这篇主要为了记录自己的程序,方便以后要调用的时候直接取用。
alien_invasion.py
import sys
import pygame #引入pygame
from settings import Settings #从settings.py引入 Settings类
from ship import Ship
import game_function as gf
from pygame.sprite import Group
def run_game(): #定义一个运行游戏界面的界面
#初始化游戏并且创建一个屏幕对象
pygame.init() #初始化pygame
ai_settings=Settings()
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) #设置pygame窗口的分别率 1200*800 #screen=pygame.display.set_mode(1200,800)
pygame.display.set_caption("Alien Invasion") #游戏运行窗口的标题
ship=Ship(ai_settings,screen)
bullets=Group()
#开始游戏的主循环
bg_color=(230,230,230)
while True:
gf.check_event(ship,ai_settings,screen,bullets)
ship.update()
bullets.update()
gf.update_bullets(bullets)
print(len(bullets))
gf.update_screen(ai_settings,screen,ship,bullets)
run_game()
game_function.py
import sys
import pygame
from bullet import Bullet
def check_event(ship,ai_settings,screen,bullets):
# 监视键盘和鼠标事件
for event in pygame.event.get(): # 用来检测 做吹相应的反应
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:#检测到按键按下的事件
check_keydown_events(event, ai_settings, screen, ship, bullets)
# if event.key == pygame.K_UP:
# # 向右移动飞船
# ship.rect.centery -= 1
# if event.key == pygame.K_DOWN:
# # 向右移动飞船
# ship.rect.centery += 1
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def check_keydown_events(event,ai_settings,screen,ship,bullets):
if event.key == pygame.K_RIGHT: # 然后判断按下的是不是右键
# 向右移动飞船
ship.moving_right = True # 是的话就让飞船数值持续+1
elif event.key == pygame.K_LEFT:
# 向右移动飞船
ship.moving_left = True
elif event.key == pygame.K_UP:
# 向右移动飞船
ship.moving_up = True
elif event.key == pygame.K_DOWN:
# 向右移动飞船
ship.moving_down = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
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
elif event.key == pygame.K_UP:
# 向右移动飞船
ship.moving_up = False
elif event.key == pygame.K_DOWN:
# 向右移动飞船
ship.moving_down = False
def update_screen(ai_settings,screen,ship,bullets):
screen.fill(ai_settings.bg_color) # 利用背景色填充屏幕
#在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme() #在指定的位置绘制飞船
pygame.display.flip() # 让最近绘制的屏幕可见
def update_bullets(bullets):
""""更新子弹的位置 并删除已消失的子弹"""
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullet.remove(bullets)
def fire_bullet(ai_settings,screen,ship,bullets):
""""如果还没有达到限制,就发射一颗子弹"""
if len(bullets) < ai_settings.bullets_allowed: # 限制程序中子弹的个数
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
import pygame
class Ship():
def __init__(self,ai_settings,screen):
""""初始化飞船并设置其初始位置"""
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()
#将每艘飞船放在屏幕底部中央
self.rect.centerx=self.screen_rect.centerx
self.rect.centery = self.screen_rect.centery
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)
self.centery = float(self.rect.centery)
#移动标志位
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
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
if self.moving_up and self.rect.top>0:
self.centery -= self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.bottom<self.screen_rect.bottom:
self.centery += self.ai_settings.ship_speed_factor
self.rect.centerx=self.center
self.rect.centery = self.centery
def blitme(self):
""""在指定的位置绘制飞船"""
self.screen.blit(self.image,self.rect)
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)
#飞船的设置
self.ship_speed_factor=1.5
#子弹设置
self.bullet_speed_factor=1
self.bullet_width=3
self.bullet_height=15
self.bullet_color=60,60,60
self.bullets_allowed=10
#创建一个3像素 15像素高的深灰色子弹。子弹速度比飞船稍微低
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__() #Bullet类继承了我们从模块pygame.sprite中导入的Sprite类,可将游戏中相关的元素编组 ==super().__init__()
self.screen=screen
self.rect=pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height) #创建了子弹的属性rect 在(0,0)创建这个子弹.子弹高度和宽度从 ai_settings获取
self.rect.centerx=ship.rect.centerx #将子弹的centerx设置为飞船的rect.centerx,
self.rect.top=ship.rect.top#让子弹从top飞出 使其看起来像是从飞船中射出
#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"""
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)#绘制子弹,在self.color中的颜色表示子弹
飞船开火程序记录 继续坚持学习下去,多记笔记,勿好高骛远,脚踏实地走下去!!!! 2018-9-14 打卡