Python alien intrusion game programming full version, python alien

Source: Internet
Author: User

Python alien intrusion game programming full version, python alien

The complete implementation of PYTHON game programming alien intrusion is as follows:

Preparation: Download python, such as Anaconda3 (64 bit), and import the pygame game package

1. alien settings, alien. py, code:

Import pygamefrom pygame. sprite import Spriteclass Alien (Sprite): "indicates a single Alien class" def _ init _ (self, ai_settings, screen ): "initialize aliens and set other locations" "super (Alien, self ). _ init _ () self. screen = screen self. ai_settings = ai_settings # load the alien image and set its rect attribute self. image = pygame. image. load ('images/alien.bmp ') self. rect = self. image. get_rect () # each alien is initially near self in the upper left corner of the screen. rect. x = self. rect. width self. rect. y = self. rect. height # stores the precise location of aliens self. x = float (self. rect. x) def blitme (self): "Draw aliens in specified locations" self. screen. BITs (self. image, self. rect) def check_edges (self): "returns True" screen_rect = self if aliens are at the edge of the screen. screen. get_rect () if self. rect. right> = screen_rect.right: return True elif self. rect. left <= 0: return True def update (self): "Move aliens to the right" self. x + = (self. ai_settings.alien_speed_factor * self. ai_settings.fleet_direction) self. rect. x = self. x

2. Game main program, alien_invasion.py, code:

Import pygamefrom settings import Settingsfrom game_stats import GameStatsfrom button import Buttonfrom ship import Shipfrom pygame. sprite import Groupimport game_functions as gffrom scoreboard import Scoreboarddef run_game (): pygame. init () # initialize the background Settings ai_settings = Settings () # global Settings screen = pygame. display. set_mode (# create a screen display window (ai_settings.screen_width, ai_settings.screen_height) pygame. display. set_caption ('alien Invasion ') # title # create a Play Button play_button = Button (ai_settings, screen, "Play") # create an instance for storing Game statistics, and create the Scoreboard stats = GameStats (ai_settings) sb = Scoreboard (ai_settings, screen, stats) # create a ship = Ship (ai_settings, screen) # create a bullet Group bullets = Group () # create an alien aliens = Group () # create an alien Group gf. create_fleet (ai_settings, screen, ship, aliens) # Start the main loop of the game while True: # monitor the keyboard and mouse events gf. check_events (ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats. game_active: # mobile spacecraft gf. update_ship (ship) # update the position of the bullet gf. update_bullets (ai_settings, screen, stats, sb, ship, aliens, bullets) # update the alien gf. update_aliens (ai_settings, stats, screen, sb, ship, aliens, bullets) # update screen gf. update_screen (ai_settings, screen, stats, sb, ship, aliens, bullets, play_button) run_game ()

3. Set the bullet, bullet. py, code:

Import pygamefrom pygame. sprite import Spriteimport timeclass Bullet (Sprite): '''ship Bullet management ''' def _ init _ (self, ai_settings, screen, ship): super (Bullet, self ). _ init _ () self. screen = screen # create the initial position (0, 0, 3, 15) of the bullet rectangle corresponding to lef, top, width, and high self respectively. rect = pygame. rect (0, 0, ai_settings.bullet_width, ai_settings.bullet_height) self. rect. centerx = ship. rect. centerx # Set the coordinate of the X axis of the central point to be consistent with that of the ship self. rect. top = ship. rect. top # Set the Y axis coordinates at the top to be the same as that of the ship # set them to decimal places to calculate self. top = float (self. rect. top) self. color = ai_settings.bullet_color self. speed_factor = ai_settings.bullet_speed_factor def update (self): self. top-= self. speed_factor self. rect. top = self. top print (self. rect. top) def draw_bullet (self): pygame. draw. rect (self. screen, self. color, self. rect)

4. Set the Play button, button. py, code:

Import pygame. fontclass Button (): def _ init _ (self, ai_settings, screen, msg): "" initialize Button property "self. screen = screen self. screen_rect = screen. get_rect () # Set the button size and other attributes 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) # create a button's rect object and center it in self. rect = pygame. rect (0, 0, self. width, self. height) self. rect. center = self. the screen_rect.center # button label only needs to be created once. prep_msg (msg) def prep_msg (self, msg): "renders msg as an image and centers it on the button" 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): # Draw a color-filled button and then draw the text self. screen. fill (self. button_color, self. rect) self. screen. BITs (self. msg_image, self. msg_image_rect)

