alien_invasion
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")
# 创建存储游戏统计信息的实例。
# 并创建积分牌。
# 创建一个用于储存游戏统计信息的实列。
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
# 设置背景色。
self.bg_color = (230, 230, 230)
self._create_fleet()
# 创建Play按钮。
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 _create_fleet(self):
"""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的宽度
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien_width = alien.rect.width
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# 计算屏幕可容纳多少行外星人。
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)
# 创建外星人群。
from random import randint # 下面进行了随机数的改编
number_row = randint(number_rows, number_aliens_x)
number_alien_x = randint(number_rows, number_aliens_x)
for row_number in range(number_row):
for alien_number in range(number_alien_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
"""创建一个外星人,并将其放在当前行."""
alien = Alien(self)
alien_width, alien_height = alien.rect.size
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
self.aliens.add(alien)
def _check_fleet_edges(self):
"""有外星人到达边缘时采取相应的措施。"""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
"""将整群外星人下移,并改变它们的方向。"""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _update_aliens(self):
"""检查是否有外星人到达边缘,并更新整群外星人的位置"""
self._check_fleet_edges()
self.aliens.update()
# 检测外星人和飞船之前的碰撞。
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# 检查是否有外星人到达屏幕的底端
self._check_aliens_bottom()
def _ship_hit(self):
"""相应飞船被外星撞到。"""
if self.stats.ships_left > 0:
# 将ships——left减1并更新记分牌。
self.stats.ships_left -= 1
self.sb.prep_ships()
# 清空余下的外星人和子弹。
self.aliens.empty()
self.bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕低端的中央。
self._create_fleet()
self.ship.center_ship()
# 暂 停
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _check_aliens_bottom(self):
"""检查是否有外星人到达屏幕的底端"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞到一样处理。
self._ship_hit()
break
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_keydown_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):
"""在玩家点击play按钮时开始新游戏"""
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:#动手试一试的改编
self._start_game()
def _start_game(self):
if not self.stats.game_active:
# 重置游戏设置。
self.settings.initialize_dynamic_settings()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
# 清空余下的外星人和子弹。
self.aliens.empty()
self.bullets.empty()
# 创建一群新的外星人并让飞船居中
self._create_fleet()
self.ship.center_ship()
# 隐藏鼠标光标。
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
"""响应按键"""
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()
elif event.key == pygame.K_UP:
self.ship.moving_up = True
elif event.key == pygame.K_DOWN:
self.ship.moving_down = True
elif event.key == pygame.K_w:
self._start_game()
def _check_keyup_events(self, event):
"""响应松开"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
elif event.key == pygame.K_UP:
self.ship.moving_up = False
elif event.key == pygame.K_DOWN:
self.ship.moving_down = False
# 每次循环时都重新绘制屏幕。
def _fire_bullet(self):
"""创建一颗子弹,并将其加入编组bullets中"""
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
"""更新子弹的位置并删除消失的子弹"""
# 更新子弹的位置
self.bullets.update()
# 删除消失的子弹。
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
print(len(self.bullets))
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
"""相应子弹和外星人碰撞。"""
# 删除发生碰撞的子弹和外星人。
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
if not self.aliens:
# 删除现有的子弹并新建一群外星人
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
# 提高等级。
self.stats.level += 1
self.sb.prep_level()
def _update_screen(self):
"""更新屏幕上的图像,并切换到新屏幕"""
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# 显示得分。
self.sb.show_score()
# 如果游戏处于非活动状态,就绘制Play按钮。
if not self.stats.game_active:
self.play_button.draw_button()
# 让最近绘制的屏幕可见。
pygame.display.flip()
if __name__ == '__main__':
# 创建游戏实例并运行游戏。
ai = AlienInvasion()
ai.run_game()
Settings类
class Settings:
"""存储游戏《外星人入侵》中所有设置的类"""
def __init__(self):
"""初始化游戏的静态设置"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船设置
self.ship_speed = 1.5
self.ship_limit = 3
# 子弹设置
self.bullet_speed = 1.0
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (255, 0, 0)
self.bullets_allowed = 10
# 外星人设置
self.alien_speed = 1.0
self.fleet_drop_speed = 10
# fleet_direction为1表示向右移,为-1表示向左移。
self.fleet_direction = 1
# 加快游戏节奏的速度。
self.speedup_scale = 1.1
# 外星人分数的提高速度。
self.score_scale = 1.5
# 记分。
self.alien_points = 50
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置。"""
self.ship_speed = 1.5
self.bullet_speed = 3.0
self.alien_speed = 1.0
