python编程,外星人飞船

简介

根据《Python编程:从入门到实践》这本书的指导所编写的,基本没有改动,只是增加了上下移动和p键开始以及历史最高分的记录三个额外功能
因为只是按照书上知道编写,所以详细的内容其实并没有学会,只是为了熟悉流程和一部分知识,其中历史最高分的记录必须一开始在文档里输入起始值才可以运行游戏(这里是懒得继续调试了)
另外有很多的不足之处也没有改,但基本的功能都实现了,大家如果有按照这本书敲代码的可以试着参考一下。
一共十个程序,两个图片,txt文件没有放的必要

alien_invasion.py(主程序)

import pygame

from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
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_楚")
    play_button = Button(ai_settings, screen, "Play")
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    ship = Ship(ai_settings,screen)
    bullets = Group()
    aliens = Group()

    gf.create_fleet(ai_settings, screen, ship, aliens)
    
    bg_color = (230, 230, 230)
    #change the color

    while True:
        #用来监视键盘和鼠标活动
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets)
        if stats.game_active == True:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship,
                              aliens, bullets)
            gf.update_aliens(ai_settings, screen, stats, sb, ship,
                             aliens, bullets)

        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                play_button)

run_game()

alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
    def __init__(self, ai_settings, screen):
        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):
        self.screen.blit(self.image, self.rect)

    def update(self):
        self.x += (self.ai_settings.alien_speed_factor *
                   self.ai_settings.fleet_direction)
        self.rect.x = self.x

    def check_edges(self):
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True
        

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):

    def __init__(self, ai_settings, screen, ship):
        super().__init__()
        self.screen = screen

        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

        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        self.y -= self.speed_factor
        self.rect.y = self.y

    def draw_bullet(self):
        pygame.draw.rect(self.screen,self.color,self.rect)

button.py

import pygame.font

class Button:

    def __init__(self, ai_settings, screen, msg):
        self.screen = screen
        self.screen_rect = screen.get_rect()
        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)

        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        self.prep_msg(msg)

    def prep_msg(self, msg):
        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):
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

game_function.py(最重要的部分,函数功能基本都集中在这里)

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

def check_keydown_events(event, ai_settings, screen, stats, sb, play_button,
                        ship, aliens, bullets):
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        ship.moving_left = True

    if event.key == pygame.K_UP:
        ship.moving_up = True
    elif event.key == pygame.K_DOWN:
        ship.moving_down = True

    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)

    elif event.key == pygame.K_q:
        pygame.quit()
        sys.exit()
    elif event.key == pygame.K_p:
        start_game(ai_settings, screen, stats, sb, play_button, ship, aliens,
                      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

    if event.key == pygame.K_UP:
        ship.moving_up = False
    elif event.key == pygame.K_DOWN:
        ship.moving_down = False

def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_settings, screen, stats, sb,
                                 play_button, ship,aliens, 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 update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                  play_button):
    screen.fill(ai_settings.bg_color)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    sb.show_score()

    if not stats.game_active:
        play_button.draw_button()
    
    pygame.display.flip()

def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
    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):
    if len(bullets) <= ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)

def create_fleet(ai_settings, screen, ship, aliens):
    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, aliens, alien_number,
                         row_number)

def get_number_aliens_x(ai_settings, alien_width):
    available_space_x = ai_settings.screen_width - 2 * alien_width
    number_aliens_x = int(available_space_x / (2 * alien_width))
    return number_aliens_x

def create_alien(ai_settings, screen, aliens, alien_number, 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 get_number_rows(ai_settings, ship_height, alien_height):
    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 update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
    check_fleet_edges(ai_settings, aliens)
    aliens.update()

    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
 
def check_fleet_edges(ai_settings, aliens):
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings, aliens):
    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):
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)

    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
            check_high_score(stats, sb)
    if len(aliens) == 0:
        bullets.empty()
        ai_settings.increase_speed()
        stats.level += 1
        sb.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)

def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
    if stats.ships_left > 0:
        stats.ships_left -= 1
        sb.prep_ships()

        aliens.empty()
        bullets.empty()

        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        sleep(0.5)

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)
    
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            ship_hit(ai_settings, screen, stats, sb, ship, 
            	aliens, bullets)
            break

def check_play_button(ai_settings, screen, stats, sb, 
			play_button, ship, aliens,bullets, mouse_x, mouse_y):
    button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
    if button_clicked and not stats.game_active:
        start_game(ai_settings, screen, stats, sb, play_button,ship,aliens,
                      bullets)

def start_game(ai_settings, screen, stats, sb, 
	play_button, ship, aliens, bullets):
    ai_settings.initialize_dynamic_settings()
    pygame.mouse.set_visible(False)
    stats.reset_stats()
    stats.game_active = True

    sb.prep_score()
    sb.prep_high_score()
    sb.prep_level()
    sb.prep_ships()

    aliens.empty()
    bullets.empty()

    create_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()

def check_high_score(stats, sb):
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()
        with open("The highest score.txt",'w') as f:
            f.write(str(stats.score))


game_stats.py

class GameStats():
    def __init__(self, ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        self.game_active = False
        with open ('The highest score.txt') as f:
            self.high_score = int(f.read())
        
    def reset_stats(self):
        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():
    def __init__(self, ai_settings, screen, stats):
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats

        self.text_color = (30, 30, 30)
        self.font = pygame.font.SysFont(None, 48)
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()

    def prep_score(self):
        rounded_score = int(round(self.stats.score, -1))
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(score_str, True, self.text_color,
                            self.ai_settings.bg_color)
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20

    def show_score(self):
        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)

    def prep_high_score(self):
        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)
        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.score_rect.top
        
    def prep_level(self):
        self.level_image = self.font.render(str(self.stats.level),  True,
                self.text_color, self.ai_settings.bg_color)
        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):
        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)


settings.py(基本设置参数)

class Settings():

    def __init__(self):
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230,230,230)
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60,60,60
        self.bullets_allowed = 3
        self.fleet_drop_speed = 5
        self.ship_limit = 3

        self.speedup_scale = 1.1
        self.score_scale = 1.5
        self.initialize_dynamic_settings()

    def initialize_dynamic_settings(self):
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 0.1
        self.fleet_direction = 1
        self.alien_points = 50

    def increase_speed(self):
        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)

ship.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
    def __init__(self,ai_settings,screen):
        super().__init__()
        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.bottom = float(self.rect.bottom)

        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.bottom -= self.ai_settings.ship_speed_factor
        if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
            self.bottom += self.ai_settings.ship_speed_factor
            

        self.rect.centerx = self.center
        self.rect.bottom = self.bottom

        
    def blitme(self):
        self.screen.blit(self.image, self.rect)

    def center_ship(self):
        self.center = self.screen_rect.centerx
        self.bottom = self.screen_rect.bottom
   

show_the_key.py

import pygame
import sys

def run_game():
    pygame.init()
    screen = pygame.display.set_mode((1200,800))
    pygame.display.set_caption("how will you do")

    while True:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                print(event.key)
run_game()

图片

alien(外星飞船图)
ship(飞船图)

the_highest_score为txt文件,记录历史最高分,一开始其中输入了0

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