第一步:合并代码,直接合并后测试可以直接运行,代码一共有405行
第二步:删除重复的import语句
pygame.font不需要单独引入
settings、game_stats、button、scoreboard、ship、alien类直接在文件中定义,不需要再引入
game_factions类中的函数直接在文件中定义,不需要引入,删除并修改函数调用时的名称(去掉别名gf)
代码还有381行,测试运行无问题
第三步:调整下类的顺序
第四步:分析精简代码
增加变量screen_rect,作为参数传递,减少self.screen=screen和self.screen_rect=self.screen.get_rect()的使用
代码还有378行,测试运行没有问题
第五步:函数部分
按照程序运行的逻辑顺序调整函数,减少函数名和函数的调用,减少函数的嵌套
第六步:减少不必要的计算函数,外星人每行个数为9,行数为4,不再需要传递ship参数
第七步:不变的值直接使用值,减少变量个数
完成后代码在300行以内,所有功能不变。
完结。
附上所有代码
import pygame
from pygame.sprite import Sprite
from pygame.sprite import Group
import sys
from time import sleep
class Settings():
def initialize_dynamic_settings(self): # 动态设置,等级提升后会相应提升数值
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
self.fleet_direction = 1 # 1表示向右,-1表示向左
self.alien_points = 50
def increase_speed(self):
self.ship_speed_factor *= 1.1
self.bullet_speed_factor *= 1.1
self.alien_speed_factor *= 1.1
self.alien_points = int(self.alien_points * 1.5)
class GameStats():
def __init__(self):
self.reset_stats()
self.game_active = False
self.high_score = 0
def reset_stats(self):
self.ships_left = 3
self.score = 0
self.level = 1
class Button():
def __init__(self,msg,screen_rect):
self.rect = pygame.Rect(0,0,200,50)
self.rect.center = screen_rect.center
self.prep_msg(msg)
def prep_msg(self,msg):
self.msg_image = pygame.font.SysFont(None,48).render(msg,True,(255,255,255),(0,255,0))
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self,screen):
screen.fill((0,255,0),self.rect) # 显示矩形
screen.blit(self.msg_image,self.msg_image_rect) # 显示文字Play
class Scoreboard():
def __init__(self,ai_settings,stats,screen_rect,screen):
self.ai_settings = ai_settings
self.stats = stats
self.prep_score() # 当前分数
self.prep_high_score(screen_rect) # 最高分数
self.prep_level() # 当前等级
self.prep_ships(screen,screen_rect) # 剩余飞船数量
def prep_score(self):
rounded_score = int(round(self.stats.score,-1)) # -1表示小数点左侧前一位四舍五入
score_str = "{:,}".format(rounded_score) # 千位分隔符
self.score_image = pygame.font.SysFont(None,48).render(score_str,True,(30,30,30),(230,230,230))
self.score_rect = self.score_image.get_rect()
self.score_rect.right = 1180
self.score_rect.top = 20
def prep_high_score(self,screen_rect):
high_score = int(round(self.stats.high_score,-1))
high_score_str = "{:,}".format(high_score)
self.high_score_image =pygame.font.SysFont(None,48).render(high_score_str,True,(30,30,30),(230,230,230))
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = screen_rect.centerx
self.high_score_rect.top = 20
def prep_level(self):
self.level_image = pygame.font.SysFont(None,48).render(str(self.stats.level),True,(30,30,30),(230,230,230))
self.level_rect = self.level_image.get_rect()
self.level_rect.right = 1180
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self,screen,screen_rect):
self.ships = Group()
for ship_number in range(self.stats.ships_left): # 以图片数量表示剩余飞船个数
ship = Ship(screen,self.ai_settings,screen_rect)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
def show_score(self,screen):
screen.blit(self.score_image,self.score_rect)
screen.blit(self.high_score_image,self.high_score_rect)
screen.blit(self.level_image,self.level_rect)
self.ships.draw(screen)
class Ship(Sprite):
def __init__(self,screen,ai_settings,screen_rect):
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load("images/ship.bmp")
self.rect = self.image.get_rect()
self.rect.centerx = screen_rect.centerx
self.rect.bottom = screen_rect.bottom
self.center = float(self.rect.centerx)
self.moving_right = False
self.moving_left = False
def update(self):
if self.moving_right and self.rect.right < 1200:
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
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image,self.rect)
def center_ship(self,screen_rect):
self.center = screen_rect.centerx
class Bullet(Sprite):
def __init__(self,ai_settings,ship):
super().__init__()
self.rect = pygame.Rect(0,0,3,15)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
