Python_外星人入侵

简单学习了一下外星人入侵,供大家参考,如有不当,还望指出
alien_incasion

# Author:Richard
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from game_states import GameStates
from button import Button
from scoreboard import Scoreboard



def run_game():
    '''
    初始化游戏并创建一个屏幕对象
    :return:
    '''
    #初始化游戏并创建一个屏幕对象
    pygame.init()             #初始化背景设置,pygame正常工作
    #screen = pygame.display.set_mode((1200,800))   #参数为元组形式,创建一个宽1200 高800像素的游戏显示窗口screen
    #pygame中原点(0,0)位于屏幕左上角,向右下方移动时,坐标值将增大
    #pygame.display.set_caption('Alien Invasion') #设置当前窗口的说明
    #bg_color = (230,230,230)  #创建一种背景色,颜色以RGB指定 灰色
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption(ai_settings.screen_name)

    #创建一艘飞船,一个子弹编组和一个外星人编组
    ship = Ship(ai_settings,screen)
    bullets = pygame.sprite.Group()
    aliens = pygame.sprite.Group()
    gf.create_fleet(ai_settings,screen,ship,aliens)
    #alien = Alien(ai_settings,screen)

    #创建一个用于存储游戏统计信息的实例
    states = GameStates(ai_settings)
    sb = Scoreboard(ai_settings,screen,states)

    #创建play按钮
    play_button = Button(ai_settings,screen,"Play")




    #开始游戏主循环
    while True:
        # #监视键盘和鼠标事件
        # for event in pygame.event.get():   #所有键盘和鼠标的事情都将促使for循环运行
        #     if event.type == pygame.QUIT:  #玩家点击窗口的关闭按钮检测到pygame.QUIT
        #         sys.exit()
        gf.check_events(ai_settings,screen,states,sb,play_button,ship,aliens,bullets)
        if states.game_active:
            ship.update()
            gf.updata_bullets(ai_settings,screen,states,sb,ship,aliens,bullets)
            gf.updata_aliens(ai_settings,screen,states,sb,ship,aliens,bullets)
        #每次循环时都重新绘制屏幕
        #screen.fill(bg_color)
        # screen.fill(ai_settings.bg_color)
        # ship.blitme()
        #
        # #让最近绘制的屏幕可见
        # pygame.display.flip()              #命令Pycharm让最近绘制的屏幕可见
        gf.updata_screen(ai_settings,screen,states,sb,ship,aliens,bullets,play_button)

run_game()

alien模块

# Author:Richard
import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    '''
    表示单个外星人类
    '''

    def __init__(self,ai_settings,screen):
        #初始化外星人并设置其起始位置
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #加载外星人图片并设置其rect属性
        self.image = pygame.image.load('images/alien.bmp')
        self.rect = self.image.get_rect()

        #每个外星人最初都在屏幕左上角附近出现
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        #存储外星人的准确位置
        self.x = float(self.rect.x)

    def blitme(self):
        #在指定位置绘制外星人
        self.screen.blit(self.image,self.rect)

    def check_egdes(self):
        #如果外星人位于屏幕边缘就返回True
        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):
        '''
        向右移动外星人
        :return:
        '''
        #self.x += self.ai_settings.alien_speed_factor
        self.x += self.ai_settings.alien_speed_factor *  self.ai_settings.fleet_direction
        self.rect.x = self.x

bullet 子弹模块

# Author:Richard
import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
    '''
    一个对飞船发射的子弹进行管理的类
    继承了pygame的Sprite类,通过使用精灵,可将游戏中相关元素编组,进而同时操作元组中的所有元素
    '''
    def __init__(self,ai_settings,screen,ship):
        super(Bullet, self).__init__()
        self.screen = screen

        #在(0,0)处创建一个表示子弹的矩形,在设置正确的位置
        self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
        self.rect.centerx = ship.rect.centerx
        self.rect.top = ship.rect.top
        #存储用小数表示的子弹位置
        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        '''
        上移动子弹
        :return:
        '''
        #更新表示子弹位置的小数值
        self.y -= self.speed_factor
        #更新表示子弹 的rect的位置
        self.rect.y = self.y

    def draw_bullet(self):
        '''
        在屏幕上绘制子弹
        :return:
        '''
        pygame.draw.rect(self.screen,self.color,self.rect)

button模块

# Author:Richard
#用于创建带标签的实心矩阵 下面这个将文本渲染到屏幕上
import pygame.font

class Button():
    def __init__(self,ai_settings,screen,msg):
        '''
        初始化按钮的属性
        :param ai_settings:
        :param screen:
        :param msg: 在按钮中显示的文本
        '''
        self.screen = screen
        self.screen_rect = screen.get_rect()
        #设置按钮的尺寸和其他属性
        self.width = 200
        self.height = 50
        self.button_color = (0,255,0)  #亮绿色
        self.text_color = (255,255,255)
        self.font = pygame.font.SysFont(None,48)

