aliens_invasion.py
import pygame
from settings import Settings
from ship import Ship
from pygame.sprite import Group
from game_stats import Gamestats
from button import Button
from scoreboard import Scoreboard
import game_functions as gf
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
stats = Gamestats(ai_settings)
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建play按钮
play_button = Button(ai_settings,screen,"play")
#创建一个飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组,创建一个用于存储外星人的编组
bullets = Group()
aliens = Group()
#创建一个外星人群
gf.create_fleet(ai_settings, screen, ship,aliens)
#创建一个记分牌
sb = Scoreboard(ai_settings,screen,stats)
#开始游戏循环
while True:
#调用函数判断事件
gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
gf.update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets)
#每次循环时都重绘屏幕并且将最新的屏幕显示在屏幕上
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()
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()
self.game_active = False
self.high_score = 0
def reset_stats(self):
'''初始化在游戏运行期间可能变化的信息'''
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
scoreboard.py
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_settings,screen,stats):
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
self.prep_level()
self.prep_ships()
#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()
def prep_ships(self):
'''显示还剩下多少艘飞船'''
self.ships = Group()
for ship_number in range(self.stats.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_score(self):
'''将得分转换为一副渲染的图像'''
rounded_score = int(round(self.stats.score,-1))
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str,True,self.text_color,self.ai_settings.bg_color)
#将得分屏幕放在右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def prep_high_score(self):
'''将最高得分转换为渲染的图像'''
high_score = int(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.ai_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 prep_level(self):
'''将等级转换为渲染的图像'''
#先注释掉,不知道怎么解决暂时
#self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
#将等级放在下方
#self.level_rect = self.level_image.get_rect()
#self.level_rect.right = self.screen_rect.right
#self.level_rect.top = self.score_rect.bottom + 10
def show_score(self):
'''在屏幕上显示得分'''
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)
#绘制飞船
self.ships.draw(self.screen)
buttom.py
import pygame.font
class Button():
def __init__(self,ai_settings,screen,msg):
'''初始化按钮的属性'''
self.screen = screen
self.screen_rect = 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(None,48)
#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
self.prep_msg(msg)
def prep_msg(self,msg):
'''将msg渲染为图像,并使其按钮居中'''
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,在绘制文本'''
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
ship.py
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'''
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/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#移动标志
self.moving_right = False
self.moving_left = False
#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)
def blitme(self):
'''在制定位置绘制飞船'''
self.screen.blit(self.image,self.rect)
#定义一个方法判断move_right状态
def update(self):
#根据移动标志调整飞船的位置
if self.moving_right and (self.rect.right < self.screen_rect.right):
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and (self.rect.left > 0):
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center
def center_ship(self):
'''让飞船在屏幕居中'''
self.center = self.screen_rect.centerx
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()
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,stats,sb,play_button,ship,aliens,bullets):
# 监视键盘和鼠标事件
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,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
'''在玩家单击play按钮时开始游戏'''
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
if play_button.rect.collidepoint(mouse_x,mouse_y):
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#重置记分牌录像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#清空外星人和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
'''更新屏幕上的图像,并刷新屏幕'''
#每次循环都重绘屏幕
screen.fill(ai_settings.bg_color)
ship.blitme()
#在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
aliens.draw(screen)
#显示得分
sb.show_score()
#如果游戏处于非活动状态,就绘制play按钮
if not stats.game_active:
play_button.draw_button()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''更新子弹的位置,并删除已经消失的子弹'''
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,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):
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_rows(ai_settings,ship_height,alien_height):
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):
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,并计算一行可以容纳多少外行星人
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 ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''响应被外星人撞到的飞船'''
if stats.ships_left > 0:
#将ships_left减一
stats.ships_left -= 1
#更新记分牌
sb.prep_ships()
#清空外星人列表和 子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''检查是否有外星人位于边缘,并更新外星人的位置'''
check_fleet_edges(ai_settings,aliens)
aliens.update()
#检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
#检查是否有外星人到达屏幕低端
check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
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,并改变他们的方向'''
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''检查是否有子弹击中了外星人,击中就删除相应的子弹和外星人'''
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats,sb)
if len(aliens) == 0:
#检测到编组的外星人为0,就删除所有的子弹并新建一群外星人
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def check_aliens_bottom(ai_settings,screen,stats,sb,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:
#像飞船被撞到一样那么处理
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
break
def check_high_score(stats,sb):
'''检查是否诞生了新的最高分'''
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
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):
'''初始化外星人设置并设置起始位置'''
super(Alien,self).__init__()
self.screen = screen
self.ai_settings = ai_settings
#加载外星人图像,并设置rect属性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
#每个外星人都在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
#存贮外星人的准确位置
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):
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
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
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 = 1200
self.screen_height = 800
self.bg_color = (230,230,230)
#设置飞船的速度
self.ship_limit = 3
#增加关于子弹的设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60,60,60)
self.bullets_allowed = 3
#增加关于外星人的设置
self.fleet_drop_speed = 10
#以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
#外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
self.ship_speed_factor = 1
self.bullet_speed_factor = 0.5
self.alien_speed_factor = 0.5
# fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
#计分
self.alien_points = 50
def increase_speed(self):
'''提高速度设置'''
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)
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对象'''
super(Bullet,self).__init__()
self.screen = screen
#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,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#存储用小鼠表示的子弹位置
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'''
#更新表示子弹的位置的小数值
self.y -= self.speed_factor
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)