self.y = float(self.rect.y)
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self,screen):
pygame.draw.rect(screen,(60,60,60),self.rect)
class Alien(Sprite):
def __init__(self,ai_settings):
super().__init__()
self.ai_settings = ai_settings
self.image = pygame.image.load("images/alien.bmp")
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
self.x = float(self.rect.x)
def update(self):
self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction
self.rect.x = self.x
def check_events(ship,ai_settings,bullets,play_button,stats,aliens,sb,screen_rect,screen): # 事件循环
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
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:
if len(bullets) < 3: # 开火,发射子弹并加入编组
new_bullet = Bullet(ai_settings,ship)
bullets.add(new_bullet)
elif event.key == pygame.K_q:
sys.exit()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(play_button,mouse_x,mouse_y,stats,aliens,bullets,ai_settings,ship,sb,screen_rect,screen)
def check_play_button(play_button,mouse_x,mouse_y,stats,aliens,bullets,ai_settings,ship,sb,screen_rect,screen):
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active: # 点击Play按钮
ai_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False) # 游戏中隐藏鼠标
stats.reset_stats()
stats.game_active = True
sb.prep_score()
sb.prep_high_score(screen_rect)
sb.prep_level()
sb.prep_ships(screen,screen_rect)
aliens.empty()
bullets.empty()
create_fleet(ai_settings,aliens)
ship.center_ship(screen_rect)
def update_bullets(bullets,aliens,ai_settings,stats,sb,screen_rect):
bullets.update() # 更新子弹位置
for bullet in bullets.copy(): # 检测到达屏幕顶部的子弹并将其删除
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
collisions = pygame.sprite.groupcollide(bullets,aliens,False,True) # 子弹和外星人碰撞检测
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
if stats.score > stats.high_score: # 检查最高得分
stats.high_score = stats.score
sb.prep_high_score(screen_rect)
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,aliens)
def create_fleet(ai_settings,aliens): # 创建外星人群
for row_number in range(4):
for alien_number in range(9):
alien = Alien(ai_settings)
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 ship_hit(stats,aliens,bullets,ship,ai_settings,sb,screen,screen_rect): # 飞船碰撞后重置游戏
if stats.ships_left > 0:
stats.ships_left -= 1
sb.prep_ships(screen,screen_rect)
aliens.empty()
bullets.empty()
create_fleet(ai_settings,aliens)
ship.center_ship(screen_rect)
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def update_aliens(aliens,ai_settings,ship,stats,bullets,screen_rect,sb,screen):
for alien in aliens.sprites(): # 到达屏幕边缘时,向下移动,并改变移动方向
if alien.rect.right >= 1200 or alien.rect.left <= 0:
for alien in aliens.sprites():
alien.rect.y += 10
ai_settings.fleet_direction *= -1
break
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens): # 飞船与外星人碰撞检测
ship_hit(stats,aliens,bullets,ship,ai_settings,sb,screen,screen_rect)
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(stats,aliens,bullets,ship,ai_settings,sb,screen,screen_rect)
break
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((1200,800))
screen_rect = screen.get_rect()
pygame.display.set_caption("Alien Invasion")
stats = GameStats()
play_button = Button("Play",screen_rect)
sb = Scoreboard(ai_settings,stats,screen_rect,screen)
ship = Ship(screen,ai_settings,screen_rect)
bullets = Group()
aliens = Group()
create_fleet(ai_settings,aliens)
while True:
screen.fill((230,230,230))
check_events(ship,ai_settings,bullets,play_button,stats,aliens,sb,screen_rect,screen)
if stats.game_active:
ship.update()
update_bullets(bullets,aliens,ai_settings,stats,sb,screen_rect)
update_aliens(aliens,ai_settings,ship,stats,bullets,screen_rect,sb,screen)
for bullet in bullets.sprites():
bullet.draw_bullet(screen)
ship.blitme()
aliens.draw(screen)
sb.show_score(screen)
if not stats.game_active:
play_button.draw_button(screen)
pygame.display.flip()
run_game()