        #创建按钮的rect属性,使其居中
        self.rect = pygame.Rect(0,0,self.width,self.height)
        self.rect.center = self.screen_rect.center
        #按钮只需创建一次
        self.prep_msg(msg)

    def prep_msg(self,msg):
        '''
        将msg渲染为图像,并使其在按钮上居中
        :param msg:
        :return:
        '''
        self.msg_image = self.font.render(msg,True,self.text_color,self.button_color) #文本变成图像
        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,在绘制文本
        :return:
        '''
        self.screen.fill(self.button_color,self.rect)   #绘制表示按钮的矩形
        self.screen.blit(self.msg_image,self.msg_image_rect)  #向他传递一副图像以及与图像有关的rect对象

game_unctions模块

# Author:Richard
#将存储大量让游戏外星人运行的游戏
import sys
import pygame
from bullet import Bullet
from alien import  Alien
from time import sleep

def fire_bullet(ai_settings,screen,ship,bullets):
    if len(bullets) < ai_settings.bullets_allowed:
        # 创建一颗子弹,并将其加入到编组bullets中
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def check_keydown_events(event,ai_settings,screen,ship,bullets):
    '''
    相应按键
    :return:
    '''
    if event.key == pygame.K_RIGHT:
        # 向右移动飞船
        # ship.rect.centerx += 1
        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):
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False


def check_events(ai_settings,screen,states,sb,play_button,ship,aliens,bullets):
     '''
     相应按键和鼠标事件 每当用户按键时,都将在pygame中注册一个事件,通过pygame.event.get()获取,每次按键注册为一个KEYDOWN事件
     :return:
     '''
     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)
         elif event.type == pygame.MOUSEBUTTONDOWN:
             mouse_x,mouse_y = pygame.mouse.get_pos()
             check_play_button(ai_settings,screen,states,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)

def check_play_button(ai_settings,screen,states,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
    '''
    在玩家单击Play按钮时开始新游戏
    :param states:
    :param play_button:
    :param mouse_x:
    :param mouse_y:
    :return:
    '''
    button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not states.game_active:
        #重置游戏设置
        ai_settings.initialize_dynamic_settings()
        #隐藏光标 正在光标位于游戏窗口时将其隐藏起来
        pygame.mouse.set_visible(False)
        #重置游戏统计信息
        states.reset_states()
        states.game_active = True
        #重置记分牌图像
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()
        #清空外星人列表和子弹列表
        aliens.empty()
        bullets.empty()
        #创建一群新外星人,让飞船居中
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()



def updata_screen(ai_settings,screen,states,sb,ship,aliens,bullets,play_button):
    '''
    更新屏幕上的图像,并切换到新屏幕
    :param ai_settings:
    :param screen:
    :param ship:
    :return:
    '''
    #每次循环都会重新绘制屏幕
    screen.fill(ai_settings.bg_color)
    ship.blitme()
    sb.show_score()
    #在飞船和外星人后面重绘所有的子弹
    for bullet in bullets.sprites():  #bullets.sprites()返回一个列表,包含bullets中所有精灵
        bullet.draw_bullet()
    aliens.draw(screen)  # pygame自动绘制编组的每个元素

    if not states.game_active:
        play_button.draw_button()
    #让最新绘制的屏幕可见
    pygame.display.flip()

def updata_bullets(ai_settings,screen,states,sb,ship,aliens,bullets):
    '''
    更新子弹的位置,并删除已消失的子弹
    :param bullets:
    :return:
    '''
    bullets.update()  # 将编组为bullets中的每颗子弹调用该函数

    # 删除已经消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    # print(len(bullets))
    #检查是否有子弹击中了外星人
    #如果是这样,就删掉对应的子弹和外星人
    check_bullet_alien_collision(ai_settings,screen,states,sb,ship,aliens,bullets)


def check_bullet_alien_collision(ai_settings,screen,states,sb,ship,aliens,bullets):
    # 方法sprite.groupcollide()将每颗子弹的rect和每个外星人的rect进行比较,并返回一个字典,键 每一颗子弹,值 被击中的外星人
    # 两个True告诉pygame删除发生碰撞的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if collisions:
        for aliens in collisions.values():
            states.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_high_score(states,sb)
    if len(aliens) == 0:
        # 删除现有的子弹并新建一群外星人 加快游戏节奏
        bullets.empty()
        ai_settings.increase_speed()
        create_fleet(ai_settings, screen, ship, aliens)

