第三周——项目实践(已完) Day5 7.15

学习时间:8:30——10:30               14:00—16:00

《外星人入侵》(2D游戏)已经完成,以下是文件和代码:

文件

alien_invasion.py

import sys

from time import sleep

import pygame

from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien

class AlienInvasion:                                                             #管理游戏资源和行为的类
    def __init__(self):                                                          #初始化游戏并创建游戏资源
        pygame.init()
        self.settings = Settings()
        self.screen = pygame.display.set_mode((0,0),pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height

        pygame.display.set_caption("Alien Invasion")

        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self._create_fleet()

        self.play_button = Button(self,"Play")

    def run_game(self):                                                          #开始游戏的主循环
        while True:                                                              #监视键盘和鼠标事件
            self._check_events()

            if self.stats.game_active:
                self.ship.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()

    def _update_bullets(self):
        self.bullets.update()
        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)
        self._check_bullet_alien_collisions()

    def _check_bullet_alien_collisions(self):
        collidions = pygame.sprite.groupcollide(self.bullets,self.aliens,True,True)
        if collidions:
            for aliens in collidions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
                self.sb.prep_score()
                self.sb.check_high_score()

        if not self.aliens:
            self.bullets.empty()
            self._create_fleet()
            self.settings.increase_speed()

            self.stats.level += 1
            self.sb.prep_level()

    def _ship_hit(self):
        if self.stats.ships_left > 0:
            self.stats.ships_left -= 1
            self.sb.prep_ships()

            self.aliens.empty()
            self.bullets.empty()

            self._create_fleet()
            self.ship.center_ship()

            sleep(0.5)
        else:
            self.stats.game_active = False
            pygame.mouse.set_visible(True)

    def _check_aliens_bottom(self):
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                self._ship_hit()
                break

    def _update_aliens(self):
        self._check_fleet_edges()
        self.aliens.update()
        if pygame.sprite.spritecollideany(self.ship,self.aliens):
            self._ship_hit()
        self._check_aliens_bottom()

    def _check_events(self):                                                 #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:
                self._check_keydowm_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)

    def _check_play_button(self,mouse_pos):
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self.settings.initialize_dynamic_settings()
            self.stats.reset_stats()
            self.stats.game_active = True
            self.sb.prep_score()
            self.sb.prep_level()
            self.sb.prep_ships()

            self.aliens.empty()
            self.bullets.empty()

            self._create_fleet()
            self.ship.center_ship()

            pygame.mouse.set_visible(False)

    def _check_keydowm_events(self, event):
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        elif event.key == pygame.K_q:
            sys.exit()
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()

    def _check_keyup_events(self, event):
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        if event.key == pygame.K_LEFT:
            self.ship.moving_left = False

    def _fire_bullet(self):
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)

    def _create_fleet(self):
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        available_space_x = self.settings.screen_width - (2* alien_width)
        number_aliens_x = available_space_x // (2* alien_width)

        ship_height = self.ship.rect.height
        available_space_y = (self.settings.screen_height-(3*alien_height)-ship_height)
        number_rows = available_space_y // (2*alien_height)

        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                self._create_alien(alien_number,row_number)

    def _create_alien(self,alien_number,row_number):
        alien = Alien(self)
        alien_width,alien_height = alien.rect.size
        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
        self.aliens.add(alien)

    def _check_fleet_edges(self):
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    def _change_fleet_direction(self):
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _update_screen(self):
        self.screen.fill(self.settings.bg_color)
        self.ship.blitime()
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        self.aliens.draw(self.screen)
        self.sb.show_score()

        if not self.stats.game_active:
            self.play_button.draw_button()

        pygame.display.flip()                                                #让最近绘制的屏幕可见

if __name__ == '__main__':                                                       #创建游戏实例并运行
    ai = AlienInvasion()
    ai.run_game()

 alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    def __init__(self,ai_game):
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.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 check_edges(self):
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right or self.rect.left <= 0:
            return True

    def update(self):
        self.x += (self.settings.alien_speed * self.settings.fleet_direction)
        self.rect.x = self.x

