添加外星人
我们接下来为我们的飞船添加敌人----外星人。
我们将更加深入的了解Pygame,在练习的过程中会学习如何检测游戏对象之间的碰撞,如子弹和外星人之间的碰撞。检测碰撞有助于定义游戏元素之间的交互:可以将角色限定在迷宫墙壁之内或在两个角色之间传球。
1.1 先创建第一个外星人
外星人的创建和飞船的创建类似,先创建一个表示外星人的类Alien,外星人的行为都由Alien类控制:
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
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
#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)
1.2 创建Alien实例
在alien_invasion.py中创建一个Alien实例:
import pygame
from settings import Settings
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#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,aliens)
run_game()
1.3 让外星人出现在屏幕上
通过在update_screen()中调用方法blitme(),让外星人出现在屏幕上
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,aliens):
"""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()
alien.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)
2. 创建一群外星人
2.1 确定一行可容纳多少个外星人
为确定一行可容纳多少个外星人,需要看看可用的水平空间多大,屏幕宽度存储在ai_settings.screen_width中,但需要在屏幕两边都留下一定的边距,把它设置为外星人的宽度。由于由两个边距,因此可用于放置外星人的水平空间为屏幕宽度减去外星人宽度的两倍:
available_space_x = ai_settings.screen_width - (2 * alien_width)
我们还需要在外星人之间留出一定的空间,即外星人宽度。因此,显示一个外星人所需的水平空间为外星人速度的两倍:一个宽度用于放置外星人,另一个宽度为外星人右边的空白区域,为确定一行可容纳多少个外星人,我们将可用空间除以外星人宽度的两倍:
number_aliens_x = availale_space_x / (2 * alien_width)
2.2 创建多行外星人
为了创建一行外星人需要在alien_invasion.py中创建一个名为aliens的空编组,用于存储全部外星人,在调用game_functions.py中创建外星人群的函数:
alien_invasion.py
import pygame
from settings import Settings
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#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()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,aliens)
#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,aliens)
run_game()
game_function.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,aliens):
"""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()
aliens.draw(screen)
#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)
2.3 创建外星人群
下面添加新函数create_fleet(),把函数放在game_functions.py,并且需要导入Alien类:
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
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,aliens):
"""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()
aliens.draw(screen)
#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)
def create_fleet(ai_settings, screen, aliens):
"""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
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
alien_width = alien.rect.width
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
#创建第一行外星人
for alien_number in range(number_aliens_x):
#创建一个外星人并将其加入当前行
alien = Alien(ai_settings,screen)
alien_x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
aliens.add(alien)
运行的结果是我们创建的外星人是偏左的,因为我们让外星人群往右移,触及屏幕边缘后稍微往下移,然后往左移。
2.4 重构 create_fleet()
为了保证代码的可阅读性和简洁性,下面添加两个新的函数get_number_alien_x()和create_alien().
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
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,aliens):
"""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()
aliens.draw(screen)
#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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少个外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def create_alien(ai_settings,screen,aliens,alien_number):
"""创建一个外星人并将其放在当前行"""
alien = Alien(ai_settings,screen)
alien_width = alien.rect.width
alien_x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
aliens.add(alien)
def create_fleet(ai_settings, screen, aliens):
"""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
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
#创建第一行外星人
for alien_number in range(number_aliens_x):
#创建一个外星人并将其加入当前行
create_alien(ai_settings,screen,aliens,alien_number)
2.5 添加行
要创建外星人群,需要计算屏幕可容纳多少行,并对创建一行外星人的循环重复相应的次数,为计算可容纳的行数,我们这样计算可用垂直空间:将屏幕高度减去第一行外星人的上边距(外星人高度)、飞船的高度以及最初外星人高度加上外星人间距(外星人的两倍):
available_space_y = ai_settings.screen_height - 3 * alien_height - ship_height
我们将可用垂直空间除以外星人高度的两倍
number_rows = available_space_y / (2 * alien_height)
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
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,aliens):
"""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()
aliens.draw(screen)
#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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少个外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其放在当前行"""
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 create_fleet(ai_settings, screen, ship,aliens):
"""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
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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其加入当前行
create_alien(ai_settings,screen,aliens,alien_number,row_number)
alien_invasion.py
import pygame
from settings import Settings
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#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()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#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,aliens)
run_game()
我们运行程序就看到,我们已经创建了一群外星人
3 让外星人群移动
下面我们让外星人群在屏幕上向右移动,撞到屏幕边缘后下移一定的距离,在沿相反的方向移动。
3.1 向右移动外星人
我们先让外星人向右移动,使用alien.py中的update()方法,且对外星人群中的每个外星人都调用它,首先,添加一个控制外星人速度的设置:
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
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60 , 60 , 60)
self.bullets_allowed = 5 #将在屏幕内可以存在的子弹限制为3颗
#外星人设置
self.alien_speed_factor = 1
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
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
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
#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 update(self):
"""向左或右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
然后再game_functions.py的while循环中调用更新飞船和子弹的方法,还需要更新每个外星人的位置:
alien_invasion.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
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,aliens):
"""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()
aliens.draw(screen)
#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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少个外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其放在当前行"""
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 create_fleet(ai_settings, screen, ship,aliens):
"""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
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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其加入当前行
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(aliens):
"""更新外星人群中所有外星人的位置"""
aliens.update()
对编组aliens调用方法update(),将自动对每个外星人调用方法update(),现在运行游戏后,会发现外星人群是向右移的
3.2 创建表示外星人移动方向的设置
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
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60 , 60 , 60)
self.bullets_allowed = 5 #将在屏幕内可以存在的子弹限制为3颗
#外星人设置
self.alien_speed_factor = 1
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
3.3 检查外星人是否撞到了屏幕的边缘
下面编写一个方法,来检测是否有外星人撞到了边缘
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
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
#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_edges(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):
"""向左或右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
我们可以对外星人调用新方法check_edges()。
3.4 向下移动外星人群并改变移动方向
game_funcions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
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)
elif event.key == pygame.K_q:
sys.exit(0)
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,aliens):
"""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()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,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))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其加入当前行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,aliens):
"""更新外星人群中所有外星人的位置"""
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats.screen,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#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()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#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)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,bullets,aliens)