5. Set the game function, game_functions.py, code:

Import sysimport pygamefrom bullet import Bulletfrom alien import Alienfrom time import sleepdef check_events (ai_settings, screen, stats, sb, play_button, ship, aliens, bullets ): # monitoring keyboard and mouse events for event in pygame. event. get (): if event. type = pygame. QUIT: # Close the window and exit 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): "" Start the game when the player clicks the Play button "button_clicked = play_button.rect.collidepoint (mouse_x, mouse_y) if button_clicked and not stats. game_active: # reset game settings ai_settings.initialize_dynamic_settings () # Hide the cursor pygame. mouse. set_visible (False) # reset Game statistics stats. reset_stats () stats. game_active = True # reset the score card image sb. prep_score () sb. prep_high_score () sb. prep_level () sb. prep_ships () # Clear the alien list and bullet list aliens. empty () bullets. empty () # create a group of new aliens and center the ship in create_fleet (ai_settings, screen, ship, aliens) ship. center_ship () def update_screen (ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): ''' update the image on the screen, switch to the new screen ''' screen. fill (ai_settings.bg_color) # Set the background color ship. blitme () # Draw the ship aliens. draw (screen) # do not execute for bullet in bullets when the element in the loop bullet Group is drawn as null. sprites (): bullet. draw_bullet () # Draw bullets # Show score sb. show_score () # if the game is inactive, the Play button if not stats is displayed. game_active: play_button.draw_button () # display the latest screen and wipe the old screen pygame. display. flip () # print ('1') def check_keydown_events (event, ai_settings, screen, ship, bullets): 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: sys. exit () def check_keyup_events (event, ship): if event. key = pygame. k_RIGHT: ship. moving_right = False elif event. key = pygame. k_LEFT: ship. moving_left = Falsedef update_bullets (ai_settings, screen, stats, sb, ship, aliens, bullets): ''' update the bullet position and delete the ''' bullets. update () # execute self. update () operation for bullet in bullets. sprites (): if bullet. rect. bottom <= 0: # Delete bullets from the bullet field. remove (bullet) check_bullet_alien_collisions (ai_settings, screen, stats, sb, ship, aliens, bullets) def evaluate (ai_settings, screen, stats, sb, ship, aliens, bullets ): "Responding to the collision between aliens and bullets" "# Delete the collision bullets and the aliens 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: # Delete existing bullets and create a group of aliens to speed up the game bullets. empty () ai_settings.increase_speed () # Raise the stats level. level + = 1 sb. prep_level () create_fleet (ai_settings, screen, ship, aliens) def update_ship (ship): ship. update () def fire_bullet (ai_settings, screen, ship, bullets): # create a bullet object and add it to the bullet group if len (bullets) <ai_settings.bullets_allowed: # generate new_bullet = Bullet (ai_settings, screen, ship) bullets when the number of bullets is less than the allowed value. add (new_bullet) def get_number_aliens_x (ai_settings, alien_width ): "calculate how many aliens each line can hold" available_space_x = bytes-2 * alien_width rows = int (available_space_x/(2 * alien_width) return response get_number_rows (ai_settings, ship_height, alien_height): "how many lines of aliens can the screen accommodate" 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_aliens (ai_settings, screen, aliens, alien_number, row_number ): "Create an alien and place it in the current row" 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): "Create an alien crowd" "# create an alien, calculate how many aliens a row can hold # The distance between aliens is 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) # create the first line of aliens for row_number in range (number_rows): for alien_number in range (number_aliens_x): # create an alien and add it to the current row create_aliens (ai_settings, screen, aliens, alien_number, row_number) def check_fleet_edges (ai_settings, aliens): "actions taken when aliens reach the edge" for alien in aliens. sprites (): if alien. check_edges (): change_fleet_direction (ai_settings, aliens) break def change_fleet_direction (ai_settings, aliens): "Move down a group of aliens, and change their movement direction "for alien in aliens. sprites (): alien. rect. y + = ai_settings.fleet_drop_speed ai_settings.fleet_direction * =-1def ship_hit (ai_settings, stats, screen, sb, ship, aliens, bullets ): "responding to a ship hit by aliens" if stats. ships_left> 0: # reduce ship_left by 1 stats. ships_left-= 1 # update the score card sb. prep_ships () # Clear the alien list and bullet list aliens. empty () bullets. empty () # create a group of new aliens and place the spacecraft in the center of the low-end of the screen create_fleet (ai_settings, screen, ship, aliens) ship. center_ship () # Pause sleep (0.5) else: stats. game_active = False pygame. mouse. set_visible (True) def check_aliens_bottom (ai_settings, stats, screen, sb, ship, aliens, bullets): "check for aliens arriving at the low end of the screen" screen_rect = screen. get_rect () for alien in aliens. sprites (): if alien. rect. bottom> = screen_rect.bottom: # handle ship_hit (ai_settings, stats, screen, sb, ship, aliens, bullets) break def update_aliens (ai_settings, stats, screen, sb, ship, aliens, bullets): "updates the location of all aliens in the alien crowd" check_fleet_edges (ai_settings, aliens) aliens. update () # detects collisions between aliens and spacecraft if pygame. sprite. spritecollideany (ship, aliens): ship_hit (ai_settings, stats, screen, sb, ship, aliens, bullets) # Check if there are aliens arriving at the low-end check_aliens_bottom (ai_settings, stats, screen, sb, ship, aliens, bullets) def check_high_score (stats, sb): "check if a new highest record is generated" if stats. score> stats. high_score: stats. high_score = stats. score sb. prep_high_score ()

