# 删除已经消失的子弹
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()
创建设置类
每次给游戏添加新功能时,通常也将引入一些新设置。下面来创建一个settings的模块,用于将所有设置存储在一个地方,以免在代码中到处添加设置。这样,我们就能传递一个设置对象,而不是众多不同的设置。另外,这让函数调用更简单,且在项目增大时修改游戏的外观更容易:要修改游戏,只需修改settings.py中的一些值,而无需查找散布在文件中的不同设置。
settings.py
class Settings():
"""存储《外星人入侵》的所有设置的类"""
def __init__(self):
"""初始化游戏的设置"""
# 屏幕的设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
self.ship_speed_factor=1.4
#子弹设置
self.bullet_speed_factor=3
self.bullet_width=3
self.bullet_height=15
self.bullet_color=60,60,60
self.bullets_allowed=3
self.alien_speed_factor=1
#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
#飞船设置
self.ship_limit=3
# 记分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置"""
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)
添加飞船图像
请在主项目文件夹(alien_invasion)中新建一个文件夹,将其命名为images,并将下列图像文件ship.bmp保存到这个文件夹中。

我们也使用位图来表示外星人。请将下列图像文件保存到文件夹images中。

创建Ship类
选择用于表示飞船的图像后,需要将其显示到屏幕上。我们将创建一个名为ship的模块,其中包含Ship类,它负责管理飞船的大部分行为。
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/img.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
self.moving_right = False
self.moving_left = False
# 在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
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 center_ship(self):
"""让飞船在屏幕上剧中"""
self.center = self.screen_rect.centerx
创建 game_functions类
我们将创建一个名为game_functions的新模块,它将存储大量让游戏《外星人入侵》运行的函数。通过创建模块game_functions,可避免alien_invasion.py太长,并使其逻辑更容易理解。
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_event(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
"""相应鼠标和键盘事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
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)
elif event.type == pygame.KEYDOWN:
check_keydown_event(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_event(event, ship)
def check_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"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 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()
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"""
# 每次循环时都重绘制屏幕
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()
# 让最近绘制的屏幕可见
# 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()
pygame.display.flip()
def check_keydown_event(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:
# 创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_event(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 update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新子弹的位置,并删除已消失的子弹"""
# 跟新子弹的位置
bullets.update()
# 删除已经消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 检查是否有子弹击中了外星人
# 如果是,就删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有到达限制,就发射一颗子弹"""
# 创建新子弹,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 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_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):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少个外新人"""
available_apace_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_apace_x / (2 * alien_width))
return number_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其放在当前行"""
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 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 -
(3 * alien_height) - ship_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
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"""
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低端
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_fleet_edges(ai_settings, aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
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 * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有的子弹并创建一群新的外星人,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)
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应外星人撞到的飞创"""
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群外星人,并将飞船放到屏幕低端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
if stats.ships_left > 0:
# 将ship_left减1
stats.ships_left -= 1
# 更新记分牌
sb.prep_ships()
# 暂停一会
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_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:
# 像飞船被撞到一样处理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def check_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()
创建子弹类
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite): #继承 Sprite 基类
"""一个对飞船发射的子弹进行管理的类"""
def __init__(self,ai_settings,screen,ship):
"""在飞船所处的位置创建一个子弹对象"""
super(Bullet,self).__init__() # 调用 Sprite 父类的初始化方法
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):
"""向上移动子弹"""
# 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
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen,self.color,self.rect)
创建外星人类
在屏幕上放置外星人与放置飞船类似。每个外星人的行为都由Alien类控制,我们将像创建Ship类那样创建这个类。
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.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/img_1.png")
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕上角附近
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 update(self):
"""向左或者向右移动外星人"""
self.x+=(self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction)
self.rect.x=self.x
def check_edges(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
创建游戏开始按钮类
使用Button类来创建一个Play按钮来控制游戏的开始。
Button.py
import pygame.font
#创建button类,用于创建带标签的实心矩形
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.height = 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)
def prep_msg(self, msg):
"""将msg渲染为图像,并使其在按钮上居中"""
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):
# 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)
编写一个用于跟踪游戏统计信息的GameStats类
GameStats.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()
# 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
self.level = 1
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
创建一个显示用户得分的ScoreBoard类
ScoreBoard.py
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)
# 准备初始得分图像和当前得分的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
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):
"""在屏幕上显示飞船和得分"""
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)
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 = "{:,}".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.score_rect.top
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_ships(self):
"""显示还余下多少艘飞船"""
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)
最后在主类中导入
main.py
import alien_invasion
# Press the green button in the gutter to run the script.
if __name__ == '__main__':
alien_invasion
最后程序启动运行即可!