import pygame import random import os import sys # 获取当前脚本的目录 BASE_DIR = os.path.dirname(os.path.abspath(__file__)) # 初始化Pygame pygame.init() # 游戏常量设置 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 FPS = 60 PLAYER_SPEED = 8 # 增加玩家速度 BULLET_SPEED = 15 # 增加子弹速度 ALIEN_COUNT = 8 # 初始外星人数量 PLAYER_SIZE = (50, 50) ALIEN_SIZE = (50, 50) BULLET_SIZE = (20, 40) # 颜色定义 BACKGROUND_COLOR = (25, 62, 11) # 更改变量名以更好地反映其用途 TEXT_COLOR = (255, 0, 255) SCORE_COLOR = (255, 0, 0) # 创建游戏窗口 screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("外星人大战") # 字体设置 - 改进中文字体加载 def load_chinese_font(size=48): """尝试多种方式加载中文字体""" # 常见的中文字体文件路径 font_paths = [ "c:/Windows/Fonts/simhei.ttf", # Windows 黑体 "c:/Windows/Fonts/msyh.ttc", # Windows 微软雅黑 "c:/Windows/Fonts/simsun.ttc", # Windows 宋体 "/System/Library/Fonts/PingFang.ttc", # macOS "/usr/share/fonts/truetype/droid/DroidSansFallbackFull.ttf", # Linux ] # 尝试从文件加载字体 for path in font_paths: try: if os.path.exists(path): return pygame.font.Font(path, size) except: continue # 如果无法从文件加载,尝试使用系统字体 try: return pygame.font.SysFont('simhei', size) except: pass # 最后的备选方案:使用默认字体 print("警告: 无法加载中文字体,将使用默认字体") return pygame.font.Font(None, size) # 加载字体 - 为所有文本使用同一个中文字体,但大小不同 chinese_font_large = load_chinese_font(48) # 大号中文字体 chinese_font_medium = load_chinese_font(36) # 中号中文字体 chinese_font_small = load_chinese_font(24) # 小号中文字体 # 加载图片并处理可能的错误 def load_image(filename, size): """加载并缩放图片,处理可能的错误""" try: path = os.path.join(BASE_DIR, filename) image = pygame.image.load(path) return pygame.transform.scale(image, size) except pygame.error as e: print(f"无法加载图片 {filename}: {e}") # 创建一个彩色占位符图像 surface = pygame.Surface(size) surface.fill((random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))) return surface # 加载游戏图片 player_img = load_image('xq.jpg', PLAYER_SIZE) alien_img = load_image('in.bmp', ALIEN_SIZE) bullet_img = load_image('ib.bmp', BULLET_SIZE) # 玩家类 class Player(pygame.sprite.Sprite): def __init__(self): """初始化玩家对象""" super().__init__() self.image = player_img self.rect = self.image.get_rect() self.rect.centerx = SCREEN_WIDTH // 2 self.rect.bottom = SCREEN_HEIGHT - 10 self.speed = PLAYER_SPEED self.last_shot = pygame.time.get_ticks() # 记录上次射击时间 self.shoot_delay = 250 # 射击冷却时间(毫秒) def update(self): """更新玩家位置""" keys = pygame.key.get_pressed() if keys[pygame.K_LEFT] and self.rect.left > 0: self.rect.x -= self.speed if keys[pygame.K_RIGHT] and self.rect.right < SCREEN_WIDTH: self.rect.x += self.speed # 自动射击功能 now = pygame.time.get_ticks() if keys[pygame.K_SPACE] and now - self.last_shot > self.shoot_delay: self.shoot() self.last_shot = now def shoot(self): """创建一个新子弹""" bullet = Bullet(self.rect.centerx, self.rect.top) all_sprites.add(bullet) bullets.add(bullet) # 外星人类 class Alien(pygame.sprite.Sprite): def __init__(self): """初始化外星人对象""" super().__init__() self.image = alien_img self.rect = self.image.get_rect() self.reset_position() def reset_position(self): """重置外星人位置和速度""" self.rect.x = random.randint(0, SCREEN_WIDTH - self.rect.width) self.rect.y = random.randint(-150, -40) # 增加初始高度范围,使外星人出现更分散 self.speed = random.randint(2, 5) # 增加速度范围,使游戏更具挑战性 def update(self): """更新外星人位置""" self.rect.y += self.speed # 如果外星人飞出屏幕底部,重置其位置 if self.rect.top > SCREEN_HEIGHT: self.reset_position() # 子弹类 class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): """初始化子弹对象""" super().