Python development interstellar game example tutorial

Y2J
Release: 2017-04-21 15:12:24
Original
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This article mainly introduces the complete implementation ideas of Python alien invasion game programming in detail. It has certain reference value. Interested friends can refer to

PYTHON Game Programming Alien The complete implementation idea of ​​human invasion, the specific content is as follows

Preparation work: Download python, such as Anaconda3 (64 bit), import the pygame game package

1. Alien settings, alien.py, code:


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他位置"""
  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/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):
  """向右移动外星人"""
  self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
  self.rect.x = self.x
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2. Game main program, alien_invasion.py, code:


import pygame

from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from pygame.sprite import Group
import game_functions as gf
from scoreboard import Scoreboard

def run_game():
  pygame.init()    # 初始化背景设置
  ai_settings = Settings()    # 全局设置

  screen = pygame.display.set_mode(      # 创建screen显示窗口
    (ai_settings.screen_width,ai_settings.screen_height)
  )
  pygame.display.set_caption(&#39;Alien Invasion&#39;)  # 标题
  #新建Play按钮
  play_button = Button(ai_settings,screen,"Play")
  #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)
  # 创建飞船
  ship = Ship(ai_settings,screen)
  # 创建子弹编组
  bullets = Group()
  
  #创建一个外星人
  aliens = Group()
  #创建外星人群
  gf.create_fleet(ai_settings,screen,ship,aliens)
  
  # 开始游戏主循环
  while True:
    # 监视键盘和鼠标事件
    gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
    
    if stats.game_active:
      # 移动飞船
      gf.update_ship(ship)
      # 更新子弹位置
      gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
      #更新外星人
      gf.update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets)
    # 更新屏幕
    gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)

run_game()
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3. Set the bullet, bullet.py, code:


import pygame
from pygame.sprite import Sprite
import time

class Bullet(Sprite):
  &#39;&#39;&#39;飞船子弹进行管理&#39;&#39;&#39;

  def init(self,ai_settings,screen,ship):
    super(Bullet,self).init()
    self.screen = screen

    # 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高
    self.rect = pygame.Rect(0,0,
    ai_settings.bullet_width, ai_settings.bullet_height)

    self.rect.centerx = ship.rect.centerx # 设置中心点x轴坐标跟飞船一致
    self.rect.top = ship.rect.top     # 设置y轴坐标顶部跟飞船一致

    # 设置成小数进行计算
    self.top = float(self.rect.top)

    self.color = ai_settings.bullet_color
    self.speed_factor = ai_settings.bullet_speed_factor

  def update(self):
    self.top -=self.speed_factor
    self.rect.top = self.top
    print(self.rect.top)

  def draw_bullet(self):
    pygame.draw.rect(self.screen,self.color,self.rect)
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4. Set the Play button, button.py, code :


import pygame.font

class Button():
  
  def init(self,ai_settings,screen,msg):
    """初始化按钮属性"""
    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)
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5. Set the game functions, game_functions.py, code:


import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
  # 监视键盘和鼠标事件
  for event in pygame.event.get():

    if event.type == pygame.QUIT: # 关闭窗口退出
      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):
  """在玩家单击Play按钮时开始游戏"""
  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
    
    #重置计分牌图像
    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):
  &#39;&#39;&#39;更新屏幕上的图片,并切换到新屏幕&#39;&#39;&#39;
  screen.fill(ai_settings.bg_color) # 设置背景颜色
  ship.blitme() # 绘制飞船
  aliens.draw(screen)
  # 循环子弹组里面的元素,进行绘制 为空时不执行
  for bullet in bullets.sprites():
    bullet.draw_bullet()  # 绘制子弹
  #显示得分
  sb.show_score()
  #如果游戏处于非活跃状态,就显示Play按钮
  if not stats.game_active:
    play_button.draw_button()
  # 显示最新屏幕,擦拭旧屏幕
  pygame.display.flip()
  # print(&#39;1&#39;)

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)
  elif event.key == pygame.K_q:
    sys.exit()

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

def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
  &#39;&#39;&#39;更新子弹位置,删除子弹&#39;&#39;&#39;
  bullets.update()   # 子弹组每个成员执行self.update()操作
  for bullet in bullets.sprites():
    if bullet.rect.bottom <= 0: # 子弹出界 删除
      bullets.remove(bullet)
  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): 
  """响应外星人和子弹的碰撞"""
  #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:
    #删除现有的子弹并新建一群外星人,加快游戏进度节奏
    bullets.empty()
    ai_settings.increase_speed()
    
    #提高等级
    stats.level += 1
    sb.prep_level()
    
    create_fleet(ai_settings,screen,ship,aliens)

def update_ship(ship):
  ship.update()

def fire_bullet(ai_settings,screen,ship,bullets):
  # 创建一个子弹对象 加入到子弹组
  if len(bullets) < ai_settings.bullets_allowed: # 子弹少于允许值时再生成
    new_bullet = Bullet(ai_settings, screen, ship)
    bullets.add(new_bullet)

def get_number_aliens_x(ai_settings,alien_width):
  """计算每行可容纳多少个外星人"""
  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):
  """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 create_aliens(ai_settings,screen,aliens,alien_number,row_number):
  """创建一个外星人并将其放在当期行"""
  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 create_fleet(ai_settings,screen,ship,aliens):
  """创建外星人群"""
  #创建一个外星人,并计算一行可以容纳多少个外星人
  #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)
  