# fleet_direction为1表示向右,为-1表示向左。
self.fleet_direction = 1
def increase_speed(self):
"""提高速度设置和外星人分数。"""
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)
Ship类
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
"""管理飞船的类"""
def __init__(self, ai_game):
"""初始化飞船并设置其为初始位置。"""
super().__init__()
self.screen = ai_game.screen
self.screen_rect = ai_game.screen.get_rect()
self.settings = ai_game.settings
# 加载飞船图像并获取其外接矩形。
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
# 对于每艘新飞船,都将其放在屏幕底部的中央。
self.rect.midbottom = self.screen_rect.midbottom
# 在飞船的属性x中储存小数值
self.x = float(self.rect.x)
self.y = float(self.rect.y)
# 移动标志。
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
"""根据移动标志调整飞船的位置。"""
# 更新飞船而不是rect对象的x值。
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
if self.moving_up and self.rect.top > 0:
self.y -= self.settings.ship_speed
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.y += self.settings.ship_speed
# 根据self.x更新rect对象
self.rect.x = self.x
self.rect.y = self.y
def center_ship(self):
"""让飞船在屏幕低端居中。"""
self.rect.midbottom = self.screen_rect.midbottom
self.x = float(self.rect.x)
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
Bullet类
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""管理飞船所发射子弹的类"""
def __init__(self,ai_game):
"""在飞船当前位置创建一个子弹对象"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
#在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
self.rect = pygame.Rect(0,0,self.settings.bullet_width,self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
#储存用小数表示子弹位置
self.y = float(self.rect.y)
def update(self):
"""向上移动子弹。"""
#更新表示子弹位置的小数值
self.y -= self.settings.bullet_speed
#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。"""
pygame.draw.rect(self.screen,self.color,self.rect)
Alien类
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类。"""
def __init__(self, ai_game):
"""初始化外星人并设置其起始位置"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
# 加载外星人图像并设置其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。
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 储存外星人的精确水平位置。
self.x = float(self.rect.x)
def check_edges(self):
"""如果外星人位于屏幕的边缘,就返回True"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right or self.rect.left <= 0:
return True
def update(self):
"""向右或向左移动外星人"""
self.x += (self.settings.alien_speed*self.settings.fleet_direction)
self.rect.x =self.x
GameStats类
class GameStats:
"""跟踪游戏的统计信息。"""
def __init__(self, ai_game):
"""初始话统计信息。"""
self.score = None
self.ships_left = None
self.settings = ai_game.settings
self.reset_stats()
# 让游戏一开始处于非活动状态。
self.game_active = False
# 任何情况下都不应重置最高得分。
self.high_score = 0
def reset_stats(self):
"""初始化在游戏运行期间肯变化的统计信息。"""
self.ships_left = self.settings.ship_limit
self.score = 0
self.level = 1
Button类
import pygame.font
class Button:
def __init__(self, ai_game, msg):
"""初始化按钮的属性。"""
self.screen = ai_game.screen
self.screen_rect = self.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 = (255, 255, 255)
self.font = pygame.font.SysFont('arial', 24)
# 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
# 按钮的标签值需创建一次。
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。"""
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)
Scoreboard类
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard:
"""显示得分信息的类。"""
def __init__(self, ai_game):
"""初始化显示得分涉及的属性。"""
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
# 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('arial', 24)
# 准备包含最高得分和当前得分的图像。
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转化为一幅渲染的图像。"""
rounded_score = round(self.stats.score, -1)
score_str = "{:,}".format(rounded_score)
score_str = str(self.stats.score)
self.score_image = self.font.render(score_str, True, self.text_color, self.settings.bg_color)
# 在屏幕右上角显示得分。
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):
"""在屏幕上显示得分、等级、余下飞船数。"""
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)
def prep_high_score(self):
"""将最高得分转化为渲染的图像。"""
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)
# 将最高得分放在屏幕顶部中央。
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):
"""检查是否诞生了新的最高得分。"""
if self.stats.score > self.stats.high_score:
self.stats.high_score = self.stats.score
self.prep_high_score()
def prep_level(self):
"""将等级转换为渲染的图像。"""
level_str = str(self.stats.level)
self.level_image = self.font.render(level_str, True, self.text_color, self.settings.bg_color)
# 将等级放在得分下方。
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):
"""显示还余下多少艘飞船。"""
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
self.ships.add(ship)