外星人入侵

此代码实现了一个名为'Alien Invasion'的Pygame游戏,包括游戏设置、飞船、子弹、外星人、游戏统计、记分牌、按钮等元素。玩家控制飞船射击外星人,当所有外星人被消灭或飞船被击中时,游戏状态会相应改变。游戏使用了不同类来管理各个组件,实现了游戏循环、事件处理、屏幕更新等功能。
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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)

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