__init__() self.image = bullet_img self.rect = self.image.get_rect() self.rect.centerx = x self.rect.bottom = y self.speed = BULLET_SPEED def update(self): """更新子弹位置""" self.rect.y -= self.speed # 如果子弹飞出屏幕顶部,删除它 if self.rect.bottom < 0: self.kill() # 游戏状态类 class GameState: def __init__(self): """初始化游戏状态""" self.score = 0 self.game_over = False self.reset_game() def reset_game(self): """重置游戏状态和精灵组""" global all_sprites, aliens, bullets, player # 创建精灵组 all_sprites = pygame.sprite.Group() aliens = pygame.sprite.Group() bullets = pygame.sprite.Group() # 创建玩家实例并添加到精灵组 player = Player() all_sprites.add(player) # 创建多个外星人实例并添加到精灵组 for i in range(ALIEN_COUNT): alien = Alien() all_sprites.add(alien) aliens.add(alien) # 重置游戏状态 self.score = 0 self.game_over = False # 创建游戏状态实例 game_state = GameState() # 预渲染文本,避免在游戏循环中反复渲染 try: game_over_text = chinese_font_large.render("游戏结束", True, SCORE_COLOR) restart_text = chinese_font_medium.render("按 R 键重新开始", True, SCORE_COLOR) score_label = chinese_font_medium.render("得分: ", True, SCORE_COLOR) except: # 如果中文渲染失败,使用英文替代 game_over_text = pygame.font.Font(None, 48).render("GAME OVER", True, SCORE_COLOR) restart_text = pygame.font.Font(None, 36).render("Press R to Restart", True, SCORE_COLOR) score_label = pygame.font.Font(None, 36).render("Score: ", True, SCORE_COLOR) # 游戏主循环 clock = pygame.time.Clock() running = True while running: # 处理事件 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: # 按ESC退出游戏 running = False elif event.key == pygame.K_r and game_state.game_over: # 按R重新开始游戏 game_state.reset_game() elif event.key == pygame.K_SPACE and not game_state.game_over: player.shoot() # 更新游戏状态 if not game_state.game_over: # 更新所有精灵 all_sprites.update() # 检查子弹和外星人的碰撞 hits = pygame.sprite.groupcollide(bullets, aliens, True, True) for hit in hits: game_state.score += 10 # 创建新的外星人 alien = Alien() all_sprites.add(alien) aliens.add(alien) # 检查玩家和外星人的碰撞 if pygame.sprite.spritecollide(player, aliens, False): game_state.game_over = True # 绘制 screen.fill(BACKGROUND_COLOR) all_sprites.draw(screen) # 显示得分 - 使用预渲染的标签和动态渲染的分数 screen.blit(score_label, (10, 10)) # 动态渲染分数部分 try: score_value = chinese_font_medium.render(str(game_state.score), True, SCORE_COLOR) except: score_value = pygame.font.Font(None, 36).render(str(game_state.score), True, SCORE_COLOR) screen.blit(score_value, (10 + score_label.get_width(), 10)) # 游戏结束逻辑 if game_state.game_over: # 绘制半透明覆盖层 overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA) overlay.fill((0, 0, 0, 128)) # 黑色半透明 screen.blit(overlay, (0, 0)) # 显示游戏结束文本 screen.blit(game_over_text, (SCREEN_WIDTH // 2 - game_over_text.get_width() // 2, SCREEN_HEIGHT // 2 - game_over_text.get_height() // 2)) # 显示重新开始提示 screen.blit(restart_text, (SCREEN_WIDTH // 2 - restart_text.get_width() // 2, SCREEN_HEIGHT // 2 + game_over_text.get_height())) # 更新屏幕 pygame.display.flip() # 控制帧率 clock.tick(FPS) # 退出Pygame pygame.quit() sys.exit()