https://pan.baidu.com/s/1OoUksHYCAo1f5K2S0TZ4oA
提取码:kdvy
这是主程序,最后也是运行该程序
import pygame
import sys
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()
ai_settings=Settings()
screen=pygame.display.set_mode(
(ai_settings.screen_width,ai_settings.screen_height)
)
pygame.display.set_caption('Alien invasion')
#创建一个play的按钮
play_button=Button(ai_settings,screen,"Play")
#创建一个用于存储游戏统计信息的实例,并创建记分牌
stats=GameStats(ai_settings)
sb=Scoreboard(ai_settings,screen,stats)
#创建一艘飞船。一个子弹编组,一个外星人编组
#调用ship类并创建一艘飞船
ship=Ship(ai_settings,screen)
#创建一个用于存储子弹的群组
bullets=Group()
#创建一个用于存储子弹的群组
aliens=Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#主循环:
while True:
#调用game_function类,
gf.check_events(ai_settings, screen, stats, sb,play_button, ship, aliens,
bullets)
if stats.game_active:#如果游戏还处于活动状态
#更新飞船
ship.update()
#更新子弹位置的函数
gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
#更新外星人位置的函数
gf.update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets)
#更新屏幕函数
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()
'''
alien.py 只要实现外星人的模块
'''
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
'''表示单个外星人的类'''
def __init__(self,ai_settings,screen):
'''初始化外星人并设置其起始位置'''
super(Alien,self).__init__()
self.screen=screen
self.ai_settings=ai_settings
#加载外星人图像,并设置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的左上角附近
self.rect.x=self.rect.width
self.rect.y=self.rect.height
#储存外星人的准确位置
self.x=float(self.rect.x)
def blitme(self):
'''在指定位置绘制外星人 与飞船相似'''
self.screen.blit(self.image,self.rect)
def update(self):
'''向左或者向右移动外星人'''
self.x+=(self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction)
self.rect.x=self.x
def check_edges(self):
'''如果外星人位于屏幕边缘,就返回True'''
screen_rect=self.screen.get_rect()
if self.rect.right>=screen_rect.right:
return True
elif self.rect.left<=0:
return True
'''
bullet.py 主要实现飞船射出的子弹
'''
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''一个对飞船发出的子弹进行管理的类'''
def __init__(self,ai_settings,screen,ship):
'''在飞船所处位置创建一个子弹对象'''
super(Bullet,self).__init__()
self.screen=screen
#在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
self.rect=pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
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
#更新表示子弹的rect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 主要实现Play的button
'''
import pygame.font
class Button():
def __init__(self, ai_settings, screen, msg):
"""Initialize button attributes."""
self.screen = screen
self.screen_rect = screen.get_rect()
# Set the dimensions and properties of the button.
self.width, self.height = 200, 50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# Build the button's rect object, and center it.
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# The button message only needs to be prepped once.
self.prep_msg(msg)
def prep_msg(self, msg):
"""Turn msg into a rendered image, and center text on the button."""
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
def draw_button(self):
# Draw blank button, then draw message.
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
'''
game_function 最主要的模块,定义了该游戏的所有功能
'''
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_events(ai_settings, screen, stats, sb ,play_button, ship, aliens,
bullets):
"""Respond to keypresses and mouse events."""
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)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats,sb,play_button,
ship, aliens, bullets, mouse_x, mouse_y)
def check_keydown_events(event,ai_settings,screen,ship,bullets):
'''按键摁下'''
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:#空格键
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q: # 按q键退出
sys.exit()
def check_keyup_events(event,ship):
'''响应松开'''
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
'''更新屏幕的图像,并切换到新屏幕'''
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有的子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#显示得分
sb.show_score()
#当游戏为激活时,显示play按钮
if not stats.game_active:
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''更新子弹的位置,并删除已消失的子弹'''
#更新子弹的位置
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def fire_bullet(ai_settings,screen,ship,bullets):
'''如果没达到限制,就发射一颗子弹'''
# 创建一颗子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def create_fleet(ai_settings,screen,ship,aliens):
'''创建外星人群'''
#外星人间距就是外星人宽度
alien=Alien(ai_settings,screen)
number_aliens_x=get_number_aliens(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, aliens, alien_number,row_number)
def get_number_aliens(ai_settings,alien_width):
'''计算每行可容纳多少外星人'''
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width) + 1) # 加一是因为屏幕正好多一个外星人的空位
return number_aliens_x
def create_alien(ai_settings,screen,aliens,alien_number,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 get_number_rows(ai_settings,ship_height,alien_height):
'''计算屏幕可容纳多少行外星人'''
avaiable_space_y=(ai_settings.screen_height-(3*alien_height)-ship_height)
number_rows=int(avaiable_space_y/(2*alien_height))
return number_rows
def update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets):
'''检查是否有外星人位于屏幕边缘,并更新整群外星人的位置'''
check_fleet_edges(ai_settings, aliens)
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
print('ship hited!')
check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets)
def check_fleet_edges(ai_settings,aliens):
'''有外星人到达边缘时采用相应措施'''
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
'''将整群外星人下移,并改变他们的方向'''
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''响应子弹和外星人的碰撞'''
#删除发生碰撞的子弹和外星人
# 检查是否有子弹击中外星人
# 如果是这样,就删除相应的子弹与外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for alien in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
sb.prep_score()
check_high_score(stats,sb)
stats.score+=ai_settings.alien_points
sb.prep_score()
# 删除已消失的子弹
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人,加快游戏节奏
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets):
'''响应被外星人撞到的飞船'''
if stats.ships_left>0:
#将ships_left减1
stats.ships_left -= 1
#清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人,并将飞船放到屏幕的中央
create_fleet(ai_settings,screen,ship,aliens)
#把飞船居中
ship.center_ship()
# 暂停
sleep(0.5)
#更新记分牌
sb.prep_ships()
else:
stats.game_active=False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,sb ,screen,ship,aliens,bullets):
'''检查是否有外星人到达了屏幕低端'''
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
#像飞船撞击外星人一样
ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
break
def check_play_button(ai_settings, screen, stats, sb, play_button, ship,
aliens, bullets, mouse_x, mouse_y):
"""Start a new game when the player clicks Play."""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# Reset the game settings.
