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
有问题就评论吧(ಥ _ ಥ)