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外星人入侵遊戲(Python3)

#encoding:utf-8

#建立pygame視窗以及響應使用者輸入
import sys
import pygame
from pygame.sprite import Group
#匯入類Settings
from settings import Settings

#匯入類Ship
from ship import Ship

#匯入模組game_functions
import game_functions as gf

#匯入類Alien
from alien import Alien

from game_stats import GameStats
from scoreboard import
Scoreboard from button import Button def run_game(): #初始化遊戲並建立一個螢幕物件 pygame.init() #初始化背景設定 ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) #設定視窗大小 pygame.display.set_caption("Alien Invasion") #建立遊戲按鈕 play_button = Button(ai_settings, screen, "Play"
) #建立一個用於儲存遊戲統計資訊的例項, 並建立記分牌 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) #建立一艘飛船 ship = Ship(ai_settings, screen) #建立一個用於儲存子彈的編組 bullets = Group() aliens = Group() #建立外星人群 gf.create_fleet(ai_settings, screen, ship, aliens) #背景音樂
pygame.mixer.music.load("sounds/111.mp3") pygame.mixer.music.play(loops=-1, start=0.0) music1 = pygame.mixer.Sound("sounds/222.wav") #開始遊戲的主迴圈 while True: #監視鍵盤和滑鼠事件 gf.check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, music1, sb) if stats.game_active: #判斷是否處於活動狀態(是否有命) #根據移動標誌調整飛船的位置 ship.update() # 更新子彈位置並刪除已消失的子彈 刪除子彈擊中的外星人 gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) #更新外星人位置 gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets) # 更新螢幕上的影象,並切換到新螢幕 gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button) run_game()

game_functions.py

#encoding:utf-8

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

def check_keydown_events(event, ai_settings, stats, screen, ship, bullets, music1):
    '''響應按鍵'''
    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:
        #建立一顆子彈,並將其加入到編組bullets中
        fire_bullet(ai_settings, stats, screen, ship, bullets, music1)

    elif event.key == pygame.K_ESCAPE:      #按Esc退出
        sys.exit()

def check_keyup_events(event, ship):
    '''響應鬆開'''
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    if event.key == pygame.K_LEFT:
        ship.moving_left = False

def check_events(ai_settings, screen, stats, play_button, ship, aliens, bullets, music1, sb):
    # 監視鍵盤和滑鼠事件
    for event in pygame.event.get():
        if event.type == pygame.QUIT:   #如果滑鼠點選關閉,就退出視窗
            sys.exit()

        elif event.type == pygame.KEYDOWN:      #對KEYDOWN事件作出響應
            check_keydown_events(event, ai_settings, stats, screen, ship, bullets, music1)

        elif event.type == pygame.KEYUP:        #對KEYUP事件做出響應
            check_keyup_events(event, ship)

        elif event.type == pygame.MOUSEBUTTONDOWN:      #對點選play按鈕做出迴應
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y, sb)

def check_play_button(ai_settings, screen, stats, play_button, ship, aliens, bullets, mouse_x, mouse_y, sb):
    '''在玩家單擊Play按鈕時開始新遊戲'''
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        #重置遊戲設定
        ai_settings.initialize_dynamic_settings()

        #隱藏游標
        pygame.mouse.set_visible(False)

        #重置遊戲資訊
        stats.reset_stats()
        stats.game_active = True

        #把分數0顯示出來
        sb.prep_score()
        sb.show_score()

        #清空外星人列表和子彈列表
        aliens.empty()
        bullets.empty()

        #建立一群新的外星人,並讓飛船居中
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

#更新螢幕上的影象,並切換到新螢幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
    # 每次迴圈時都重繪螢幕
    screen.fill(ai_settings.bg_color)

    #在飛船和外星人後面重繪所有子彈
    for bullet in bullets.sprites():       #方法bullets.sprites()返回一個列表
        bullet.draw_bullet()

    #更新飛船位置
    ship.blitme()

    #顯示外星人
    aliens.draw(screen)

    #顯示得分
    sb.show_score()

    #如果遊戲處於非活動狀態 ,就繪製Play按鈕
    if not stats.game_active:
        play_button.draw_button()

    # 讓最近繪製的螢幕可見
    pygame.display.flip()

#更新子彈位置並刪除已消失的子彈
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
    # 更新子彈位置
    bullets.update()

    # 刪除已消失的子彈
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)

#檢查是否有子彈擊中了外星人如果擊中了,就刪除相應的子彈和外星人
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:       #記分
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_high_score(stats, sb)

