游戏类如下:

 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :alien.py
Software :PyCharm
Datetime :2019-01-14 17:31
Version :v1.0
Funciton :
"""
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其实位置""" 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.png")
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 # 存储外星人得准确位置
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.rect.x = self.x
"""向右或者向左移动外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :alien_invasion.py
Software :PyCharm
Datetime :2019-01-11 15:10
Version :v1.0
Funciton :
""" import sys,pygame
from settings import Settings
from ship import Ship
import game_functions
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import ScoreBoard def run_game():
# 初始化游戏并创建一个屏幕对象
# 初始化pygame、设置屏幕对象 pygame.init() ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption('zfh') # 创建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)
scoreboard = ScoreBoard(ai_settings, screen, stats) # 创建一艘飞船
ship = Ship(ai_settings, screen) # 设置背景颜色
# bg_color = (230, 230, 230) # 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) # 创建外星人群
aliens = Group()
game_functions.create_fleet(ai_settings, screen, ship, aliens) # 开始游戏的主循环 while True:
# 监视键盘和鼠标事件
# for event in pygame.event.get():
# if event.type == pygame.QUIT:
# sys.exit()
# check_functions.check_events()
# # 每次循环时都重绘制屏幕
# screen.fill(ai_settings.bg_color)
# ship.blitme()
#
# # 让最近绘画的屏幕可见
# pygame.display.flip() game_functions.check_events(ai_settings, screen, stats, scoreboard, play_button, ship, aliens, bullets) if stats.game_active: ship.update() ## 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)
game_functions.update_bullets(ai_settings, screen, stats, scoreboard, ship, aliens, bullets) game_functions.update_aliens(ai_settings, stats, screen, scoreboard, ship, aliens, bullets) game_functions.update_screen(ai_settings, screen, stats,scoreboard, ship, aliens, bullets, play_button) # game_functions.update_bullets(bullets) run_game()
 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :bullet.py
Software :PyCharm
Datetime :2019-01-14 15:35
Version :v1.0
Funciton :
"""
import pygame
from pygame.sprite import Sprite class Bullet(Sprite):
"""一个对飞船发射子弹进行管理的类""" def __init__(self,ai_settings, screen, ship, *args, **kwargs):
"""在飞船所处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
# 更新表示子弹的rect的位置
self.rect.y = self.y def draw_bullet(self):
"""在平面上绘制子弹"""
pygame.draw.rect(self.screen, self.color, self.rect)
 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :button.py
Software :PyCharm
Datetime :2019-01-24 10:24
Version :v1.0
Funciton :
"""
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,在绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :game_functions.py
Software :PyCharm
Datetime :2019-01-11 16:46
Version :v1.0
Funciton :
"""
import sys,pygame
from bullet import Bullet
from alien import Alien
from time import sleep def check_events(ai_settings, screen, stats, scoreboard, paly_button, ship, aliens, bullets, *args, **kwargs): """
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:
# if event.key == pygame.K_RIGHT:
# # # 向右移动飞船
# # ship.rect.centerx += 1
# ship.moving_right = True
# elif event.key == pygame.K_LEFT:
# # 向左移动飞船
# ship.moving_left = True
check_keydown_events(event, ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP:
# if event.key == pygame.K_RIGHT:
# ship.moving_right = False
# elif event.key == pygame.K_LEFT:
# ship.moving_left = False
check_keyup_events(event, ship)
# 鼠标点击play按钮事件
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, scoreboard, paly_button, ship, aliens, bullets, mouse_x, mouse_y) def check_keydown_events(event, ai_settings, screen, ship, bullets, *args, **kwargs): """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_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = 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, *args, **kwargs):
"""如果没有达到限制,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:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet) def check_keyup_events(event, ship, *args, **kwargs):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = False def update_screen(ai_settings, screen, stats, scoreboard, ship, aliens, bullets, play_button, *args, **kwargs):
"""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)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme() # 让外星人出现在屏幕上
# alien.blitme() #绘制外星人编组
aliens.draw(screen) # 显示得分
scoreboard.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, scoreboard, 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_bullet_alien_collisions(ai_settings, screen, stats, scoreboard, ship, aliens, bullets) def check_bullet_alien_collisions(ai_settings, screen, stats, scoreboard, 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
# 检查是否有子弹击中了外星人
# 如果是这样,就删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
scoreboard.prep_score()
check_high_score(stats, scoreboard) if len(aliens) == 0:
# 删除现有的子弹,"加快游戏节奏",并新建一群外星人,游戏就提高一个等级
bullets.empty()
ai_settings.increase_speed() # 提高等级
stats.level += 1
scoreboard.prep_level() create_fleet(ai_settings, screen, ship, aliens) def check_high_score(stats, scorebord):
"""检查是否诞生了新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
scorebord.prep_high_score() 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 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 create_fleet(ai_settings, screen, ship, aliens):
"""创建外星人群"""
# 创建一个外行人,并计算一行可容纳多少各外星人
# 外星人间距为外星人宽度
alien = Alien(ai_settings, screen)