        #提高等级
        states.level += 1
        sb.prep_level()

def create_fleet(ai_settings,screen,ship,aliens):
    '''
    创建外星人群
    :param ai_settings:
    :param screen:
    :param aliens:
    :return:
    '''
    #创建一个外星人,并计算一行可以容纳多少个外星人 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_alien_y(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):
            #创建一个外星人并将它加入到当前行
            creat_aline(ai_settings,screen,aliens,alien_number,row_number)


def get_number_alien_x(ai_settings,alien_width):
    '''
    计算每行可容纳多少个外星人
    :param ai_settings:
    :param alien_width:
    :return:
    '''
    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_alien_y(ai_settings,ship_height,alien_height):
    '''
    计算可容纳多少行外星人
    :param ai_settings:
    :param ship_height:
    :param alien_height:
    :return:
    '''
    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 creat_aline(ai_settings,screen,aliens,alien_number,row_number):
    '''
    创建一个外星人并将其放在当前行
    :param ai_settings:
    :param screen:
    :param aliens:
    :param alien_number:
    :return:
    '''
    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 ship_hit(ai_settings,screen,states,sb,ship,aliens,bullets):
    '''
    相应被外星人撞到飞船
    :param ai_settings:
    :param states:
    :param screen:
    :param ship:
    :param aliens:
    :param bullets:
    :return:
    '''
    if states.ships_left > 0:
        #ship_left -1
        states.ships_left -= 1

        #更新飞船
        sb.prep_ships()
        #清空外星人列表
        aliens.empty()
        bullets.empty()

        #创建一群外星人,并将飞船放到屏幕的中央
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()

        #暂停
        sleep(0.5)
    else:
        states.game_active = False
        pygame.mouse.set_visible(True)

def check_aliens_bottom(ai_settings,screen,states,sb,ship,aliens,bullets):
    '''
    检查是否有外星人到达了屏幕底端
    :param ai_settings:
    :param states:
    :param screen:
    :param ship:
    :param aliens:
    :param bullets:
    :return:
    '''
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            #像飞船被撞一样进行处理
            ship_hit(ai_settings,screen,states,sb,ship,aliens,bullets)
            break


def updata_aliens(ai_settings,screen,states,sb,ship,aliens,bullets):
    '''
    更新外星人群所有外星人的位置
    :param aliens:
    :return:
    '''
    check_fleet_edges(ai_settings,aliens)
    aliens.update()
    #检查外星人和飞船之前的碰撞
    if pygame.sprite.spritecollideany(ship,aliens):
        #print('Ship hit!!!')
        ship_hit(ai_settings,screen,states,sb,ship,aliens,bullets)

    #检查是否有外星人到达屏幕底端
    check_aliens_bottom(ai_settings,screen,states,sb,ship,aliens,bullets)


def check_fleet_edges(ai_settings,aliens):
    '''
    有外星人到达边缘时采取相应措施
    :param ai_settings:
    :param aliens:
    :return:
    '''
    for alien in aliens.sprites():
        if alien.check_egdes():
            change_fleet_direction(ai_settings,aliens)
            break

def change_fleet_direction(ai_settings,aliens):
    '''
    将整群外星人下移,并改变他们的方向
    :param ai_settings:
    :param aliens:
    :return:
    '''
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1

def check_high_score(states,sb):
    '''
    检查是否诞生了新的最高得分
    :param states:
    :param sb:
    :return:
    '''
    if states.score >= states.high_score:
        states.high_score = states.score
        sb.prep_high_score()

game_states模块

# Author:Richard
#用于跟踪游戏统计信息的新类
class GameStates():
    '''
    跟踪游戏的统计信息
    '''
    def __init__(self,ai_settings):
        '''
        初始化统计信息
        :param ai_settings:
        '''
        self.ai_settings = ai_settings
        self.reset_states()
        #游戏刚启动时处于活动状态
        self.game_active = False
        #在任何情况下都不应该重置最高得分  这部其实应该存储起来,不然再来一次不会记录最高得分的
        self.high_score = 0

    def reset_states(self):
        '''
        初始化在游戏运行期间可能变化的统计信息
        :return:
        '''
        self.ships_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1

scoreboard模块

# Author:Richard
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
    '''
    显示得分信息类
    '''

    def __init__(self,ai_settings,screen,states):
        '''
        初始化显示得分涉及的属性
        :param ai_settings:
        :param screen:
        :param states:
        '''
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.states = states

        #显示得分信息时使用的字体设置
        self.text_color = (30,30,30)
        self.font = pygame.font.SysFont(None,48)

        #准备初始得分图像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_ships(self):
        '''
        显示还剩下多少飞船
        :return:
        '''
        self.ships = Group()
        for ship_number in range(self.states.ships_left):
            ship = Ship(self.ai_settings,self.screen)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)


    def prep_high_score(self):
        '''
        将最高分渲染成图像
        :return:
        '''
        high_score = round(self.states.high_score,-1)
        high_score_str = '{:,}'.format(high_score)
        self.high_score_image = self.font.render(high_score_str,True,self.text_color,self.ai_settings.bg_color)