    #當外星人群被消滅後,刪除現有的子彈並新建一群外星人, 同時加快遊戲速度
    if len(aliens) == 0:
        bullets.empty()
        ai_settings.increase_speed()
        create_fleet(ai_settings, screen, ship, aliens)

#如果還沒有達到限制,就發射一顆子彈
def fire_bullet(ai_settings, stats, screen, ship, bullets, music1):
    if len(bullets) < ai_settings.bullet_allowed and stats.game_active:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)
        music1.play()

def get_number_aliens_x(ai_settings, alien_width):
    '''計算每行可容納多少個外星人'''
    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):
    '''計算螢幕可容納多少行外星人'''
    available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
    number_rows = int(available_space_y / (3 * alien_height))
    return number_rows

def create_alien(ai_settings, screen, aliens, alien_number, row_number):
    '''建立一個外星人將其放在當前行'''
    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):
    '''建立外星人群'''
    #建立一個外星人,並計算一行可容納多少個外星人
    #外星人間距為外星人寬度
    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)

    #建立外星人群
    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):
    '''有外星人到達邊緣時採取相應的措施'''
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    '''將整群外星人下移, 並改變他們的方向'''
    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, ship, aliens, bullets):
    '''響應被外星人撞到的飛船'''
    if stats.ships_left > 1:
        #將ships_left減1
        stats.ships_left -= 1

        #清空外星人列表和子彈列表
        aliens.empty()
        bullets.empty()

        #建立一群新的外星人, 並將飛船放到螢幕底端中央
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        #暫停
        sleep(0.5)

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)  #使游標可見

def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
    '''檢查是否有外星人到達了螢幕底端'''
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            #像飛船被撞一樣進行處理
            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
            break

def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    '''檢查是否有外星人位於螢幕邊緣   並更新外星人群中所有外星人的位置'''
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    #檢查外星人和飛船之間的碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)

    #檢查是否有外星人到達螢幕底端
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)

def check_high_score(stats, sb):
    '''檢查是否誕生了新的最高得分'''
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

settings.py

#encoding:utf-8

class Settings():
    """儲存《《外星人入侵》》的所有設定的類"""

    def __init__(self):
        """初始化遊戲的靜態設定"""
        #螢幕設定
        self.screen_width = 1500
        self.screen_height = 900
        self.bg_color = (230, 230, 230)

        #飛船的設定
        self.ship_limit = 1      #3條命

        #子彈設定
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 250, 60, 60
        self.bullet_allowed = 30     #限制子彈最大數量

        #外星人設定
        self.fleet_drop_speed = 10   #外星人豎直移動速度

        #以什麼樣的速度去加快遊戲節奏
        self.speedup_scale = 1.2

        #外星人點數的提高速度
        self.score_scale = 1.5

        self.initialize_dynamic_settings()

    def initialize_dynamic_settings(self):
        '''初始化隨遊戲進行而進行的設定'''
        self.ship_speed_factor = 2      # 飛船速度
        self.bullet_speed_factor = 3      # 子彈速度
        self.alien_speed_factor = 1       # 外星人水平移動速度

        # fleet_direction為1表示向右移, 為-1表示向左移
        self.fleet_direction = 1

        #記分
        self.alien_points = 50000

    def increase_speed(self):
        '''提高速度設定和外星人點數'''
        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)

bullet.py

#encoding:utf-8

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    '''一個對飛船發射的子彈進行管理的類'''

    def __init__(self, ai_setting, screen, ship):
        '''在飛船所處的位置處建立一個子彈物件'''
        super(Bullet, self).__init__()
        self.screen = screen

        #在(0,0)處建立一個表示子彈的矩形, 再設定正確的位置
        self.rect = pygame.Rect(0, 0 ,ai_setting.bullet_width, ai_setting.bullet_height)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top

        #儲存用小數表示的子彈位置
        self.y = float(self.rect.y)

        self.color = ai_setting.bullet_color
        self.speed_factor = ai_setting.bullet_speed_factor

    def update(self):
        '''向上移動子彈'''
        #更新表示子彈位置的小數值
        self.y -= self.speed_factor
        #更新表示子彈的rect的位置
        self.rect.y = self.y

    def draw_bullet(self):
        '''在螢幕上繪製子彈'''
        pygame. draw.rect(self.screen, self.color, self.rect)

button.py

#encoding:utf-8

import pygame.font

class Button():
    def __init__(self, ai_setting, screen, msg):
        '''初始化按鈕的屬性'''
        self.screen = screen
        self.screen_rect = screen.get_rect()