  #创建第一行外星人
  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_aliens(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):
  """将整群外星人下移,并改变他们的运动方向"""
  for alien in aliens.sprites():
    alien.rect.y += ai_settings.fleet_drop_speed
  ai_settings.fleet_direction *= -1

def ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets):
  """响应被外星人撞到的飞船"""
  if stats.ships_left > 0:
    #将ship_left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,并将飞船放到屏幕低端中央
    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)

def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
  """检查是否有外星人到达屏幕低端"""
  screen_rect = screen.get_rect()
  for alien in aliens.sprites():
    if alien.rect.bottom >= screen_rect.bottom:
      #像飞船被撞到一样进行处理
      ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
      break

       
def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
  """更新外星人群中所有外星人的位置"""
  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,stats,screen,sb,ship,aliens,bullets)
  #检查是否有外星人到达屏幕低端
  check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)

def check_high_score(stats,sb):
  """检查是否诞生了新的最高纪录"""
  if stats.score > stats.high_score:
    stats.high_score = stats.score
    sb.prep_high_score()
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6. Game statistics, game_stats.py, code:


##

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()
    #游戏刚启动时处于非活动状态
    self.game_active = False
    #在任何情况下不应该重置最高分
    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
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7. Score settings, scoreboard.py, Code:


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)
    
    #准备初始化得分图像和当前最高分数
    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)
    
    #将得分放在右上角
    self.score_rect = self.score_image.get_rect()
    self.score_rect.right = self.screen_rect.right - 20
    self.score_rect.top = 5
  
  def prep_high_score(self):
    """将最高得分转换为渲染图像"""
    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)
    
    #将最高分放在屏幕最中央
    self.high_score_rect = self.high_score_image.get_rect()
    self.high_score_rect.centerx = self.screen_rect.centerx
    self.high_score_rect.top = 5
    
  def prep_level(self):
    """将等级转换为渲染图像"""
    self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
    
    #将得分放在右上角
    self.level_rect = self.score_image.get_rect()
    self.level_rect.right = self.screen_rect.right
    self.level_rect.top = self.score_rect.bottom 
    
  def prep_ships(self):
    """显示还剩下多少艘飞船"""
    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)
    
  def show_score(self):
    """在屏幕上显示得分和等级"""
    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)
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8. Settings, settings.py, code:


class Settings():
  &#39;&#39;&#39;存储外星人入侵中所有的设置&#39;&#39;&#39;

  def init(self):
    &#39;&#39;&#39;初始化设置&#39;&#39;&#39;
    #屏幕设置
    self.screen_width = 1200
    self.screen_height = 600
    self.bg_color = (230,230,230)  # 设置背景色 灰色
    
    #飞船设置
    self.ship_limit = 3
    self.ship_image_path = &#39;images/ship.bmp&#39;  # 飞船图片路径
    
    #子弹设置
    self.bullet_width = 3
    self.bullet_height = 15
    self.bullet_color = 60,60,60
    self.bullets_allowed = 3     # 允许屏幕中出现子弹的数量
    
    #外星人设置
    self.fleet_drop_speed = 10
    
    
    #以什么样的速度加快游戏节奏
    self.speedup_scale = 1.1
    #外星人点数提高速度
    self.score_scale = 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 = 1.5
    self.bullet_speed_factor = 3
    self.alien_speed_factor = 1
    
    #fleet_direction为1表示向右移,为-1表示向左移
    self.fleet_direction = 1
    
    #计分
    self.alien_points = 50
    
  def increase_speed(self):
    """提高速度设置,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)
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9. Ship settings, ship.py, code:

##

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
  &#39;&#39;&#39;飞船所有信息&#39;&#39;&#39;

  def init(self,ai_settings,screen):
    """初始化飞船,并设置其起始位置"""
    super(Ship,self).init()
    self.screen=screen
    self.ai_settings = ai_settings

    # 加载飞船图片、获取外接矩形
    self.image = pygame.image.load(self.ai_settings.ship_image_path)  # 加载图片
    self.image = pygame.transform.smoothscale(self.image,(40,60))
    self.rect = self.image.get_rect()  # 获取图片外接矩形
    self.screen_rect = screen.get_rect()    #获取屏幕外接矩形

    # 将每搜新飞船放到并木底部中心
    self.rect.centerx = self.screen_rect.centerx
    self.rect.bottom = self.screen_rect.bottom
    # 设置成浮点类型
    self.center = float(self.rect.centerx)   # self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算

    # 移动标志
    self.moving_right = False
    self.moving_left = False

  def blitme(self):
    &#39;&#39;&#39;在指定位置绘制飞船&#39;&#39;&#39;
    self.screen.blit(self.image,self.rect)

  def update(self):
    # 向右移动飞船
    if self.moving_right and self.rect.right < self.screen_rect.right:
      self.center +=self.ai_settings.ship_speed_factor
    # 向左移动飞船
    if self.moving_left and self.rect.left > self.screen_rect.left:
      self.center -= self.ai_settings.ship_speed_factor

    self.rect.centerx = self.center

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