run_game()
4 .外星人
在前面我们创建了飞船和外星人群,但子弹击中外星人时,将穿过外星人,因为我们还没有检查碰撞。在游戏编程中,碰撞指的是游戏元素重叠在一起。要让子弹能够击落外星人,我们将使用sprite.groupcollide()检测两个编组的成员之间的碰撞。
4.1 检测子弹与外星人碰撞
方法sprite.groupcollide()将每颗子弹的rect同每个外星人的rect进行比较,并返回一个字典,其中包含发生了碰撞的子弹和外星人。在这个字典中,每个键都是一颗子弹,而相应的值都是被击中的外星人。
在函数update_bullets()中,使用下面的代码来检查碰撞:
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
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)
elif event.key == pygame.K_q:
sys.exit(0)
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,aliens):
"""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()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,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))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其加入当前行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,aliens):
"""更新外星人群中所有外星人的位置"""
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats.screen,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#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()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#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)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,bullets,aliens)
run_game()
再次运行游戏就会发现被击中的外星人将消失。
4.2 为测试创建大子弹
只需通过运行这个游戏就可以测试其很多功能,但有些功能在正常情况下测试起来比较麻烦。比如,要测试代码能否正确地处理外星人编组为空的情形,需要花很长时间将屏幕上的外星人都击落。那我们就可以通过修改子弹的宽度,把bullet_width设置为300.这样就提高了我们的测试效率。
4.3生成新的外星人群
要在外星人群被消灭后显示新的一群外星人,首先需要检查编组aliens是否为空,如果为空,就调用create_fleet().我们将在update_bullets()中执行这种检查,因为外星人都是在这里被消灭的
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
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)
elif event.key == pygame.K_q:
sys.exit(0)
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,aliens):
"""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()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,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))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其加入当前行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,aliens):
"""更新外星人群中所有外星人的位置"""
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats.screen,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
然后还需要更新alien_invasion.py中对update_bullets()的调用:
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#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()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#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)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,bullets,aliens)
run_game()
4.4 提高子弹速度
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
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60 , 60 , 60)
self.bullets_allowed = 5 #将在屏幕内可以存在的子弹限制为3颗
#外星人设置
self.alien_speed_factor = 1
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
5 结束游戏
有的时候游戏可以一直玩确实感觉不错,但是打怪升级也是要有终点的时候,不然一局游戏玩个地老天荒,那也没有啥意思了,当务大好的青春年华,最后孤老终生,游戏还是没有结束,那多么的不爽,哈哈~~
所以呢,当外星人和飞船发生碰撞、外星人移动到了底部或者玩家用光了飞船后。
5.1 检测外星人和飞船碰撞
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
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)
elif event.key == pygame.K_q:
sys.exit(0)
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,aliens):
"""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()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,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))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其加入当前行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,aliens):
"""更新外星人群中所有外星人的位置"""
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats.screen,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
方法spritecollideany()接受两个实参:一个精灵和一个编组。它检查编组是否有成员与精灵发生了碰撞,并在找到与精灵发生了碰撞的成员后就停止遍历编组。
现在,需要将ship传递给update_aliens():
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#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()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#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)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,bullets,aliens)
run_game()
5.2 响应外星人和飞船碰撞
现在需要确定外星人与飞船发生碰撞时,该做些什么了。我们不销毁ship实例并创建一个新的ship实例,而是通过跟踪游戏的统计信息来记录飞船被撞了多少次(跟踪统计信息还有助于计分)
下面添加一个用于跟踪游戏统计信息的新类------GameStats,并将其保存为文件game_stats.py
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚启动时处于活动状态
self.game_active = True
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
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
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60 , 60 , 60)
self.bullets_allowed = 5 #将在屏幕内可以存在的子弹限制为3颗
#外星人设置
self.alien_speed_factor = 1
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
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#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()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#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)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,bullets,aliens)
run_game()
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep #从time模块导入函数sleep()
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)
elif event.key == pygame.K_q:
sys.exit(0)
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,aliens):
"""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()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,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))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其加入当前行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,aliens):
"""更新外星人群中所有外星人的位置"""
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats.screen,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
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)
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
5.3 有外星人到达屏幕底端
我们添加check_aliens_bottom()来响应外星人撞到飞船那样做出响应。
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
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)
elif event.key == pygame.K_q:
sys.exit(0)
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,aliens):
"""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()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,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))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其加入当前行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,aliens):
"""更新外星人群中所有外星人的位置"""
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats.screen,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
5.4 游戏结束
game_stats.py
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚启动时处于活动状态
self.game_active = True
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
在ship_hit()中添加代码,在玩家的飞船都用完后将game_active设置为False:
game_functions.py
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
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)
elif event.key == pygame.K_q:
sys.exit(0)
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,aliens):
"""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()
aliens.draw(screen)
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,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))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
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)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,row_number):
"""创建一个外星人并将其加入当前行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,aliens):
"""更新外星人群中所有外星人的位置"""
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats.screen,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
6 确定应运行游戏的哪些部分
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
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")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#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()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#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)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,bullets,aliens)
run_game()