开发大型项目时,做好规划后再动手编写项目很重要。规划可确保你不偏离轨道,从而提高项目成功的可能性。 下面来编写有关游戏《外星人入侵》的描述,其中虽然没有涵盖这款游戏的所有细节,但能让你清楚地知道该如何动手开发它。 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
效果图
Windows系统中首先安装pip 要安装 pip ,请访问 pip · PyPI下载压缩包
把他放到你预先准备好的文件夹中,并解压
解压后安装pip
打开cmd,控制台命令进入pip文件夹,在命令行窗口输入python setup.py install
在python的文件夹中找到Scripts文件夹,如果在其中发现以上四个文件则表示安装成功
pip的配置设置
打开资源管理器–>右键此电脑–>点击属性–>点击高级系统设置–>点击环境变量–>将Scripts文件夹的路径添加到path变量中
在命令行输入pip,不报错就成功了
使用安装pygame
在命令行中输入pip install pygame
以上不会的可直接在pycharm中安装
在这里直接安装pygame也可
这里准备工作就做好了
直接上代码
需要的图片文件images
ship.bmps
beijin.png
alien.bmp
将以上图片命名一致放入项目根目录下的文件夹images中
给大家看一下项目的功能模块组成
alien_invasion.py
import pygame
from button import Button
from game_stats import GameStats
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
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))
bg = pygame.image.load(r"imagesbeijin.png") # 图片位置
#标题
pygame.display.set_caption("外星人入侵")
# 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)
# 创建一组一个用于存储子弹的编组
bullets = Group()
aliens = Group()
# 创建外q星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 创建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_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)
screen.blit(bg, (0, 0))
run_game()
'''
# 创建一艘飞船
ship = Ship(ai_settings,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_settings, screen)
'''
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()
# 游戏刚启动时处于活动状态
#self.game_active = True
# 让游戏一开始处于非活动状态
self.game_active = False
# 在任何情况下都不应重置最高得分
self.high_score = 0
def reset_stats(self):
"""初始化随游戏进行可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
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(r'imagesalien.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
def update(self):
"""向左或向右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor *self.ai_settings.fleet_direction)
self.rect.x = self.x
game_functions.py
import pygame.font
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)
button.py
import pygame.font
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)
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):
"""在飞船所处的位置创建一个子弹对象"""
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
# 存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.ship_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)
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
self.prep_score()
# 准备包含最高得分和当前得分的图像
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)
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"""
# 屏幕设置
self.screen_width = 1030
self.screen_height = 700
self.bg_color = (230, 230, 230)
#self.bg=pygame.image.load(r"C:UsersYJPycharmProjectsalien_invasionimagesbeijin.png") # 图片位置
# 飞船的设置
self.ship_speed_factor = 15 #船速系数15
self.ship_limit=3
# 子弹设置
self.bullet_width = 3 #3
self.bullet_height = 15 #15
self.bullet_color = 230, 230, 230
#self.bullet_speed_factor = 100
#self.bullet_color = 60, 60, 60
self.bullets_allowed = 5 #3
# 外星人设置
self.fleet_drop_speed = 10 #舰队下降速度1
# 加快游戏节奏的速度
self.speedup_scale = 1.1 #1.1
# 外星人点数的提高速度
self.score_scale = 1.5 #1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
self.ship_speed_factor = 5 #船速系数1.5
self.bullet_speed_factor = 100 #子弹速度系数3
self.alien_speed_factor = 1 #外星速度因子1
# fleet_direction为1表示向右;为-1表示向左
self.fleet_direction = 1 #舰队方向1
# 记分
self.alien_points = 50 #外星点50
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(r"imagesship.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 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
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