        #将最高得分放在屏幕顶端中央
        self.high_socre_rect =self.high_score_image.get_rect()
        self.high_socre_rect.centerx = self.screen_rect.centerx
        self.high_socre_rect.top = self.screen_rect.top

    def prep_score(self):
        '''
        将得分转换为一副渲染的图像
        :return:
        '''
        round_score = round(self.states.score,-1)  #-1圆整到10,100,1000等整数倍
        #score_str = str(self.states.score)
        score_str = "{:,}".format(round_score)  #数字转字符串使在其中插入逗号
        self.score_image = self.font.render(score_str,True,self.text_color,self.ai_settings.bg_color)

        #将得分放在屏幕右上角
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20

    def show_score(self):
        '''
        显示得分 飞船
        :return:
        '''
        self.screen.blit(self.score_image,self.score_rect)
        self.screen.blit(self.high_score_image,self.high_socre_rect)
        self.screen.blit(self.level_image,self.level_rect)
        #绘制飞船
        self.ships.draw(self.screen)


    def prep_level(self):
        '''
        将等级转换为渲染的图像
        :return:
        '''
        self.level_image = self.font.render('L-'+str(self.states.level),True,self.text_color,self.ai_settings.bg_color)

        #将等级放在得分下面
        self.level_rect = self.level_image.get_rect()
        self.level_rect.right = self.score_rect.right
        self.level_rect.bottom = self.score_rect.bottom + 30

settings模块

# Author:Richard
#将所有设置存储在一个地方,避免代码中到处添加设置
class Settings():
    '''
    存储《外星人入侵》的所有设置类
    '''
    def __init__(self):
        '''
        初始化游戏的设置
        '''
        #屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230,230,230)
        self.screen_name = 'Alien Invasion'
        #飞船设置
        self.ship_speed_factor = 1.5
        self.ship_limit = 3
        #子弹设置  创建一个宽3像素 高15像素的深灰色子弹
        self.bullet_speed_factor = 3.0
        self.bullet_width = 100
        self.bullet_height = 15
        self.bullet_color = 60,60,60
        self.bullets_allowed = 5
        #外星人设置
        self.alien_speed_factor = 1
        self.fleet_drop_speed = 10
        self.fleet_direction = 1  #+1表示右向移动 -1表示左向移动
        #以什么样的速度加快游戏节奏
        self.speedup_scale = 1.1
        self.score_scale = 1.5  #点数提高速度
        self.initialize_dynamic_settings()
        #记分
        self.alien_points = 50

    def initialize_dynamic_settings(self):
        '''
        初始化随游戏进而变化的设置
        :return:
        '''
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1
        #fleet_direction 1表示向右,-1表示向左
        self.fleet_direction = 1
        # 记分
        self.alien_points = 50

    def increase_speed(self):
        '''
        提高速度设置和外星人点数
        :return:
        '''
        self.ship_speed_factor *= self.speedup_scale
        self.bullet_speed_factor *= self.speedup_scale
        self.alien_speed_factor *= self.speedup_scale
        self.alien_points = int(self.alien_points * self.score_scale)
        #print(self.alien_points)

ship模块

# Author:Richard
#创建一个ship模块,用于管理飞船的大部分行为
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):

    def __init__(self,ai_settings,screen):
        '''
        初始化飞船并设置其初始位置
        :param screen:
        '''
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        #加载飞船图像并获取其外接矩形
        self.image = pygame.image.load('images/ship1.bmp')  #返回一个表示飞船的surface
        self.rect = self.image.get_rect()     #get_rec() 表示获取相应surface的属性rect,
        self.screen_rect = screen.get_rect()

        #将每艘新的飞船放在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom
        #在飞船的属性center中存储小数值
        self.center = float(self.rect.centerx)


        #移动标志
        self.moving_right = False
        self.moving_left = False


    def update(self):
        '''
        根据移动标志调整飞船的位置
        更新飞船的center值而不是rect
        :return:
        '''
        if self.moving_right and self.rect.right < self.screen_rect.right:
            #self.rect.centerx += 1
            self.center += self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left > 0:
            #self.rect.centerx -= 1
            self.center -= self.ai_settings.ship_speed_factor
        self.rect.centerx = self.center

    def blitme(self):
        '''
        在指定位置绘制飞船 根据self.rect指定的位置将图形绘制到屏幕上
        :return:
        '''
        self.screen.blit(self.image,self.rect)

    def center_ship(self):
        '''
        让飞船在屏幕上居中
        :return:
        '''
        self.cneter = self.screen_rect.centerx
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