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Python项目:外星人入侵小游戏

  • 2026-06-22 03:41:06
Python项目:外星人入侵小游戏

1.创建 Pygame 窗口以及响应用户输入

pip install pygame安装库文件

alien_invasion.py

import pygamefrom pygame.sprite import Groupfrom settings import Settingsfrom game_stats import GameStatsfrom ship import Shipimport 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")    # Create an instance to store game statistics.    stats = GameStats(ai_settings)    # Set the background color.    bg_color = (230230230)    # Make a ship, a group of bullets, and a group of aliens.    ship = Ship(ai_settings, screen)    bullets = Group()    aliens = Group()    # Create the fleet of aliens.    gf.create_fleet(ai_settings, screen, ship, aliens)    # Start the main loop for the game.    while True:        gf.check_events(ai_settings, screen, ship, bullets)        if stats.game_active:            ship.update()            gf.update_bullets(ai_settings, screen, ship, aliens, bullets)            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)        gf.update_screen(ai_settings, screen, ship, aliens, bullets)run_game()

2.创建设置类 

settings.py

class Settings():    """A class to store all settings for Alien Invasion."""    def __init__(self):        """Initialize the game's settings."""        # Screen settings.        self.screen_width = 1200        self.screen_height = 800        self.bg_color = (230230230)        # Ship settings.        self.ship_speed_factor = 1.5        self.ship_limit = 3        # Bullet settings.        self.bullet_speed_factor = 3        self.bullet_width = 3        self.bullet_height = 15        self.bullet_color = 606060        self.bullets_allowed = 3        # Alien settings.        self.alien_speed_factor = 1        self.fleet_drop_speed = 10        # fleet_direction of 1 represents right, -1 represents left.        self.fleet_direction = 1

3.创建 Ship 类

ship.py

import pygameclass Ship():    def __init__(self, ai_settings, screen):        """Initialize the ship, and set its starting position."""        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 center_ship(self):        """Center the ship on the screen."""        self.center = self.screen_rect.centerx    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)

4.创建images

alien.bmp

ship.bmp

5.创建alien类

import pygamefrom pygame.sprite import Spriteclass Alien(Sprite):    """A class to represent a single alien in the fleet."""    def __init__(self, ai_settings, screen):        """Initialize the alien, and set its starting position."""        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()        # Start each new alien near the top left of the screen.        self.rect.x = self.rect.width        self.rect.y = self.rect.height        # Store the alien's exact position.        self.x = float(self.rect.x)    def check_edges(self):        """Return True if alien is at edge of screen."""        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):        """Move the alien right or left."""        self.x += (self.ai_settings.alien_speed_factor *                        self.ai_settings.fleet_direction)        self.rect.x = self.x    def blitme(self):        """Draw the alien at its current location."""        self.screen.blit(self.image, self.rect)

6.创建bullet类

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 bullet rect at (0, 0), then set correct position.        self.rect = pygame.Rect(00, ai_settings.bullet_width,            ai_settings.bullet_height)        self.rect.centerx = ship.rect.centerx        self.rect.top = ship.rect.top        # Store a decimal value for the bullet's position.        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)

