import pygamefrom pygame.sprite import Groupfrom settings import Settingsfrom game_stats import GameStatsfrom scoreboard import scoreboardfrom button import buttonfrom ship import Shipimport game_functions as gfdef run_game(): # 初始化游戏并创建一个屏幕对象 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Play按钮 play_button = button(ai_settings, screen, "Play") # 创建一个用于储存游戏统计信息的实例 stats = GameStats(ai_settings) # 创建记分牌 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d的编组 bullets = Group() # 创建一个外星人编组 alIEns = Group() # 创建外星人群 gf.create_fleet(ai_settings, screen, ship, alIEns) # 开始游戏主循环 while True: # 监视键盘和鼠标事件 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()
2.game_stats.pyclass 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() # 游戏刚启动时处于活动状态 self.game_active = False 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 self.load_high_score() def save_high_score(self): """保存最高得分""" with open('score.txt', 'w') as file_object: file_object.write(str(self.high_score)) file_object.close() def load_high_score(self): """加载最高得分""" try: with open('score.txt') as file_object: h_s = file_object.read() try: self.high_score = int(h_s) except ValueError: self.high_score = 0 file_object.close() except fileNotFoundError: with open('score.txt', 'w') as file_object: file_object.close()
3.game_functions.pyimport sysimport pygamefrom bullet import Bulletfrom alIEn import AlIEnfrom time import sleepdef check_keydown_events(event, ai_settings, screen, stats, ship, bullets): # 检测按键按下 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: stats.save_high_score() sys.exit()def fire_bullet(ai_settings, screen, ship, bullets): """如果还没到达限制,就发射一颗子d""" # 创建新子d,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): # 检测按键松开 if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_left: ship.moving_left = Falsedef 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: stats.save_high_score() sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event, ai_settings, screen, stats, 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_ship() # 清空外星人列表和子d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): """更新屏幕上的图片,并切换到新的屏幕""" # 每次循环时都重绘屏幕 screen.fill(ai_settings.bg_color) ship.blitme() # 在飞船和外星人后面重绘所有子d 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 update_bullets(ai_settings, screen, stats, sb, ship, alIEns, bullets): """更新子d的位置,并删除已消失的子d""" # 更新子d的位置 bullets.update() # 删除已消失的子d 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d和外星人的碰撞""" # 删除发生碰撞的子d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: # 删除现有的子d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 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_xdef 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_rowsdef 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) # 创建第一行外星人 for row_number in range(number_rows): for alIEn_number in range(number_alIEns_x): # 创建一个外星人并假期加入当前行 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) breakdef 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 *= -1def ship_hit(ai_settings, stats, sb, screen, ship, alIEns, bullets): """响应被外星人撞到的飞船""" if stats.ships_left > 0: # 将ship_left减1 stats.ships_left -= 1 # 更新记分牌 sb.prep_ship() # 清空外星人列表和子d列表 alIEns.empty() bullets.empty() # 创建一批新的外星人,并将飞船放在屏幕底端中央 create_fleet(ai_settings, screen, ship, alIEns) ship.center_ship() # 暂停 sleep(0.5) else: stats.game_active = False stats.save_high_score() pygame.mouse.set_visible(True)def check_alIEns_bottom(ai_settings, stats, sb, screen, ship, alIEns, bullets): """检查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) breakdef update_alIEns(ai_settings, stats, sb, screen, ship, alIEns, bullets): """检测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) # 检测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): """检查是否诞生了新的最高得分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
4.scoreboard.pyimport pygame.Fontfrom pygame.sprite import Groupfrom ship import Shipclass scoreboard(): """显示得分信息""" 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) # 准备包含最高得分和当前得分的图像 self.prep_score() self.prep_high_score() self.prep_level() self.prep_ship() def prep_score(self): """将得分转换为一幅渲染的图像""" round_score = round(self.stats.score, -1) score_str = 'score: ' + "{:,}".format(round_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的图像""" high_score = round(self.stats.high_score, -1) high_score_str = 'High_score: ' + "{:,}".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('Level: ' + 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.screen_rect.right - 20 self.level_rect.top = self.score_rect.bottom + 10 def prep_ship(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) def show_score(self): """在屏幕上显示当前得分和最高得分""" 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)
5.button.pyimport pygame.Fontclass 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 # 按钮的标签只需要创建一次 self.prep_msg(msg) def prep_msg(self, msg): """将msg渲染成图像,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)
6.ship.pyimport pygamefrom pygame.sprite import Spriteclass 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 # 在飞船的属性中存储小数值 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): """使飞船在屏幕上居中""" self.center = self.screen_rect.centerx
7.alIEn.pyimport pygamefrom pygame.sprite import Spriteclass 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起始位置""" super().__init__() self.ai_settings = ai_settings self.screen = screen # 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方位置 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 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 def blitme(self): """在指定位置绘制外星人""" self.screen.blit(self.image, self.rect)
8.settings.pyclass Settings(): """存储《外星人入侵》的所有设置的类""" def __init__(self): # 初始化游戏的静态设置 # 屏幕设置 self.screen_wIDth = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) # 飞船的设置 self.ship_limit = 3 # 子d设置 self.bullet_wIDth = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 5 # 外星人设置 self.fleet_drop_speed = 3 # 加快游戏节奏的速度 self.speedup_scale = 1.1 # 外星人点数提高的速度 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.bullet_speed_factor = 1 self.alIEn_speed_factor = 0.2 # fleed_direction为1表示向右移,为-1表示向左移 self.fleet_direction = 1 # 计分 self.alIEn_points = 50 def increase_speed(self): """提高游戏设置""" 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)
9.bullet.pyimport pygamefrom pygame.sprite import Spriteclass Bullet(Sprite): """一个对飞船发射的子d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d对象""" super(Bullet, self).__init__() self.screen = screen # 在(0,0)处创建一个表示子d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 # 存储用小鼠表示的子d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d""" # 更新表示子d位置的小数值 self.y -= self.speed_factor # 更新表示子d的rect的位置 self.rect.y = self.y def draw_bullet(self): """在屏幕上绘制子d""" pygame.draw.rect(self.screen, self.color, self.rect)
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