外星人入侵
发布日期:2021-05-09 07:55:44 浏览次数:19 分类:原创文章

本文共 19371 字,大约阅读时间需要 64 分钟。

 这次小编上传一个游戏开发的项目,一方面是自己写上去能更好的熟悉这个项目,并且把自己的心得可以分享上面,另一方面,可以让更多的盆友看到,提高自我。

       这个游戏项目使用的是pygame,这是一组强大而有趣的模块,可用于管理图形,动画乃至声音,让你能更轻松的开发复杂的游戏,通过使用pygame来处理在屏幕上绘制图像等任务,我们不用考虑多繁琐而艰难的编程工作,而是将重点放在程序上的高级逻辑上面。

第一步:规划项目

   开发大型项目时候,做好规划再动手编写项目很重要,规划可以确保我们不偏离轨道,从而提高项目成功的可能性。

    下面 来编写有关游戏《外星人入侵》的描述,可能其中没有涵盖所有的游戏细节,但是嗯那个让我们狠清晰的知道如何动手开发它

        在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用箭头键左右移动飞船,还可以使用空格键进行设计。游戏开始时,一群外星人出现在天空,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。玩家将所有的外星人射击干净后,将出现一个新的外星人,他们的移动宿舍更快。只要有外星人撞到玩家的飞船或者到达屏幕底部,玩家就损失一所飞船。玩家损失三艘飞船后,游戏结束。

第二步:安装pygame

       pygame项目托管在代码分享网址Bitbucket中,要在windows系统中安装pygame,则可以访问网站

https://bitbucket.org/pygame/pygame/downloads/

(在网址中查找合适的程序下载)

 

安装程序如下:

pip install pygame-1.9.3-cp36-cp36m-win_amd64.whl

 第三步:开始游戏项目

      首先得创建游戏界面,然后添加飞船图像,飞船添加上去,我们必须允许它可以左右移动,再添加射击子弹的功能。

       然后创建外星人,让外星人移动,我们进行射击外星人,然后结束游戏。

       最后我们得进行记分,提高等级等设置,急需完善游戏,这样一个游戏就设置完毕。

   说起来简单,但是做起来难。这三部分,每部分都是一个整体,而且实现新功能时候,必须重构源代码,一不小心就出错,所以得格外注意。

具体的项目实施步骤,我就在这里不一一讲解了,主要把代码贴出来,让大家参考一下

这个是所有代码的目录:

 

首先是主程序 alien_invasion.py

import pygamefrom pygame.sprite import Groupfrom settings import Settingsfrom game_stats import GameStatsfrom scoreboard import Scoreboardfrom button import Buttonfrom ship import Shipfrom alien import Alienimport game_functions as gfdef run_game():    # Initialize pygame, settings, and screen object.    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")    #创建一个用于存储游戏统计信息的实例    stats = GameStats(ai_settings)    sb = Scoreboard(ai_settings,screen,stats)    # Set the background color.    bg_color = (230, 230, 230)    # Make a ship.    ship = Ship(ai_settings, screen)    # Make a group to store bullets in.    bullets = Group()    aliens = Group()    #创建外星人群    gf.create_fleet(ai_settings,screen,ship,aliens)    # Start the main loop for the game.    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()
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然后是功能函数 game_function.py