7.创建game_functions

import sysfrom time import sleepimport pygamefrom bullet import Bulletfrom alien import Aliendef 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)    elif event.key == pygame.K_q:        sys.exit()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, ship, 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)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, ship, aliens, bullets):    """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)    # Make the most recently drawn screen visible.    pygame.display.flip()def update_bullets(ai_settings, screen, 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, ship, aliens, bullets)def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):    """Respond to bullet-alien collisions."""    # Remove any bullets and aliens that have collided.    collisions = pygame.sprite.groupcollide(bullets, aliens, TrueTrue)    if len(aliens) == 0:        # Destroy existing bullets, and create new fleet.        bullets.empty()        create_fleet(ai_settings, screen, ship, aliens)def check_fleet_edges(ai_settings, aliens):    """Respond appropriately if any aliens have reached an edge."""    for alien in aliens.sprites():        if alien.check_edges():            change_fleet_direction(ai_settings, aliens)            breakdef change_fleet_direction(ai_settings, aliens):    """Drop the entire fleet, and change the fleet's 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, ship, aliens, bullets):    """Respond to ship being hit by alien."""    if stats.ships_left > 0:        # Decrement ships_left.        stats.ships_left -= 1    else:        stats.game_active = False    # Empty the list of aliens and bullets.    aliens.empty()    bullets.empty()    # Create a new fleet, and center the ship.    create_fleet(ai_settings, screen, ship, aliens)    ship.center_ship()    # Pause.    sleep(0.5)def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):    """Check if any aliens have reached the bottom of the screen."""    screen_rect = screen.get_rect()    for alien in aliens.sprites():        if alien.rect.bottom >= screen_rect.bottom:            # Treat this the same as if the ship got hit.            ship_hit(ai_settings, stats, screen, ship, aliens, bullets)            breakdef update_aliens(ai_settings, stats, screen, ship, aliens, bullets):    """    Check if the fleet is at an edge,      then update the postions of all aliens in the fleet.    """    check_fleet_edges(ai_settings, aliens)    aliens.update()    # Look for alien-ship collisions.    if pygame.sprite.spritecollideany(ship, aliens):        ship_hit(ai_settings, stats, screen, ship, aliens, bullets)    # Look for aliens hitting the bottom of the screen.    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)def get_number_aliens_x(ai_settings, alien_width):    """Determine the number of aliens that fit in a row."""    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):    """Determine the number of rows of aliens that fit on the screen."""    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):    """Create an alien, and place it in the 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 a full fleet of aliens."""    # Create an alien, and find number of aliens in a row.    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 fleet of aliens.    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)

8.创建game_stats

class GameStats():    """Track statistics for Alien Invasion."""    def __init__(self, ai_settings):        """Initialize statistics."""        self.ai_settings = ai_settings        self.reset_stats()        # Start Alien Invasion in an active state.        self.game_active = True    def reset_stats(self):        """Initialize statistics that can change during the game."""        self.ships_left = self.ai_settings.ship_limit
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  1. CONNECT:[ UseTime:0.000359s ] mysql:host=127.0.0.1;port=3306;dbname=f_mffb;charset=utf8mb4
  2. SHOW FULL COLUMNS FROM `fenlei` [ RunTime:0.000694s ]
  3. SELECT * FROM `fenlei` WHERE `fid` = 0 [ RunTime:0.000279s ]
  4. SELECT * FROM `fenlei` WHERE `fid` = 63 [ RunTime:0.000281s ]
  5. SHOW FULL COLUMNS FROM `set` [ RunTime:0.000595s ]
  6. SELECT * FROM `set` [ RunTime:0.023880s ]
  7. SHOW FULL COLUMNS FROM `article` [ RunTime:0.000703s ]
  8. SELECT * FROM `article` WHERE `id` = 489284 LIMIT 1 [ RunTime:0.057575s ]
  9. UPDATE `article` SET `lasttime` = 1783109921 WHERE `id` = 489284 [ RunTime:0.013832s ]
  10. SELECT * FROM `fenlei` WHERE `id` = 66 LIMIT 1 [ RunTime:0.000312s ]
  11. SELECT * FROM `article` WHERE `id` < 489284 ORDER BY `id` DESC LIMIT 1 [ RunTime:0.001330s ]
  12. SELECT * FROM `article` WHERE `id` > 489284 ORDER BY `id` ASC LIMIT 1 [ RunTime:0.013799s ]
  13. SELECT * FROM `article` WHERE `id` < 489284 ORDER BY `id` DESC LIMIT 10 [ RunTime:0.012161s ]
  14. SELECT * FROM `article` WHERE `id` < 489284 ORDER BY `id` DESC LIMIT 10,10 [ RunTime:0.001422s ]
  15. SELECT * FROM `article` WHERE `id` < 489284 ORDER BY `id` DESC LIMIT 20,10 [ RunTime:0.052833s ]
0.249158s