代码解释

  • pygame.init() 初始化背景设置
  • pygame.display.set_mode() 创建显示窗口
  • pygame.display.set_caption(str) 创建显示标题
  • pygame.event.get() 访问Pygame检测到的事件(鼠标、键盘)
  • pygame.display.flip() 更新整个屏幕显示
  • pygame.image.load(file_path) 加载图像文件
  • get_rect() 获取矩形对象属性
    • xy:矩形左上角的坐标
    • widthheight:矩形的宽度和高度
    • topbottomleftright:矩形的边界坐标
    • centercenterxcentery:矩形的中心坐标
  • pygame.Rect(0, 0, width, height) 在(0,0)处创建矩阵
  • destination_surface.blit(source_surface, position) 将一个图像绘制到屏幕上
    • destination_surface 目标显示
    • source_surface 要绘制的图像
    • position 位置
  • pygame.key.stop_text_input() 字母键无法使用时,关闭输入法输入文本
  • pygame.mixer.music.load('path/to/your/music/file.mp3') 加载音乐文件
  • pygame.mixer.music.play() 播放音乐
  • pygame.mixer.music.pause() 暂停音乐
  • pygame.mixer.music.unpause() 继续播放音乐
  • pygame.mixer.music.stop() 停止音乐
  • pygame.mixer.music.set_volume(0.5) 设置音量
  • pygame.event.get() 获取所有键盘和鼠标事件
  • pygame.KEYDOWN Pygame 检测到按下键盘事件
  • pygame.KEYDOWN Pygame 检测到抬起键盘事件
  • pygame.K_RIGHT Pygame 检测到右箭头事件
  • pygame.K_LEFT Pygame 检测到左箭头事件
  • Group.add() 向组中添加个例
  • Group.delete() 向组中删除个例

代码展示

alien_invasion.py 主体程序

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
"""
Filename:alien_invasion.py
"""

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

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")
pygame.mixer.music.load('KNOW ABOUT ME.mp3') # 替换为你的音乐文件路径
pygame.mixer.music.play()
pygame.mixer.music.set_volume(0.3)

# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")

# 创建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()

# 创建一个外星人编组
aliens = Group()
gf.create_fleet(ai_settings, screen, ship, aliens)

# 停止输入法输入
pygame.key.stop_text_input()

while True:
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, screen, stats, sb, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)

run_game()

game_function.py 游戏功能

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
"""
Filename:game_function.py
"""

import sys
from time import sleep
import pygame

from alien import Alien
from bullet import Bullet

def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应键盘按键"""
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)

def check_keyup_events(event, ship):
"""响应键盘松开"""
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 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:
print(event.key)
if event.key == pygame.K_ESCAPE or event.key == pygame.K_q:
print(event.key)
sys.exit()
else:
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按钮时开始新游戏"""
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)
for bullet in bullets.sprites():
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 fire_bullet(ai_settings, screen, ship, bullets):
"""
创建一颗子弹,并将其加入到编组bullets中
如果还没有到达限制,就发射一颗子弹
"""
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet) # bullets = Group()

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_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 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)
# print(number_rows)

# 创建外星人群
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_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,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1

def update_aliens(ai_settings, screen, stats, sb, 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, screen, stats, sb, ship, aliens, bullets)
print("Ship hit!!!")

check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)

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"""
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 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, sb, ship, aliens, bullets)

def check_bullet_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:
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:
# 删除现有的所有子弹,并创建一个新的外星人群
bullets.empty()
ai_settings.increase_speed()

# 提高等级
stats.level += 1
sb.prep_level()

create_fleet(ai_settings, screen, ship, aliens)

def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ships_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,并将飞船放到屏幕底端中央
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, screen, stats, sb, 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:
# 像飞船被撞到一样进行处理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break

def check_high_score(stats, sb):
"""检查是否诞生了新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()

settings.py 游戏设置

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
"""
Filename:settings.py
"""
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 = 600
self.screen_height = 800
self.bg_color = (98,159,190)

# 飞船设置
self.ship_speed_factor = 1
self.ship_limit = 3

# 子弹设置
self.bullet_speed_factor = 0.3
self.bullet_width = 5
self.bullet_height = 15
self.bullet_color = 60,60,60
self.bullets_allowed = 5

# 外星人设置
self.alien_speed_factor = 0.3
self.fleet_drop_speed = 10
# fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1

# 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
self.bullet_speed_factor = 0.3
self.alien_speed_factor = 0.3

# 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):
"""提高速度设置和外星人点数"""
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)

game_stats.py 统计信息类

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
"""
Filename:game_stats.py
"""

class GameStats(object):
"""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
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

scoreboard.py 计分板类

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
"""
Filename:scoreboard.py
"""

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)

# 准备初始得分图像
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)
score_str = str(self.stats.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 show_score(self):
"""在屏幕上显示飞船和得分"""
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)

def prep_high_score(self):
"""将最高得分转换为渲染的图像"""
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)

# 将最高得分放在屏幕顶部中央
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 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.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)

button.py 按钮类

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
"""
Filename:button.py
"""

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,再绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)

alien.py 外星人类

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
"""
Filename:alien.py
"""

import pygame
import random
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.image = pygame.transform.scale(self.image, (50, 50))
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 + random.randint(1, 600-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

bullet.py 子弹类

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
"""
Filename:bullet.py
"""

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
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"""
self.y -= self.speed_factor
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)

ship.py 飞船类

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
"""
Filename:ship.py
"""

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

self.image = pygame.image.load('images/haewon.bmp')
self.image = pygame.transform.scale(self.image,(50, 50))
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 - 25

# 在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
self.center_y = 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 update(self):
"""根据移动标志调整飞船的位置"""
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
if self.moving_up and self.rect.top > 0:
self.center_y -= self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.center_y += self.ai_settings.ship_speed_factor

# 根据self.center更新rect对象
self.rect.centerx = self.center
self.rect.centery = self.center_y

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
self.center_y = self.screen_rect.bottom - 25

结果展示

image.png