ai_settings.initialize_dynamic_settings()
# Hide the mouse cursor.
pygame.mouse.set_visible(False)
# Reset the game statistics.
stats.reset_stats()
stats.game_active = True
# 重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# Empty the list of aliens and bullets.
aliens.empty()
bullets.empty()
# Create a new fleet and center the ship.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_high_score(stats,sb):
'''检查是否诞生了新的最高得分'''
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()
'''
game_stats.py 记录游戏的状态
'''
class GameStats():
'''跟踪游戏统计消息'''
def __init__(self,ai_settings):
'''初始化统计消息'''
self.ai_settings=ai_settings
self.reset_stats()
#游戏刚启动时处于非活动状态
self.game_active=False
#在任何情况下都不应重置最高得分(因此只能在Init里初始化,而不应该在reset里初始化)
self.high_score=0
def reset_stats(self):
'''初始化在游戏运行时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 定义游戏计分板
'''
import pygame.font
from pygame.sprite import Sprite, Group
from ship import Ship
class Scoreboard():
'''显示得分信息的类'''
def __init__(self,ai_settings,screen,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
#显示得分的信息时使用的字体设置
self.text_color=(30,30,30)
self.font=pygame.font.SysFont(None,48)
#准备包含最高得分和当前得分的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
'''将得分转换为一幅渲染的图像'''
rounded_score=int(round(self.stats.score,-1))
score_str='{:,}'.format(rounded_score)
score_str=str(self.stats.score)
self.score_image=self.font.render(score_str,True,self.text_color,self.ai_settings.bg_color)
#将得分放在屏幕的右上角
#创建一个rect,使rect始终离右边缘20像素,上边缘20像素
self.score_rect=self.score_image.get_rect()
self.score_rect.right=self.score_rect.right-20
self.score_rect.top=20
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)
#绘制飞船
self.ships.draw(self.screen)
def prep_high_score(self):
'''将最高得分转换为渲染的图像'''
high_score=int(round(self.stats.high_score,-1))
high_score_str='{:,}'.format(high_score)
self.high_score_image=self.font.render(high_score_str,True,self.text_color,self.ai_settings.bg_color)
#将最高得分放在屏幕顶部中央
self.high_score_rect=self.high_score_image.get_rect()
self.high_score_rect.centerx=self.screen_rect.centerx
self.high_score_rect.top=self.screen_rect.top
def prep_level(self):
'''将等级转换为渲染的图像'''
self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
#将等级放在得分下方
self.level_rect=self.level_image.get_rect()
self.level_rect.right=self.score_rect.right
self.level_rect.top=self.score_rect.bottom+10
def prep_ships(self):
'''显示还余下多少艘飞船'''
self.ships=Group()
for ship_number in range(self.stats.ships_left):
ship=Ship(self.ai_settings,self.screen)
ship.rect.x=ship.rect.right+(ship_number+4)*ship.rect.width
ship.rect.y=10
self.ships.add(ship)
'''
定义游戏的一些设置
'''
class Settings():
'''存储(外星人入侵)的所有设置的类'''
'''初始化游戏的静态设置'''
def __init__(self):
'''初始化游戏的设置'''
#屏幕设置
self.screen_width=900
self.screen_height=600
self.bg_color=(230,230,230)
#飞船速度设置
self.ship_speed_factor = 1.2
self.ship_limit=3#飞船最大生命值为3
#子弹设置
self.bullet_speed_factor=1
self.bullet_width=3
self.bullet_height=15
self.bullet_color=(60,60,60)
self.bullet_allowed=5
#外星人速度设置
self.alien_speed_factor=0.5
self.fleet_drop_speed=4
#以什么样的速度加快游戏节奏
self.speedup_scale=1.1
self.score_scale=1.5
self.initialize_dynamic_settings()
#fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction=1
def initialize_dynamic_settings(self):
'''初始化随游戏进行而变化的设置'''
self.ship_speed_factor=1.5
self.bullet_speed_factor=3
self.alien_speed_factor=1
#fleet_direction为1表示向右;为-1表示向左
self.fleet_direction=1
#计分
self.alien_points=50
def increase_speed(self):
'''提高速度设置和外星人点数'''
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.alien_points*self.score_scale)
#print(self.alien_points)#这句print只是测试语句,正常运行会影响游戏性能与玩家注意力
'''
ship.py 定义飞船类的实现
'''
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(Ship,self).__init__()
self.screen=screen
#调用外部的设置
self.ai_settings=ai_settings
#加载飞船图像并获取外接矩形
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.bottom=self.screen_rect.bottom
#在飞船的属性centerx中存储小数值
self.center=float(self.rect.centerx)
#控制飞船移动
self.moving_right=False
self.moving_left=False
#控制飞船移动速度
def update(self):
'''根据移动标志调整飞船的位置'''
#更新飞船的center值,而不是rect值
#if条件更新,还要判断是否到屏幕边缘
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):
'''在指定位置绘制飞船'''
self.screen.blit(self.image,self.rect)
def center_ship(self):
'''让飞船在屏幕居中'''
self.center=self.screen_rect.centerx