绘制屏幕,创建飞船,添加飞船武器完整代码

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)
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