外星人入侵_外星人_代码

alien_invasion.py

import sys
import pygame
from settings import Settings
from ship import Ship
import game_function as gf
from pygame.sprite import Group
from game_stats import GameStats


def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()  #初始化背景设置,让Pygame能正确工作
    ai_setting = Settings()
    screen = pygame.display.set_mode((ai_setting.screen_width, ai_setting.screen_height))  #创建一个名为scree,宽1200,高800像素的游戏窗口,display.set_mode返回surface表示整个游戏窗口
    pygame.display.set_caption("Alien Invasion")

    #  创建飞船
    ship = Ship(ai_setting, screen)

    #创建一组用于存储子弹的编组
    bullets = Group()    #创建一个Group实例
    # 创建外星人
    aliens = Group()
    gf.create_fleet(ai_setting, screen, aliens, ship)   #应该在循环外面创建外星人群

    # 创建一个用于存储游戏统计信息的实例
    stats = GameStats(ai_setting)
    #开始游戏的主循环
    while True:
        #监视键盘和鼠标事件
        gf.check_events(ai_setting, screen, ship, bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_setting, screen, ship, bullets, aliens)

            gf.update_aliens(aliens, ai_setting, screen, ship, stats, bullets)
            #aliens.update()

        #更新屏幕上的图像,并切换到新屏幕
        gf.update_screen(ai_setting, screen, ship, bullets, aliens)



run_game()

game_function.py:

import sys
import pygame
from ship import Ship
from bullet import Bullet
from alien import Alien
from time import sleep



def check_fleet_edges(aliens, ai_settings, screen):
    """有外星人到达边缘时采取相应行动"""
    for alien in aliens.sprites():
        if alien.check_edges():          #只要有一个外星人到达边缘,所有的外星人改变方向
            change_fleet_direction(aliens, ai_settings, screen)  # 调整外星人下移并改变方向
            break


def change_fleet_direction(aliens, ai_settings, screen):
    #调增外星人下移,并改变他们的方向

    for alien in aliens.sprites():
        #if alien.rect.bottom <= screen_rect.bottom:
            alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def update_aliens(aliens, ai_settings, screen, ship, stats, bullets):
    """检查外星人的位置,更新外星人群所有的外星人位置"""
    check_fleet_edges(aliens, ai_settings, screen)
    aliens.update()

    #检测外星人和飞船之间的碰撞
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(stats, aliens, bullets, ai_settings, screen, ship)
    check_aliens_bottom(screen, aliens, stats, bullets, ai_settings, ship)

def check_aliens_bottom(screen, aliens, stats, bullets, ai_settings, ship):
    """检查是否有外星人到达屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(stats, aliens, bullets, ai_settings, screen, ship)

def ship_hit(stats, aliens, bullets, ai_settings, screen, ship):
    """响应被外星人撞到的飞船"""

    if stats.ships_left > 0:
        # 将ship_left-1
        stats.ships_left -= 1

        # 清空子弹和外星人列表
        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_settings, screen, aliens, ship)
        ship.center_ship()

        # 暂停
        sleep(0.5)
    else:
        stats.game_active = False



def get_number_aliens_x(ai_settings, alien_width):
    """计算每行可容纳多少外星人"""
    # 外星人间距为外星人宽度
    available_space_x = ai_settings.screen_width - alien_width * 2
    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)   #可容纳空间
    number_rows = int(available_space_y / (2 * alien_height))      #可容纳的外星人行数
    return number_rows

def create_alien(ai_settings, screen, alien_number, aliens, row_number):
    # 创建一个外星人并将其放在当前行
    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, aliens, ship) -> object:
    """创建外星人群"""
    #计算一行可以容纳多少外星人
    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)
    #创建外星人群
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            create_alien(ai_settings, screen, alien_number, aliens, row_number)




def update_bullets(ai_settings, screen, ship, bullets, aliens):
    bullets.update()
    # 更新子弹的位置,并删除已经消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
        # 检查是否有子弹击中外星人并处理
        check_bullet_alien_collisions(bullets, aliens, ai_settings, screen, ship)

def check_bullet_alien_collisions(bullets, aliens, ai_settings, screen, ship):
    # 检查是否有子弹击中外星人
    # 如果是这样,就删除相应的子弹和外星人
    collisions = pygame.sprite.groupcollide(bullets, aliens, False, True)
    if len(aliens) == 0:
        # 删除现有子弹并新建一群外星人
        bullets.empty()
        create_fleet(ai_settings, screen, aliens, ship)

