外星人入侵练习

aline_1.py

import pygame
from pygame.sprite import Sprite


class Aline_1(Sprite):

    def __init__(self, ai_seting, screen):
        super(Aline_1, self).__init__()
        self.screen = screen
        self.ai_seting = ai_seting

        # 加载外星人图像,并设置其rect属性
        self.image = pygame.image.load(r'wxr.png')
        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):
        # 向右移动的外星人
        self.x += (self.ai_seting.alien_speed_factor * self.ai_seting.fleet_direction)
        self.rect.x = self.x

    def check_edge(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

bullent.py

import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):

    def __init__(self, ai_seting, 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_seting.bullet_width, ai_seting.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_seting.bullet_color
        self.speed_factor = ai_seting.bullet_speed_factor

    def update(self):
        """向上移动子弹"""
        # 更新表示子弹位置的小数值
        self.y -= self.speed_factor
        # 更新表示子弹的rect的位置
        self.rect.y = self.y


    def draw_bullet(self):
        """在屏幕上绘制子弹"""
        pygame.draw.rect(self.screen, self.color, self.rect)

button.py

import pygame.font


class Button():
    def __init__(self , ai_settings, screen, msg):
        self.screen = screen
        self.screen_rect = screen.get_rect()

        # 设置高、宽、颜色
        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

        # 按钮的标签只需创建一次
        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)
 

game_function.py

import sys
import pygame
from bullet import Bullet
from aline_1 import Aline_1
from time import sleep


def check_keydown_events(event, ai_seting, screen, ship, bullets):
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_RIGHT:
            # 向右移动飞船
            ship.move_right = True
        elif event.key == pygame.K_LEFT:
            # 向左移动飞船
            ship.move_left = True
        elif event.key == pygame.K_SPACE:
            fire_bullets(bullets, ai_seting, screen, ship)
        elif event.key == pygame.K_q:
            sys.exit()


def fire_bullets(bullets, ai_seting, screen, ship):
    """如果还没有到达限制,就发射一颗子弹"""
    if len(bullets) < ai_seting.bullet_allowed:
        new_bullet = Bullet(ai_seting, screen, ship)
        bullets.add(new_bullet)


def check_keyup_events(event, ship):
    if event.type == pygame.KEYUP:
        if event.key == pygame.K_RIGHT:
            # 向右移动飞船
            ship.move_right = False
        elif event.key == pygame.K_LEFT:
            # 向左移动飞船
            ship.move_left = False


def check_events(ai_set, screen, stats, sb, play_button, ship,aliens, bullets):
    '''响应按键和鼠标事件'''
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_set, screen, ship, bullets)
            # if event.key == pygame.K_RIGHT:
            #     # 向右移动飞船
            #     ship.move_right = True
            # elif event.key == pygame.K_LEFT:
            #     # 向左移动飞船
            #     ship.move_left = True
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)
            # if event.key == pygame.K_RIGHT:
            #     # 向右移动飞船
            #     ship.move_right = False
            # elif event.key == pygame.K_LEFT:
            #     # 向左移动飞船
            #     ship.move_left = False
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_set, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)


def check_play_button(ai_set, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
    # 在玩家单击Play按钮时开始新游戏
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        if play_button.rect.collidepoint(mouse_x, mouse_y):
            # 重置游戏设置
            ai_set.initialize_dynamic_settings()
            # 隐藏光标
            pygame.mouse.set_visible(False)
            # 重置游戏统计信息
            # 重置记分牌图像
            sb.prep_score()
            sb.prep_high_score()
            sb.prep_level()
            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,并让飞船居中
            create_fleet(ai_set, screen, ship, aliens)
            ship.center_ship()
            stats.reset_stats()
            stats.game_active = True


