pygame外星人入侵v1.2(功能加强版1)

较原版游戏的优化
1.游戏背景音乐,及发射,碰撞音效
2.最高分永久记录
主模块alien_invasion.py

#coding=utf-8
import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
import game_functions as gf
#音乐加载
pygame.mixer.init()
pygame.mixer.music.load("D:/intro.mp3")
def run_game():
 #初始化pygame,设置和屏幕对象
 pygame.init()
 ai_settings = Settings()
 screen = pygame.display.set_mode(
  (ai_settings.screen_width,ai_settings.screen_height))
 pygame.display.set_caption("Alien Invasion")
 #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)
 #创建一艘飞船
 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play按钮
 play_button = Button(ai_settings,screen,"Play")
 #开始游戏的主循环
 while True:
  gf.bg_mcsic()
  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,stats,sb,screen,ship,aliens,bullets)
  gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()

子弹bullet.py

#coding=utf-8
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.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)

功能函数game_functions.py

#coding=utf-8
import json
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(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:
  fire_bullet(ai_settings,screen,ship,bullets)
 elif event.key == pygame.K_q:
  sys.exit() 
def fire_bullet(ai_settings,screen,ship,bullets):
 #如果还没有到达限制,就发射一颗子弹
 #创建一颗子弹,并将其加入到编组bullets中
 if len(bullets)<ai_settings.bullets_allowed:
  pygame.mixer.Sound("biu.wav").play()
  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 
 elif event.key == pygame.K_LEFT:
  ship.moving_left = False
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
 #响应按键和鼠标事件
 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):
 #在玩家单机Play按钮时开始新游戏
 button_checked = play_button.rect.collidepoint(mouse_x,mouse_y)
 if button_checked 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.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:
  bullet.draw_bullet()
 ship.blitme()
 aliens.draw(screen)
 #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):
 #更新子弹的位置,并删除已消失的子弹
 #更新子弹的位置
 bullets.update()
 #删除已消失的子弹
 for bullet in bullets.copy():
  if bullet.rect.bottom<=0:
   bullets.remove(bullet)
 check_bullets_alien_collisions(ai_settings,screen,stats,sb,
          ship,aliens,bullets)
def check_bullets_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:
  pygame.mixer.Sound("boom.wav").play()
  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
  bullets.empty()
  ai_settings.increase_speed()
  #提高等级
  stats.level+=1
  sb.prep_level()
  create_fleet(ai_settings,screen,ship,aliens)
def bg_mcsic():
 if pygame.mixer.music.get_busy()==False:
  pygame.mixer.music.play()
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_mumber_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_alien(ai_settings,screen,aliens,alien_number,row_number):
 #创建一个外星人并将其加入当前行
 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 create_fleet(ai_settings,screen,ship,aliens):
 #创建外星人群
 #创建一个外星人,并计算每行可容纳多少个外星人
 alien = Alien(ai_settings,screen)
 number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width) 
 number_rows = get_mumber_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 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,并改变外星人的方向
 for alien in aliens.sprites():
  alien.rect.y+= ai_settings.fleet_drop_speed
 ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets):
 #响应被外星人撞到的飞船
 if stats.ship_left > 0:
  #将ships_left减1
  stats.ship_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,并将飞船放到屏幕底部中央
  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,sb,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:
   #像飞船被撞到一样进行处理
   ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
   break
def update_aliens(ai_settings,stats,sb,screen,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,stats,sb,screen,ship,aliens,bullets)      
 #检查是否有外星人到达屏幕底端
 check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets)
def check_high_score(stats,sb):
 #检查是否出现了新的最高分
 if stats.score>stats.high_score:
  stats.high_score=stats.score
  filename = 'alien_invasion.json'
  with open(filename, 'w') as f_obj:
   json.dump(stats.high_score,f_obj)
  sb.prep_high_score()

初始信息settings.py

#coding=utf-8
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 = 1200
  self.screen_height = 800
  self.bg_color = (230, 230, 230)
  #飞船的位置
  self.ship_limit = 3
  #子弹设置
  self.bullet_width = 3
  self.bullet_height = 15
  self.bullet_color = 60,60,60
  self.bullets_allowed = 4
  #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
  #外星人点数的提高速度
  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.alien_speed_factor = 1
  self.bullet_speed_factor = 3
  #fleet_direction为1表示向右,为-1表示向左
  self.fleet_direction = 1
  #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)

飞船ship.py

#coding=utf-8
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中存储最小值
  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

外星人alien.py

#coding=utf-8
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/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 update(self):
  #向右移动外星人
  self.x+= self.ai_settings.alien_speed_factor
  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
 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

游戏数据game_stats.py

#coding=utf-8
import json
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
  #在任何情况下都不应重置最高分
  self.filename = 'alien_invasion.json'
  with open(self.filename) as f_obj:
   self.high_score = json.load(f_obj)
 def reset_stats(self):
  #初始化在游戏运行期间可能变化的统计信息
  self.ship_left = self.ai_settings.ship_limit
  self.score = 0
  self.level = 1

计分板scoreboard.py

#coding=utf-8
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)
  #准备包含当前得分和最高分图像
  self.prep_score()
  self.prep_high_score()
  self.prep_level()
  self.prep_level()
  self.prep_ships()
 def prep_score(self):
  #将得分显示为一幅渲染的图像
  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 prep_high_score(self):
  #将最高分显示为一幅渲染的图像
  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)
  #将最高分显示在屏幕顶部中央
  self.high_score_rect = self.high_score_image.get_rect()
  self.high_score_rect.right = 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.ship_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
  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)

音乐下载链接
链接:https://pan.baidu.com/s/1rbSDhb9YLo6LDURoVJeWng
提取码:mge3
图片下载链接链接:https://pan.baidu.com/s/12AMkT6N2nGdtZE-J6o_Wbw
提取码:2adh
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在这里插入图片描述

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