外星人入侵_整体代码
讲在前面
这个程序有一点小问题,程序设置的飞船数目为3,但其实在飞船不断死亡后,可以先后运行四个飞船,看了半天代码没有改掉这个bug,我以为是我逻辑哪里没有跟到书上,就把书上的代码也运行了一遍,还是有同样的问题。
哪位大佬解决了可以给我看一眼,谢谢啦。
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
from button import Button
from scoreboard import Scoreboard
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)
# 创建Play按钮
play_button = Button(screen, ai_setting, "Play")
# 创建记分牌
sb = Scoreboard(screen, ai_setting, stats)
#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, play_button, stats, aliens, sb)
if stats.game_active:
ship.update()
gf.update_bullets(ai_setting, screen, ship, bullets, aliens, stats, sb)
gf.update_aliens(aliens, ai_setting, screen, ship, stats, bullets, sb)
#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, play_button, stats, sb)
run_game()
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
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)
button.py
import pygame.font
class Button:
def __init__(self, screen, ai_settings, msg): #msg为需要渲染的文本形参
"""初始化按钮的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
#self.ai_settings = ai_settings
# 设置按钮的尺寸和其他属性
self.width, self.height = 200, 50
self.button_color = (0, 255, 0) # 按钮颜色:绿
self.text_color = (255, 255, 255) # 文本颜色:白
self.font = pygame.font.SysFont(None, 48) #指定只用默认字体,48号字体渲染文本
# 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
# 按钮标签只需要创建一次
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 # 将其center属性设置为按钮的center属性
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 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, sb):
"""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, sb)
check_aliens_bottom(screen, aliens, stats, bullets, ai_settings, ship, sb)
def check_aliens_bottom(screen, aliens, stats, bullets, ai_settings, ship, sb):
"""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, sb)
def ship_hit(stats, aliens, bullets, ai_settings, screen, ship, sb):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ship_left-1
stats.ships_left -= 1
#更新ships绘制
sb.prep_ships()
# 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
pygame.mouse.set_visible(True)
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, stats, sb):
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, stats, sb)
def check_bullet_alien_collisions(bullets, aliens, ai_settings, screen, ship, stats, sb):
# 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 collisions:
for aliens in collisions.values(): #只运行了一次
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0: #飞船胜利
# 删除现有子弹并新建一群外星人
bullets.empty()
ai_settings.increase_speed()
# 整群外星人被打灭,则等级加1
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, aliens, ship)
def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
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:
#elif event.key == pygame.K_UP:
#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, play_button, stats, aliens, sb):
"""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 ai_settings.ship_limit > 0:
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)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(play_button, mouse_x, mouse_y, stats, aliens, bullets, ai_settings, screen, ship, sb)
else:
break
def check_play_button(play_button, mouse_x, mouse_y, stats, aliens, bullets, ai_settings, screen, ship, sb):
"""在玩家单击Play按钮时开启新游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) #单击的区域是否为button的区域
if button_clicked and not stats.game_active:
#重置游戏统计信息
ai_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False) # 隐藏光标
stats.reset_stats() #重新生成一些动态的统计信息
stats.game_active = True
# 重置记分牌图像
sb.prep_level()
sb.prep_score()
sb.prep_high_score()
sb.prep_ships()
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新外星人,并让飞船居中
create_fleet(ai_settings, screen, aliens, ship)
ship.center_ship()
def update_screen(ai_settings, screen, ship, bullets, aliens, play_button, stats, sb):
"""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
#显示得分
sb.show_score()
# 如果游戏处于非活跃状态,绘制Play按钮
if stats.game_active == False:
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
game_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 = False #游戏刚启动处于非活跃状态
self.high_score = 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_settings.ship_limit
self.score = 0
self.level = 1
scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""显示得分信息的类"""
def __init__(self, screen, ai_settings, 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 # 游戏统计信息
# 显示得分信息时使用的字体设置
self.text_color = (30, 30, 30) #黑色
self.font = pygame.font.SysFont('SimHei', 48)
# 准备初始得分图像与最高得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换为一副渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
#score_str ="当前得分:" + "{:,}".format(rounded_score)
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_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):
"""将最高分渲染为图像"""
high_score = int(round(self.stats.high_score, -1))
#high_score_str = "最高得分:" + "{:,}".format(high_score)
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color)
# 将最高得分放在屏幕上面中央
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = 20
def prep_level(self):
"""将等级渲染为图像"""
#self.level = "当前等级" + str(self.stats.level)
self.level = str(self.stats.level)
self.level_image = self.font.render(self.level, True, self.text_color, self.ai_settings.bg_color)
# 将等级放在屏幕下方
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.screen_rect.right - 20
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self):
"""显示还有多少飞船"""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_settings, self.screen)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
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)
self.ships.draw(self.screen)
settings.py
class Settings():
"""存储《外星人入侵》的所有设置的类"""
def __init__(self):
"""初始化游戏的静态设置"""
#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_limit = 3 # 飞船的个数限制为3
#子弹设置
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.fleet_drop_speed = 10 #外星人撞到屏幕边缘时下降速度
self.speedup_scale = 1.1
# 外星人被击落时点数加速度设置
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
self.ship_speed_factor = 1.5 # 设置飞船速度为1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1 #外星人左右移动的速度
self.alien_points = 50 #玩家击落一个外星人将得到的点数
# fleet_direction为1表示向右移动,为-1表示向左移动
self.fleet_direction = 1
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.score_scale * self.alien_points)
# print(self.alien_points) #查看是否每次升级的时候点数都会提高
ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
super().__init__()
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