# alien_width = alien.rect.width
# available_space_x = ai_settings.screen_width - 2 * alien_width
# number_aliens_x = int(available_space_x / (2 * alien_width))
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):
# 创建第一行外星人
for alien_number in range(number_aliens_x):
# # 创建一个外星人并将其加入当前行
# alien = Alien(ai_settings, screen)
# alien.x = alien_width + 2 * alien_width * alien_number
# alien.rect.x = alien.x
# aliens.add(alien)
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得措施"""
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, scoreboard, ship, aliens, bullets):
"""响应外星人撞到飞船"""
if stats.ships_left > 0:
# 将ships_left减1
stats.ships_left -= 1 # 更新记分牌
scoreboard.prep_ships() # 清空外星人到列表和子弹列表
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
print("Game Over !!!")
pygame.mouse.set_visible(True) def check_aliens_bottom(ai_setting, stats, screen, scoreboard, 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_setting, stats, screen, scoreboard, ship, aliens, bullets)
break def update_aliens(ai_settings, stats, screen, scoreboard, ship, aliens, bullets):
"""更新外星人群中所有外星人得位置"""
"""
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, screen, scoreboard, ship, aliens, bullets)
print("Ship hit !!!") # 检查是否有外星人到达屏幕低端
check_aliens_bottom(ai_settings, stats, screen, scoreboard, ship, aliens, bullets) def check_play_button(ai_settings, screen, stats, scoreboard, paly_button, ship, aliens, bullets, mouse_x, mouse_y):
"""在玩家点击play按钮时开始新游戏"""
button_clicked = paly_button.rect.collidepoint(mouse_x, mouse_y) # if paly_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 # 重置记分牌图像
scoreboard.prep_score()
scoreboard.prep_high_score()
scoreboard.prep_level()
scoreboard.prep_ships() # 清空外星人到列表和子弹列表
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()
 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :game_stats.py
Software :PyCharm
Datetime :2019-01-24 9:29
Version :v1.0
Funciton :
""" 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()
# 游戏杠启动时处于活动状态
self.game_active = False
# 在任何情况下都不重置最高得分
self.high_score = 0 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
self.level = 1
 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :scoreboard.py
Software :PyCharm
Datetime :2019-01-24 11:24
Version :v1.0
Funciton :
"""
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,准备最高得分 的图像
self.prep_score()
self.prep_high_score() # 显示游戏等级
self.prep_level() # 显示飞船的数量
self.prep_ships() def prep_ships(self):
"""显示还剩余多少艘飞船"""
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_internal(ship) def prep_level(self):
"""将游戏等级转换为一副渲染的图像"""
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_score(self):
"""将得分转换为一副渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
# score_str = str(self.stats.score)
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.prep_high_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.prep_high_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top def show_score(self):
"""在屏幕上显示得分"""
self.screen.blit(self.score_image, self.score_rect)
# 在屏幕上显示最高得分
self.screen.blit(self.prep_high_image, self.high_score_rect)
# 在屏幕上方显示游戏等级
self.screen.blit(self.level_image, self.level_rect) # 绘制飞船
self.ships.draw(self.screen)
 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :settings.py
Software :PyCharm
Datetime :2019-01-11 15:23
Version :v1.0
Funciton :
"""
class Settings():
"""
存储《外星人入侵》的所有设置的类
"""
def __init__(self):
"""初始化游戏静态设置"""
"""
初始化游戏设置
"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (255, 255, 255) # 设置飞机的速度
self.ship_speed_factor = 3
self.ship_limit = 3 # 子弹射击
self.bullet_speed_factor = 1
self.bullet_width = 5
self.bullet_height = 5
self.bullet_color = (236, 28, 36)
self.bullets_allowed = 10 # 外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 2
# fleet_direction为 1 表示向右移动,为 -1 表示向左移动
self.fleet_direction = -1 # 以什么样的速度加快游戏节凑
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设置变化的设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1 # fleet_direction为1表示享有;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)
print(self.alien_points)
 # !/usr/bin/python
# -*- coding:utf-8 -*-
"""
Author :ZFH
File :ship.py
Software :PyCharm
Datetime :2019-01-11 15:42
Version :v1.0
Funciton :
"""
import pygame class Ship(): def __init__(self,ai_settings, screen, *args, **kwargs):
"""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/ship1.png')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect() # 将每艘飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx #将飞船中心的x坐标设置为表示屏幕的矩形的属性centerx
self.rect.bottom = self.screen_rect.bottom #注意屏幕边缘的表示:top,bottom,left,right
#将每艘飞船放置在屏幕底端中央位置,在pygame中,原点(0,0)位于屏幕左上角 # 在飞船的属性centerx中存储小数值
self.center = float(self.rect.centerx)
self.bottom = float(self.rect.bottom) # 移动标志
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False 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位置
"""
# 更新飞船的center值,而不是rect,self.rect.right < self.screen_rect.right限制飞船的右侧位置。
if self.moving_right and self.rect.right < self.screen_rect.right:
# self.rect.centerx += 1
self.center += self.ai_settings.ship_speed_factor
# self.rect.left > 0 限制飞船右侧得位置
if self.moving_left and self.rect.left >= 0:
# self.rect.centerx -= 1
self.center -= self.ai_settings.ship_speed_factor if self.moving_up and self.rect.top >= 0 :
self.bottom -= self.ai_settings.ship_speed_factor if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.bottom += self.ai_settings.ship_speed_factor self.rect.centerx = self.center
self.rect.bottom = self.bottom def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx

效果如下,飞船太难看了.......

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