def updata_screen(ai_set, screen, stats, sb, ships, aliens, bullets, play_button):
    screen.fill(ai_set.bg_color)
    # 绘制记分牌
    sb.show_score()
    # 在飞船和外星人后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ships.blitme()
    # 让外星人显示在屏幕上
    # aline1.blitme()
    aliens.draw(screen)
    # 让按钮显示在屏幕上
    # 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 updata_bullet(ai_set, screen, stats, sb, ship, bullets, alines):
    """更新子弹的位置,并删除已消失的子弹"""
    # 更新子弹的位置
    bullets.update()
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    # 检查是否有子弹击中了外星人
    # 如果是这样,就删除相应的子弹和外星人
    # collisions = pygame.sprite.groupcollide(bullets, alines, True, True)
    # if len(alines) == 0:
    #     bullets.empty()
    #     create_fleet(ai_set, screen, ship, alines)
    check_bullet_alien_collisions(ai_set, screen, stats, sb, ship, bullets, alines)


def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, bullets, alines):
    """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, alines, True, True)
    if collisions:
        stats.score += ai_settings.alien_points
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_high_score(stats, sb)
    if len(alines) == 0:
        # 删除现有的子弹,加快游戏节奏,并创建一群新的外星人
        bullets.empty()
        ai_settings.increase_speed()
        # 提高等级
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, alines)


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_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) - 2 * 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 = Aline_1(ai_settings, screen)
    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
    alien.rect.x = alien.x
    aliens.add(alien)


def create_fleet(ai_set, 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 = Aline_1(ai_set, screen)
    aline1_width = alien.rect.width
    # # 计算屏幕的宽度,能容下多少飞船
    # available_space_x = ai_set.screen_width - 2 * aline1_width
    # # 计算飞船的数量
    # number_aliens_x = int(available_space_x / (2 * aline1_width))
    number_aliens_x = get_number_aliens_x(ai_set, aline1_width)
    number_rows = get_number_rows(ai_set, ship.rect.height, alien.rect.height)
    # 创建一行外星人
    for row_number in range(number_rows):
        for aline_number in range(number_aliens_x):
            # alien = Aline_1(ai_set, screen)
            # alien.x = aline1_width + 2 * aline1_width * aline_number
            # alien.rect.x = alien.x
            # aliens.add(alien)
            create_alien(ai_set, screen, aliens, aline_number, row_number)


def update_aliens(ai_settings, screen, stats, sb, ships, 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)
    # 更新外星人群中所有外星人的位置
    aliens.update()
    # 检查是否是否有飞船到底端
    check_aliens_bottom(ai_settings, screen, stats, sb, ships, aliens, bullets)
    # 检测外星人和飞船之间的碰撞
    if pygame.sprite.spritecollideany(ships, aliens):
        ship_hit(ai_settings, screen, stats, sb, ships, 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 aline in aliens.sprites():
        if aline.check_edge():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, alines):
    """将整群外星人下移,并改变它们的方向"""
    for aline in alines.sprites():
        aline.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def ship_hit(ai_set, screen, stats, sb, ships, aliens, bullets):
    if stats.ships_left > 0:
        # 响应被外星人撞到的飞船
        # 将ships_left减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,并将飞船放到屏幕底端中央
        create_fleet(ai_set, screen, ships, aliens)
        ships.center_ship()
        # 暂停1秒
        sleep(1)
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)


def check_aliens_bottom(ai_settings, screen, stats, sb, ships, aliens, bullets):
    """检查是否有外星人到达了屏幕底端"""
    screen_rect = screen.get_rect()
    for aline in aliens.sprites():
        if  aline.rect.bottom >= screen_rect.bottom:
            change_fleet_direction(ai_settings, aliens)
            break

def check_high_score(stats, sb):
    """检查是否诞生了新的最高得分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()

game_states.py

class GameStats():
    # 统计游戏状态
    def __init__(self, ai_set):
        self.ai_set = ai_set
        self.reset_stats()
        # 游戏刚启动时处于活动状态
        self.game_active = False
        self.high_score = 0
        self.level = 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_set.ship_limit
        self.score = 0

invitation.py

import pygame
from settings import Settings
from ship import Ship
from game_function import check_events, updata_screen,updata_bullet,create_fleet,update_aliens
from pygame.sprite import Group
from aline_1 import Aline_1
from game_states import GameStats
from button import Button
from scoreboard import Scoreboard



