主文件
alien_invasion.py
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建一艘非飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
#开始游戏的主循环
while True:
#监视键盘和鼠标事件
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings,screen,ship,bullets)
run_game()
类文件
settings.py
class Settings():
"""存储<<外星人入侵>>的所有设置的类"""
def __init__(self):
"""初始化游戏的设置"""
#屏幕设置
self.screen_width = 800
self.screen_height = 600
self.bg_color = (230,230,230)
#飞船的设置
self.ship_speed_factor = 1.5
#子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60 , 60 , 60)
self.bullets_allowed = 3 #将在屏幕内可以存在的子弹限制为3颗
游戏的逻辑文件
game_functions.py
import sys
import pygame
from bullet import Bullet
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = 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(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_screen(ai_settings,screen,ship,bullets):
"""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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(bullets):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
image类文件
ship.py
import pygame
class Ship():
def __init__(self,ai_settings,screen):
"""初始化飞船并设置其初始化位置"""
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/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#将每艘新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
self.moving_up = False
self.moving_down = False
def update(self):
"""根据移动标志调整飞船的位置"""
#更新飞船的center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
elif self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
elif self.moving_up and self.rect.up < self.screen_rect.up:
self.center += self.ai_settings.ship_speed_factor
elif self.moving_down and self.rect.down > 0:
self.center -= self.ai_settings.ship_speed_factor
#根据self.center更新rect对象
self.rect.centerx = self.center
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image,self.rect)
子弹类文件
bullet.py
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"""
def __init__(self,ai_settings,screen,ship):
"""在飞船所处的位置创建一个子弹的对象"""
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):
"""向上移动子弹"""
#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"""
pygame.draw.rect(self.screen,self.color,self.rect)