6. Game statistics, game_stats.py, code:

Class GameStats (): "track game Statistics" def _ init _ (self, ai_settings): "initialize Statistics" self. ai_settings = ai_settings self. reset_stats () # self. game_active = False # The highest self score should not be reset under any circumstances. high_score = 0 self. level = 1 def reset_stats (self): "initializes statistics that may change during Game Operation" self. ships_left = self. ai_settings.ship_limit self. score = 0

7. Set the score, scoreboard. py, code:

Import pygame. fontfrom pygame. sprite import Groupfrom ship import Shipclass Scoreboard (): "class for displaying score information" def _ init _ (self, ai_settings, screen, stats ): "initialize the attributes involved in the display score" "self. screen = screen self. screen_rect = screen. get_rect () self. ai_settings = ai_settings self. stats = stats # Set self in the font used to display the score information. text_color = (30, 30, 30) self. font = pygame. font. sysFont (None, 48) # Prepare the initialization score image and the current highest score self. prep_score () self. prep_high_score () self. prep_level () self. prep_ships () def prep_score (self): "converts a score to a rendered image" "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) # Place the score in the upper right corner of self. score_rect = self. score_image.get_rect () self. score_rect.right = self. screen_rect.right-20 self. score_rect.top = 5 def prep_high_score (self): "converts the highest score to a rendered image" 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) # place the highest score in the center of the screen self. high_score_rect = self. high_score_image.get_rect () self. high_score_rect.centerx = self. screen_rect.centerx self. high_score_rect.top = 5 def prep_level (self): "Convert level to rendered image" self. level_image = self. font. render (str (self. stats. level), True, self. text_color, self. ai_settings.bg_color) # Place the score in the upper right corner of self. level_rect = self. score_image.get_rect () self. level_rect.right = self. screen_rect.right self. level_rect.top = self. score_rect.bottom def prep_ships (self): "shows how many ships are left" 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): "display score and grade on screen" self. screen. BITs (self. score_image, self. score_rect) self. screen. BITs (self. high_score_image, self. high_score_rect) self. screen. BITs (self. level_image, self. level_rect) # Draw the ship self. ships. draw (self. screen)

8. Set, settings. py, code:

Class Settings (): ''' stores all Settings of alien intrusion ''' def _ init _ (self): ''' initialization Settings ''' # Screen Settings self. screen_width = 1200 self. screen_height = 600 self. bg_color = (230,230,230) # Set the background color to gray # Set self for the spacecraft. ship_limit = 3 self. ship_image_path = 'images/ship.bmp '# ship image path # bullet setting self. bullet_width = 3 self. bullet_height = 15 self. bullet_color = 60, 60, 60 self. bullets_allowed = 3 # number of bullets allowed on the screen # Set self by aliens. fleet_drop_speed = 10 # speed up the game's pace self. speedup_scale = 1.1 # increase the speed of alien points self. score_scale = 1.5 self. initialize_dynamic_settings () def initialize_dynamic_settings (self): "" initialization settings that change with the game "self. ship_speed_factor = 1.5 self. bullet_speed_factor = 3 self. alien_speed_factor = 1 # If fleet_direction is 1, it indicates moving to the right, and-1 indicates moving to the left self. fleet_direction = 1 # scoring self. alien_points = 50 def increase_speed (self): "speed up settings, alien points" 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)


9. ship settings, ship. py, code:

Import pygamefrom pygame. sprite import Spriteclass Ship (Sprite): '''ship all information''' def _ init _ (self, ai_settings, screen): "" initialize a Ship, and set its starting position "" super (Ship, self ). _ init _ () self. screen = screen self. ai_settings = ai_settings # attach the spacecraft image and obtain the external Rectangle self. image = pygame. image. load (self. ai_settings.ship_image_path) # load the image self. image = pygame. transform. smoothscale (self. image, (40, 60) self. rect = self. image. get_rect () # obtain the external Rectangle self of the image. screen_rect = screen. get_rect () # obtain the external rectangle of the screen # Place each search ship in the center self at the bottom of the tree. rect. centerx = self. screen_rect.centerx self. rect. bottom = self. screen_rect.bottom # Set to floating point type self. center = float (self. rect. centerx) # self. rect. centerx cannot set floating point numbers. Only one variable can be set for calculation # Move the flag self. moving_right = False self. moving_left = False def blitme (self): ''' draw the ship ''' self at the specified position. screen. BITs (self. image, self. rect) def update (self): # Move the spacecraft to the right if self. moving_right and self. rect. right <self. screen_rect.right: self. center + = self. ai_settings.ship_speed_factor # Move the spacecraft to the left if self. moving_left and self. rect. left> self. screen_rect.left: self. center-= self. ai_settings.ship_speed_factor self. rect. centerx = self. center def center_ship (self): "center a spacecraft on the screen" self. center = self. screen_rect.centerx

Effect display:

Game resources: image resources

The above is all the content of this article. I hope it will be helpful for your learning and support for helping customers.

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