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():
pygame.init()
ai_setting = Settings()
screen = pygame.display.set_mode((ai_setting.screen_width, ai_setting.screen_height))
pygame.display.set_caption("Alien Invasion")
ship = Ship(ai_setting, screen)
bullets = Group()
aliens = Group()
gf.create_fleet(ai_setting, screen, aliens, ship)
stats = GameStats(ai_setting)
while True:
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)
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():
change_fleet_direction(aliens, ai_settings, screen)
break
def change_fleet_direction(aliens, ai_settings, screen):
for alien in aliens.sprites():
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()
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:
stats.ships_left -= 1
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, aliens, ship)
ship.center_ship()
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"""
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)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
def create_alien(ai_settings, screen, alien_number, aliens, row_number):
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"""
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)
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()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(bullets, aliens, ai_settings, screen, ship)
def check_bullet_alien_collisions(bullets, aliens, ai_settings, screen, ship):
collisions = pygame.sprite.groupcollide(bullets, aliens, False, True)
if len(aliens) == 0:
bullets.empty()
create_fleet(ai_settings, screen, aliens, ship)
def fire_bullet(bullets, ai_settings, screen, ship):
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:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
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():
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 update_screen(ai_settings, screen, ship, bullets, aliens):
"""更新屏幕上的图像,并切换到新屏幕"""
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
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
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
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
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"""
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (230, 230, 230)
self.ship_speed_factor = 1.5
self.ship_limit = 3
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_hight = 15
self.bullet_color = 60, 60, 60
self.bullet_allowed = 3
self.alien_speed_factor = 0.5
self.fleet_drop_speed = 100
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
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
self.center = float(self.rect.centerx)
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
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
games_stats.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
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
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
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
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)