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    def __init__(self,ai_game):
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings
        self.color = self.settings.bullet_color

        self.rect = pygame.Rect(0, 0, self.settings.bullet_width,self.settings.bullet_height)
        self.rect.midtop = ai_game.ship.rect.midtop

        self.y = float(self.rect.y)

    def update(self):
        self.y -=self.settings.bullet_speed
        self.rect.y = self.y

    def draw_bullet(self):
        pygame.draw.rect(self.screen,self.color,self.rect)

ship.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
    def __init__(self,ai_game):                                      #初始化飞船并设置其初始位置
        super().__init__()
        self.screen = ai_game.screen
        self.settings = ai_game.settings
        self.screen_rect = ai_game.screen.get_rect()

        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.rect.midbottom = self.screen_rect.midbottom             #将每艘新的飞船都放在屏幕底部中央

        self.x = float(self.rect.x)
        self.moving_right = False
        self.moving_left = False

    def update(self):
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.x += self.settings.ship_speed
        if self.moving_left and self.rect.left > 0:
            self.x -= self.settings.ship_speed
        self.rect.x = self.x

    def blitime(self):                                               #在指定位置绘制飞船
        self.screen.blit(self.image,self.rect)

    def center_ship(self):
        self.rect.midbottom = self.screen_rect.midbottom
        self.x = float(self.rect.x)

button.py

import pygame.font

class Button:
    def __init__(self,ai_game,msg):
        self.screen = ai_game.screen
        self.screen_rect = self.screen.get_rect()

        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)

        self.rect = pygame.Rect(0,0,self.width,self.height)
        self.rect.center = self.screen_rect.center

        self._prep_msg(msg)

    def _prep_msg(self,msg):
        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):
        self.screen.fill(self.button_color,self.rect)
        self.screen.blit(self.msg_image,self.msg_image_rect)

game_stats.py

class GameStats:
    def __init__(self,ai_game):
        self.settings = ai_game.settings
        self.reset_stats()
        self.game_active = False
        self.high_score = 0
        self.level = 1

    def reset_stats(self):
        self.ships_left = self.settings.ship_limit
        self.score = 0

scoreboard.py

import pygame.font
from pygame.sprite import Group

from ship import Ship

class Scoreboard:
    def __init__(self,ai_game):
        self.ai_game = ai_game
        self.screen = ai_game.screen
        self.screen_rect = self.screen.get_rect()
        self.settings = ai_game.settings
        self.stats = ai_game.stats

        self.text_color = (30,30,30)
        self.font = pygame.font.SysFont(None,48)

        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        rounded_score = round(self.stats.score,-1)
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(score_str,True,self.text_color,self.settings.bg_color)

        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20

    def prep_high_score(self):
        high_score = 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.settings.bg_color)

        self.high_score_rect = self.high_score_image.get_rect()
        self.high_score_rect.centerx = self.screen_rect.centerx
        self.high_score_rect.top = self.score_rect.top

    def check_high_score(self):
        if self.stats.score > self.stats.high_score:
            self.stats.high_score = self.stats.score
            self.prep_high_score()

    def prep_level(self):
        level_str = str(self.stats.level)
        self.level_image = self.font.render(level_str,True,self.text_color,self.settings.bg_color)

        self.level_rect = self.level_image.get_rect()
        self.level_rect.right = self.score_rect.right
        self.level_rect.top = self.score_rect.bottom + 10

    def prep_ships(self):
        self.ships = Group()
        for ship_number in range(self.stats.ships_left):
            ship = Ship(self.ai_game)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)

    def show_score(self):
        self.screen.blit(self.score_image,self.score_rect)
        self.screen.blit(self.high_score_image,self.high_score_rect)
        self.screen.blit(self.level_image,self.level_rect)
        self.ships.draw(self.screen)

settings.py

class Settings:
    def __init__(self):
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230,230,230)

        self.ship_limit = 3

        self.bullet_width = 15
        self.bullet_height = 15
        self.bullet_color = (60,60,60)
        self.bullets_allowed = 3

        self.fleet_drop_speed = 10

        self.speedup_scale = 1.1
        self.score_scale = 1.5

        self.initialize_dynamic_settings()

    def initialize_dynamic_settings(self):
        self.ship_speed = 1.5
        self.bullet_speed = 1.5
        self.alien_speed = 0.4
        self.fleet_direction = 1
        self.alien_points = 50

    def increase_speed(self):
        self.ship_speed *= self.speedup_scale
        self.bullet_speed *= self.speedup_scale
        self.alien_speed *= self.speedup_scale

        self.alien_points = int(self.alien_points * self.score_scale)
        print(self.alien_points)

 

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