def fire_bullet(bullets, ai_settings, screen, ship):
    # 创建一颗子弹,用将其加入到编组bullets中
    if len(bullets) < ai_settings.bullet_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def check_keydown_events(event, ai_settings, screen, ship, bullets):
    """响应按键按下"""
    if event.key == pygame.K_RIGHT:
        # 向右移动飞船
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        # 向左移动飞船
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        #创建一颗子弹,用将其加入到编组bullets中
        fire_bullet(bullets, ai_settings, screen, ship)
    elif event.key == pygame.K_q:
        sys.exit()

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 check_events(ai_settings, screen, ship, bullets):
    """响应按键和鼠标事件"""
    for event in pygame.event.get():  # 所有键盘和鼠标事件都将促使for循环运行
        if event.type == pygame.QUIT:
            sys.exit()  # 调用sys.exit()退出游戏
        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 update_screen(ai_settings, screen, ship, bullets, aliens):
    """更新屏幕上的图像,并切换到新屏幕"""
    # 每次循环都重绘屏幕
    screen.fill(ai_settings.bg_color)
    #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()  # 确保飞船绘制在屏幕上,并出现在背景前面
    aliens.draw(screen)  # 确保外星人在屏幕上,并出现在背景前面

    # 让最近绘制的屏幕可见
    pygame.display.flip()

alien.py:

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    """表示单个外星人并设置其初始位置"""

    def __init__(self, ai_settings, screen):
        """初始化外星人并设置其初始位置"""
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        #加入外星人图像,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 check_edges(self):
        """如果外星人处于屏幕边缘,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
        #else:
        #    return False

    def update(self):
        """向右或向左移动外星人"""
        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x

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  #屏幕宽1200
        self.screen_height = 600  #屏幕高600
        #self.bg_color = (0, 0, 255) #蓝色
        self.bg_color = (230, 230, 230)  # 浅灰色
        #飞船设置
        self.ship_speed_factor = 1.5     #设置飞船速度为1.5
        self.ship_limit = 3   # 飞船的个数限制为3
        #子弹设置
        self.bullet_speed_factor = 1
        self.bullet_width = 3
        # self.bullet_width = 300
        self.bullet_hight = 15
        self.bullet_color = 60, 60, 60
        self.bullet_allowed = 3         #允许子弹的最大数量
        # 外星人速度设置
        self.alien_speed_factor = 0.5
        self.fleet_drop_speed = 100   #外星人撞到屏幕边缘时下降速度
        #fleet_direction为1表示向右移动,为-1表示向左移动
        self.fleet_direction = 1

        #


ship.py:

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()     #2 使用get_rect()获取相应surface的属性rect
        self.screen_rect = screen.get_rect()    #3 将屏幕的矩形存储在self.screen_rect中

        #将每艘新飞船放在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx      #4 将飞船中心的x坐标(self.rect.centerx)设置为表示屏幕的矩形的属性centerx
        #self.rect.centery = self.screen_rect.centery  #  将飞船中心的y坐标(self.rect.centery)设置为表示屏幕的矩形的属性centery
        self.rect.bottom = self.screen_rect.bottom        #将飞船下边缘的y坐标设置为表示屏幕的矩形的属性bottom

        # 在飞船的属性center中加入小数
        self.center = float(self.rect.centerx)

        #移动标志
        self.moving_right = False
        self.moving_left = False

    def update(self) -> object:
        """根据移动标志调整飞船位置"""
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.center += self.ai_settings.ship_speed_factor
        elif self.moving_left and self.rect.left > self.screen_rect.left:
            self.center -= self.ai_settings.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)       #5 根据self.rect指定的位置将图像绘制到屏幕上

    def center_ship(self):
        """让飞船在屏幕上居中"""
        self.center = self.screen_rect.centerx


games_stats.py:

# !/user/bin/env python

# !-*-coding:utf-8-*-

# !@Auther   :  yqngqiaqia
# !@File     :  .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 = True   #游戏刚启动处于活跃状态

    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



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().__init__()
        self.screen = screen

        # 在(0,0)处创建一个表示子弹的矩形,在设置正确的位置
        self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_hight)
        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"""
        #更新表示子弹位置的小数值
        self.y -= self.speed_factor
        #更新表示子弹位置的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)


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