        #設定按鈕的尺寸和其他屬性
        self.width, self.height = 200, 50
        self.button_color = (150, 150, 150)       #黑色
        self.text_color = (150, 255, 255)   #白色
        self.font = pygame.font.SysFont(None, 48)

        #建立按鈕的rect物件,並使其居中
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        #按鈕的標籤只需建立一次
        self.prep_msg(msg)

    def prep_msg(self, msg):
        '''將msg渲染為影象, 並將其在按鈕上居中'''
        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):
        #繪製一個用顏色填充的按鈕,在繪製文字
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

game_stats.py

#encoding:utf-8

class GameStats():
    '''跟蹤遊戲的狀態資訊'''

    def __init__(self, ai_settings):
        '''初始化統計資訊'''
        self.ai_settings = ai_settings
        self.reset_stats()

        #讓遊戲一開始處於非活動狀態
        self.game_active = False

        #在任何情況下都不應該重置最高得分
        self.high_score = 0

    def reset_stats(self):
        '''初始化在遊戲執行期間可能發生的統計資訊'''
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0

scoreboard.py

#encoding:utf-8

import pygame.font

class Scoreboard():
    '''顯示得分資訊的類'''

    def __init__(self, ai_settings, screen, stats):
        '''初始化顯示得分涉及的屬性'''
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats

        #顯示得分資訊時使用的字型設定
        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 38)

        #準備初始得分影象和包含最高得分
        self.prep_score()
        self.prep_high_score()

    def prep_score(self):
        '''將得分轉換為一幅渲染的影象'''
        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)

        #將得分放在螢幕右上角
        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):
        '''將最高得分轉換為渲染的影象'''
        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)

        #將最高得分放在螢幕頂部中央
        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 show_score(self):
        '''在螢幕上顯示得分'''
        self.screen.blit(self.score_image, self.score_rect)

        '''顯示最高得分'''
        self.screen.blit(self.high_score_image, self.high_score_rect)

        #在螢幕上顯示score:
        self.font2 = pygame.font.SysFont(None, 38)
        self.score_image2 = self.font2.render("Score:", True, self.text_color, self.ai_settings.bg_color)
        self.score_rect2 = self.score_image2.get_rect()
        self.score_rect2.right = self.score_rect.left - 10
        self.score_rect2.top = 20
        self.screen.blit(self.score_image2, self.score_rect2)

ship.py

#encoding:utf-8

import pygame
import pygame.font

class Ship():
    def __init__(self, ai_settings, screen):
        """初始化飛船並設定其初始位置"""
        self.screen = screen
        self.ai_settings = ai_settings

        #載入飛船影象並獲取其外接矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        #將每艘飛船放在螢幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom

        #在飛船的屬性center中儲存小數值
        self.center = float(self.rect.centerx)

        #移動標誌
        self.moving_right = False
        self.moving_left = False

    def update(self):
        '''根據移動標誌調整飛船的位置'''
        #更改飛船的center值,而不是rect
        if self.moving_right and self.rect.right < self.screen_rect.right:      #確保飛船不會移出螢幕
            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

        #根據self更新rect物件
        self.rect.centerx = self.center

    def blitme(self):
        """在指定位置繪製飛船"""
        self.screen.blit(self.image, self.rect)

    def center_ship(self):
        #讓飛船居中
        self.center = self.screen_rect.centerx

'''
    def show_end(self):
        # 在螢幕上顯示game over:
        self.text_color3 = (30, 30, 30)
        self.font3 = pygame.font.SysFont(None, 48)
        self.image3 = self.font3.render("Game over", True, self.text_color3, self.ai_settings.bg_color)
        self.rect3 = self.image3.get_rect()
        self.rect3.top = 20
        self.rect3.left = 100
        self.screen.blit(self.image3, self.rect3)
        print("1")
'''

alien.py

#encoding:utf-8

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """表示單個外星人的類"""

    def __init__(self, ai_settings, screen):
        '''初始化外星人並設定其初始位置'''
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #載入外星人影象, 並設定其rect屬性
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        #每個外星人最初都在螢幕左上角附近
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        #儲存外星人的準確位置
        self.x = float(self.rect.x)

    def blitme(self):
        '''在指定位置繪製外星人'''
        self.screen.blit(self.image, self.rect)

    def check_edges(self):
        '''如果外星人位於螢幕邊緣,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):
        '''向左或向右移動外星人'''
        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x

這裡寫圖片描述