import sysfrom time import sleepimport pygamefrom bullet import Bulletfrom alien import Alienimport pygamedef check_keydown_events(event, ai_settings, screen, ship, bullets):    """Respond to keypresses."""    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)def check_keyup_events(event, ship):    """Respond to key releases."""    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):    """Respond to keypresses and mouse events."""    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):    """玩家单击play按钮开始新游戏"""    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)    if play_button.rect.collidepoint(mouse_x,mouse_y):        #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,并让其居中        create_fleet(ai_settings,screen,ship,aliens)        ship.center_ship()def fire_bullet(ai_settings, screen, ship, bullets):    """Fire a bullet, if limit not reached yet."""    # Create a new bullet, add to bullets group.    if len(bullets) < ai_settings.bullets_allowed:        new_bullet = Bullet(ai_settings, screen, ship)        bullets.add(new_bullet)def update_screen(ai_settings, screen, stats,sb,ship,                  aliens,bullets,play_button):    """Update images on the screen, and flip to the new screen."""    # Redraw the screen, each pass through the loop.    screen.fill(ai_settings.bg_color)    # Redraw all bullets, behind ship and aliens.    for bullet in bullets.sprites():        bullet.draw_bullet()    ship.blitme()    aliens.draw(screen)    #显示得分    sb.show_score()    #如果游戏处于非活跃状态,就绘制play按钮    if not stats.game_active:        play_button.draw_button()    # Make the most recently drawn screen visible.    pygame.display.flip()def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):    """Update position of bullets, and get rid of old bullets."""    # Update bullet positions.    bullets.update()    # Get rid of bullets that have disappeared.    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):    #检查是否有子弹击中了外星人    #如果是这样样,就删除相应的额子弹和外星人    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:         # If the entire fleet is destroyed, start a new level.        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,aliens_height):    """计算屏幕可以容纳多少个外星人"""    avaliable_space_y = (ai_settings.screen_height -(3*aliens_height)-ship_height)    number_rows = int(avaliable_space_y /(2*aliens_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列"""    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,并计算一行可以容纳多少个外星人,外星人间距为外星人的宽度    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候采取相应的措施"""    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,并改变他们的方向"""    for alien in aliens.sprites():        alien.rect.y += ai_settings.fleet_drop_speed    ai_settings.fleet_direction *= -1def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):    """检查是否有外星人位于屏幕边缘,更新外星人群中所有外星人的位置"""    check_fleet_edges(ai_settings,aliens)    aliens.update()    #监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)    #检查是狗友外星人到达屏幕底部    check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullents):    """响应被外星人撞到的飞船"""    if stats.ships_left >0:        # 将shios_left减1        stats.ships_left -=1        #更新记分牌        sb.prep_ships()    else:        stats.game_active = False        #清空外星人列表和子弹列表        pygame.mouse.set_visible(True)    aliens.empty()    bullents.empty()    #创建一群新的外星人    create_fleet(ai_settings,screen,ship,aliens)    ship.center_ship()    #暂停    sleep(3)def check_aliens_bottom(ai_settings,screen,stats,ship,sb,aliens,bullets):    """检查是否有外星人到达了屏幕底部"""    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_settings,stats,screen,ship,sb,aliens,bullets)             breakdef check_high_score(stats,sb):    """检查是否诞生了新的得分最高"""    if stats.score > stats.high_score:        stats.high_score = stats.score        sb.prep_high_score()
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下面是设置函数 settings

class Settings():    """A class to store all settings for Alien Invasion."""    def __init__(self):        """Initialize the game's settings."""        # Screen settings        self.screen_width = 1100        self.screen_height = 700        self.bg_color = (230, 230, 230)        # 飞船设置        #self.ship_speed_factor = 1.5        #self.bullet_speed_factor = 3        self.ship_limit = 3        # Bullet settings        self.bullet_speed_factor = 3        self.bullet_width = 3        self.bullet_height = 25        self.bullet_color = 60, 60, 60        self.bullets_allowed = 2        #外星人设置        #self.alien_speed_factor = 1        self.fleet_drop_speed = 10        #fleet_direction为1表示向右移动,-1表示向左移动        self.fleet_direction = 1        #以什么样的速度加快游戏节奏        self.fleet_drop_speed = 10        #加快游戏节奏的速度        self.speedup_scale = 1.1        #外星人点数提高        self.score_scale = 1.5        self.initialize_dynamic_settings()    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)    def initialize_dynamic_settings(self):        """初始化岁游戏进行二变化的设置"""        self.ship_speed_factor = 1.5        self.bullet_speed_factor = 3        self.alien_speed_factor = 3        # fleet_direction为1表示向右移动,-1表示向左移动        self.fleet_direction = 1        #积分        self.alien_points = 50
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这个是我方飞机的设置函数ship.py