def run_game():
    pygame.init()
    ai_set = Settings()
    screen = pygame.display.set_mode((ai_set.screen_width, ai_set.screen_height))
    pygame.display.set_caption("Alien Invasion")
    # 创建存储游戏统计信息的实例,并创建记分牌
    stats = GameStats(ai_set)
    sb = Scoreboard(ai_set, screen, stats)
    # 创建一个按钮
    play_button = Button(ai_set, screen, 'PLAY')
    # 创建一艘飞船、一个子弹编组和一个外星人编组
    ships = Ship(screen, ai_set)
    # 创建一个用于存储子弹的编组
    bullets = Group()
    # 创建外星人
    aline1 = Aline_1(ai_set, screen)
    # 创建一群外星人
    aliens = Group()
    create_fleet(ai_set, screen, ships, aliens)
    # 开始游戏的主循环
    while True:
        # 监视键盘和鼠标事件
        # check_events(ships)
        check_events(ai_set, screen, stats, sb, play_button, ships, aliens, bullets)
        if stats.game_active:
            ships.update()
            updata_bullet(ai_set, screen, stats, sb, ships, bullets, aliens)
            update_aliens(ai_set, screen, stats, sb, ships, aliens, bullets)
        # updata_screen(screen, ai_set, ships)
        updata_screen(ai_set, screen, stats, sb, ships, aliens, bullets, play_button)
        # screen.fill(ai_set.bg_color)
        # ships.blitme()
        # # 让最近绘制的屏幕可见
        # pygame.display.flip()


run_game()

scoreboard.py

import pygame
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):
        """初始化显示得分涉及的属性"""
        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)
        # 准备初始得分图像
        self.prep_score()
        # 最高得分
        self.prep_high_score()
        # 显示等级
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        """将得分转换为一幅渲染的图像"""
        rounded_score = int(round(self.stats.score, -1))
        score_str = "{:,}".format(rounded_score)
        # score_str = str(self.stats.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):
        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"""
        self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
        # 将等级放在得分下方
        self.level_rect = self.level_image.get_rect()
        self.level_rect.right = self.score_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)

    def prep_ships(self):
        """显示还余下多少艘飞船"""
        self.ships = Group()
        for ship_number in range(self.stats.ships_left):
            ship = Ship(self.screen, self.ai_settings)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)

settings.py

class Settings():
    '''一个外星人入侵飞船设置表'''
    def __init__(self):
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (255, 255, 255)
        self.ship_color = (255, 0, 0)
        self.ship_speed_factor = 1.5
        # 子弹设置
        self.bullet_speed_factor = 3
        self.bullet_width = 5
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullet_allowed = 5
        # 外星人移动
        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
        self.ship_limit = 1
        # 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):
        """初始化随游戏进行而变化的设置"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1
        # fleet_direction为1表示向右;为-1表示向左
        self.fleet_direction = 1
        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)

ship.py

import pygame
from pygame.sprite import Sprite


class Ship(Sprite):

    def __init__(self, screen, ai_seting):
        super(Ship, self).__init__()
        self.ai_seting = ai_seting
        # 初始化飞船的位置
        self.screen = screen
        # self.font = pygame.font.SysFont(None, 48)
        # 加载飞船图像并获取其外接矩形
        # self.image = self.font.render(None, True, self.ai_seting.ship_color, self.ai_seting.ship_color)
        self.image = pygame.image.load(r'ship.png')
        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
        self.move_right = False
        self.move_left = False
        # 在飞船的属性center中存储小数值
        self.center = float(self.rect.centerx)

    def update(self):
        # 设置飞船的移动不能超过屏幕
        if self.move_right and self.rect.right < self.screen_rect.right:
            # 更新飞船的center值,而不是rect
            # self.rect.centerx += self.ai_seting.ship_speed_factor
            self.center += self.ai_seting.ship_speed_factor
        if self.move_left and self.rect.left > 0:
            # self.rect.centerx -= self.ai_seting.ship_speed_factor
            self.center -= self.ai_seting.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

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