class Settings():
"""存储《外星人入侵》的基本参数"""
def __init__(self):
"""初始化游戏的设置"""
#屏幕参数,背景颜色,移动速度
self.screen_width = 1200
self.screen_height = 700
self.bg_color = (230,230,230)
self.ship_speed_factor = 1.5
#子弹参数(速度,宽,高,颜色,数量)配置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
import pygame
class Ship():
def __init__(self,ai_settings,screen):
self.ai_settings = ai_settings
self.screen = screen
#加载飞船图片
self.image = pygame.image.load('images/ship.bmp')
#用矩形代表飞船
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#浮点化
self.center = float(self.rect.centerx)
#移动标志
self.moving_right = False
self.moving_left = False
def update(self):
#左右移动对应的坐标变化,不能出界
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 blitme(self):
""" 指定位置绘制飞船,两个参数,绘制的图片Surface、画的位置dest"""
self.screen.blit(self.image,self.rect)
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self, ai_settings, screen, ship):
"""创建一个管理子弹的类"""
super().__init__()
self.screen = screen
#在(0,0)位置画矩形子弹,然后设置子弹位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
ai_settings.bullet_height)
#子弹位置,X坐标等于飞船X均值,Y坐标等于飞船top即Y坐标
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#小数化Y坐标,便于移动运算
self.y = float(self.rect.y)
#子弹颜色、速度
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向上移动子弹"""
# 更新子弹Y坐标.
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self):
"""将子弹画在屏幕上"""
pygame.draw.rect(self.screen, self.color, self.rect)
飞船移动键盘控制的实现game_functions.py
import sys
import pygame
from bullet import Bullet
#判断键盘是按下、松开、退出
def check_events(ai_settings, screen, ship, bullets):
"""响应鼠标、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)
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键按下"""
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):
'''响应按键松开'''
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def fire_bullet(ai_settings, screen, ship, bullets):
# 如果子弹未超过限制,创建新子弹,加入子弹编组中.
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def update_screen(ai_settings, screen, ship, bullets):
"""更新屏幕图像,显示新的图像"""
# 每次循环时重新绘制屏幕
screen.fill(ai_settings.bg_color)
#画出每个子弹位置
for bullet in bullets.sprites():
bullet.draw_bullet()
#画出飞船位置
ship.blitme()
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(bullets):
# 更新子弹位置
bullets.update()
# 删除消失子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
import pygame
from set import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
#初始化pygame、设置屏幕对象
pygame.init()
ai_settings = Settings()
#初始化屏幕大小参数
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height)
)
#设置标题
pygame.display.set_caption("Alien Invasion")
#设置背景颜色
bg_color = (230,230,230)
#画飞船
ship = Ship(ai_settings,screen)
#创建子弹组
bullets = Group()
#游戏主循环
while True:
#监视键盘鼠标事件
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings, screen, ship, bullets)
run_game()
效果图