import pygamefrom pygame.sprite import Spriteclass Ship(Sprite):    def __init__(self, ai_settings, screen):        """Initialize the ship, and set its starting position."""        super(Ship,self).__init__()        self.screen = screen        self.ai_settings = ai_settings        # Load the ship image, and get its rect.        self.image = pygame.image.load('images/ship.bmp')        self.rect = self.image.get_rect()        self.screen_rect = screen.get_rect()        # Start each new ship at the bottom center of the screen.        self.rect.centerx = self.screen_rect.centerx        self.rect.bottom = self.screen_rect.bottom        # Store a decimal value for the ship's center.        self.center = float(self.rect.centerx)        # Movement flags.        self.moving_right = False        self.moving_left = False    def update(self):        """Update the ship's position, based on movement flags."""        # Update the ship's center value, not the 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        # Update rect object from self.center.        self.rect.centerx = self.center    def blitme(self):        """Draw the ship at its current location."""        self.screen.blit(self.image, self.rect)    def center_ship(self):         """让飞船在屏幕上剧中"""         self.center = self.screen_rect.centerx
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这个是敌方飞机的设置函数alien.py

import pygamefrom pygame.sprite import Spriteclass Alien(Sprite):    """表示单个外星人"""    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右上角附近        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 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):        """向左或者向右移动外星人"""        self.x  += (self.ai_settings.fleet_direction * self.ai_settings.alien_speed_factor)        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)
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这个是子弹设置的函数bullet.py

import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite):    """A class to manage bullets fired from the ship"""    def __init__(self, ai_settings, screen, ship):        """Create a bullet object at the ship's current position."""        super(Bullet, self).__init__()        self.screen = screen        # Create a bullet rect at (0, 0) and then set correct position.        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        # Store the bullet's position as a decimal value.        self.y = float(self.rect.y)        self.color = ai_settings.bullet_color        self.speed_factor = ai_settings.bullet_speed_factor    def update(self):        """Move the bullet up the screen."""        # Update the decimal position of the bullet.        self.y -= self.speed_factor        # Update the rect position.        self.rect.y = self.y    def draw_bullet(self):        """Draw the bullet to the screen."""        pygame.draw.rect(self.screen, self.color, self.rect)
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这个是按钮设置的函数button.py

import 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,并使其剧中        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)
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这个是记分牌设置的函数scoreboard.py

import pygame.fontfrom pygame.sprite import Groupfrom  ship import Shipclass 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        #显示得分信息时候使用的字体设置        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()        #准备包含最高分和当前的分的图像        self.prep_score()        self.prep_high_score()    def prep_score(self):        """将得分转化为一副渲染的图像"""        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):        """在屏幕上显示得分和最高得分"""        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)    def prep_level(self):        """将等级转化为渲染的图像"""        self.level_image = self.font.render(str(self.stats.level),True,                                            self.text_color,self.ai_settings.bg_color)        #将等级放在得分下面        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):        """显示还剩下多少搜飞船"""        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)
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这个是跟踪游戏统计信息的类game_stats.py

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()        #游戏刚开始处于0活跃状态        self.game_active = False        #在任何情况下都不应重置最高得分        self.high_score = 0    def reset_stats(self):        """初始化在游戏与逆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
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第四步:游戏结果展示

图一:开始界面图:

图二:游戏中的图

 

 

第五步:游戏总结

  这个游戏做的比较仓促,还存在许多问题,由于小编只是熟悉一下pygame,所以并没做更深层次的改进。放到这里,一方面记录自己的学习进度,另一方面也希望有想在游戏方面开发的朋友继续改进。

   改进建议一:敌方飞机设置的太多,游戏体验不是很好(这个问题,可以对aliens函数进行修改,从而修改敌方飞机的存在个数等)

  改进建议二:每当玩家关闭游戏并重新开启时候,最高分都会被重置(这个问题,可以调用在sys.exit()前,将最高分写入文件,并在游戏记录里面初始化最高分并且读取它)

  改进建议三:可以扩展游戏,比如让外星人也可以射击飞船,或者外星人加盾等

  改进建议四:可以给游戏加上音效,让玩家得到更好的游戏体验

  改进建议五:可以在关卡后面,提高难度不止是敌方飞机速度的加快,也可以是更难打

  改进建议六 :可以设置双人游戏,在一台操作器上面

  改进建议七:可以设置局域网,让多人联网操作(但是操作只是让设计者熟悉局域网的代码设置)

(。。。。以后有什么更好的想法,可以补上来,要是有时间或者做这个方向的话,可以再扩展这个代码,这个项目是参考《python编程从入门到实践 》的项目)

 

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[***.240.166.169]2025年04月19日 11时41分53秒