已解决`
文件:alien_invasion.py
import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from ship import Ship
import game_functions as gf
from button import Button
def run_game():
# 初始化一个游戏并创建一个屏幕对象
pygame.init() # 初始化背景设置
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption(“Alien Invasion”)
#创建一个飞船,一个存储子弹的编组,一个外星人编组
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
#创建一个用于存储游戏统计信息的实列
stats = GameStats(ai_settings)
#创建一个按钮
play_button = Button(ai_settings, screen, "play")
#创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 开始游戏主循环
while True:
gf.check_events(ai_settings, screen, ship, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, stats, screen, ship, aliens, bullets)
gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button)
run_game()
`文件:button.py
import pygame.font
class Button():
def init(self, ai_setting, 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 = (250, 250, 250)
self.font = pygame.font.SysFont(None, 48)
#创建按钮的rect对象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
#按钮的标签只需要创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""将美术馆渲染为图像,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)
`
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def get_number_alien_x(ai_settings, alien_width):
"""计算每一行可容纳的外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少行外星人"""
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_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并计算一行可容纳多少外星人"""
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, 并计算一行可容纳多少个外星人
#外星人的间距为外星人宽度
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_alien_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
#创建第一行外星人
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)
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
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_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:#关闭游戏
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有达到限制, 就发射一颗子弹"""
# 创建一颗子弹,并将其加入到编组bullet中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_UP:
ship.moving_up = False
elif event.key == pygame.K_DOWN:
ship.moving_down = False
def check_events(ai_settings, screen, ship, bullets):
"""响应按键和鼠标事件"""
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 update_bullets(ai_settings, screen, ship, aliens, bullets):
"""更新子弹的位置,并删除已消失的子弹"""
#更新子弹位置
bullets.update()
# 删除消失的子弹
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):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
# 删除现有子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def update_screen(ai_settings, screen, stats, ship, aliens, bullets, play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#如果游戏处于非活动状态,就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
#让最近绘制的屏幕的可见
pygame.display.flip()
def update_aliens(aliens):
"""更新外星人群中所有的外星人的位置"""
aliens.update()
def check_fleet_edges(ai_settings, aliens):
"""又外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
check_fleet_direction(ai_settings, aliens)
break
def check_fleet_direction(ai_settings, aliens):#要改变方向就要修改game_functions,为此写函数check_fleet_edges()和
"""将整群外星人下移动,并改变方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
"""响应外星人碰撞到飞船"""
if stats.ships_left > 0:
# 将ships_left减1
stats.ships_left -= 1
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新外星人,并将飞船位置放在屏幕底端中间中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
"""检查外星人是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:#外星人的属性rcet.bottom的值大于或等于屏幕rect.bottomd的值,如果有外星人到达屏幕底端,就调用ship_hit():只要检测一个外星人到达底端,就无需检测其他外星人,所有调用ship_hit()后退出循环
#像飞船被撞到一样进行处理
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
"""检查是否有外星人位于边缘屏幕, 并更新整群外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)#每当外星人碰撞飞船后就会出现一群新外星人
#检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
print("Ship hit!!")
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
新手上路, 多谢指导