该项目涉及9个文件,主要是对前面基础知识的综合应用,以及软件开发思想的逐步建立,特别是重构的思路,特别好!只有亲自敲一遍代码会有更深的体会
1、alien_invasion.py内容
这个是整个项目的入口,调用各个类和game_functions里的函数
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from game_stats import GameStats
from button import Button
from scoreboard import Scorboard
import game_functions as gf
def run_game():
# 初始化游戏并创建一个屏幕对象
pygame.init()
#设置类实例化
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption('外星人入侵游戏----lxyandyou')
# 创建Play按钮
play_button = Button(ai_settings,screen,"Play")
# 创一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
sb = Scorboard(ai_settings,screen,stats)
# 创建一搜飞船、创建一个用于存储子弹的编组、创建一个外星人编组
ship = Ship(ai_settings,screen)
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,stats,sb,play_button,ship,bullets,aliens)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets)
# 每次循环时都重绘屏幕
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
#调用主程序
run_game()
2、settings.py类文件
主要存储游戏相关的各个参数设置,飞船、子弹、外星人、分数等等
class Settings():
"""存储《外星人入侵》的所有设置类"""
def __init__(self):
"""初始化游戏的静态设置"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230,230,230)
self.ship_limit = 3
# 子弹设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color =60,60,60
self.bullets_allowed = 3
#外星人设置
self.fleet_drop_speed = 10
# 动态设置
self.speedup_scale = 1.1
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
# 初始化动态设置
def initialize_dynamic_settings(self):
# 飞船的速度属性设置
self.ship_speed_factor = 1
self.bullet_speed_factor = 1
self.alien_speed_factor = 1
# fleet_direction为1 表示向右移动,为-1 表示向左移动
self.fleet_direction = 1
# 记分
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 )
3、ship.py 类
有关飞船的属性和方法
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self,ai_settings,screen):
"""初始化飞船并设置初始位置"""
super(Ship,self).__init__() # 继承精灵 Sprite
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图像并获取外接矩形
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的底部居中
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)
"""
TabError: Inconsistent use of tabs and spaces in indentation 异常处理办法
要么空格,要么tab建,必须统一,否则报错,CTRL+A 可以显示是否一致
"""
# 移动标志
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志调整飞船位置"""
# 更新飞船的center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right:
# self.rect.centerx +=1
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
# self.rect.centerx -=1
self.center -= self.ai_settings.ship_speed_factor
# 根据self.cneter 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
4、alien.py类
外星人类,存储外星人相关的属性和方法
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件
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):
"""向右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
5、bullet.py类
定义bullet相关的属性和方法
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射子弹进行管理的类"""
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
# 存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向上移动子弹"""
# 更新表示字段位置的小数值
self.y -= self.speed_factor
# 更新表示子弹的rect的位置
self.rect.y=self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen,self.color,self.rect)
6、button.py类
定义按钮的属性和方法
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 = (200,155,10)
self.text_color = (255,255,255)
self.font = pygame.font.SysFont(None,48)
# 创建按钮的rect的对象,并使其居中
self.rect = pygame.Rect(0,0,self.width,self.height)
self.rect.center = self.screen_rect.center
# 按钮的标签只需要创建一次
self.prep_msg(msg)
def prep_msg(self,msg):
""" 将msg渲染为图像,并使其在按钮上居中"""
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,再绘制文本
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
7、game_stats.py类
跟踪游戏的统计信息
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()
# 游戏刚刚启动时处于活动状态
self.game_active = False
# 在任何情况下都不应该重置最高分数
self.high_score = 0
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
self.score = 0
self.level = 1
8、scoreboard.py类
显示得分信息相关的属性和方法
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scorboard():
"""显示得分信息的类"""
def __init__(self,ai_settings,screen,stats):
"""初始化显示得分涉及的相关属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# 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)
# 准备初始得分和最高得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
""" 将得分转换为一幅渲染的图像 """
# score_str = str(self.stats.score)
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)
# 将得分放在屏幕的右上方
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):
""" 将最高得分转换为一幅渲染的图像 """
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的顶部中央
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.screen_rect.top
def prep_level(self):
""" 将等级转换为一幅渲染的图像 """
self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
# 将等级放在得分下面
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.screen_rect.right - 20
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self):
"""显示还剩下多少搜飞船"""
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 show_score(self):
""" 在屏幕上显示得分和最高得分 """
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)
9、game_functions.py 功能函数
该函数存放所有的游戏相关的功能函数,包括子弹、飞船、外星人、事件、得分等等
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
# =================外星人相关===============================
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳的外星人数量"""
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):
"""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):
"""创建外星人群"""
#创建一个外星人,并计算一行可容纳的外星人数量
# 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)
# 创建外星人群
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 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_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""检查是否有外星人到达屏幕底部"""
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,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""
检查是否偶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()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
# 检查是否有飞船到达屏幕底部
check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)
# =================事件检查相关==================================
def check_keydown_events(event,ai_settings,screen,ship,bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
#向右移动飞船
# ship.rect.centerx +=1
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):
"""响应松开"""
if event.key == pygame.K_RIGHT:
#向右移动飞船
# ship.rect.centerx +=1
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,bullets,aliens):
"""响应鼠标和键盘事件"""
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:
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 重置游戏设置
ai_settings.initialize_dynamic_settings()
# y隐藏光标
pygame.mouse.set_visible(False)
# 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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
# ==================子弹相关=================================
def fire_bullet(ai_settings,screen,ship ,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
# 创建一颗子弹,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 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"""
# 更新子弹的位置
bullets.update()
# 删除已经消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
# 检查是否有子弹集中了外星人
# 如果是这样就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
# 如果是这样就删除相应的子弹和外星人,并放入字典中,键是子弹,值是外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
#处理一颗字段击中多个外星人的情况,字典中,子弹是键,外星人是值,是一个列表
for alien in collisions.values():
stats.score += ai_settings.alien_points
sb.prep_score()
#检查最高得分情况
check_high_score(stats,sb)
if len(aliens) == 0:
# 删除现有的子弹并创建一群外星人,同时加快游戏节奏
#如果外星人都被消灭了,就提高一个等级
ai_settings.increase_speed()
bullets.empty()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
# ==================飞船相关======================================
def ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""响应外星人撞击到飞船"""
if stats.ships_left >0 :
# 将ships_limit -1
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,并将飞船放到屏幕中央
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)
#===================分数相关===========================================
def check_high_score(stats,sb):
"""检查是否诞生了最新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
# ==================屏幕显示相关=====================================
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
"""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新绘制所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
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()
10、两个图像文件
放在images目录下