前面已经实现外星人的移动,现在开始完成射杀外星人。我们将要使用sprite.groupcollide()检测两个编组的碰撞。我们要在碰撞的时候立马就让外星人消失,所以在更新位置的时候就检测有无碰撞。
在功能模块检测子弹与外星人,方法sprite.groupcollide()将每颗子弹的rect同外星人的rect比较,返回一个字典,其中包含发生碰撞的子弹与外星人,在这个字典里每个键都是一颗子弹,而相应的值都是被击中的外星人。这样两者就相互对应起来了。
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
import sys
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,ai_settings,screen,ship,bullets): #响应按键
if event.key==pygame.K_RIGHT:
ship.moving_right=True #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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): #响应键盘和鼠标事件
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: #监测是否放开键盘
check_keyup_events(event,ship)
def update_screen(ai_settings,screen,ship,aliens,bullets): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
def update_bullets(aliens,bullets): #更新子弹的位置,并删除已消失的子弹
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
available_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
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 creat_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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):
creat_alien(ai_settings,screen,aliens,alien_number,row_number)
#更新外星人的位置
def update_aliens(ai_settings,aliens):
check_fleet_edges(ai_settings,aliens)
aliens.update()
#对于外星人到达边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
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
在函数update_bullets()添加一行代码,这行代码遍历编组里bullets的所有子弹,再遍历aliens的每个外星人,当有两者重叠的时候,groupcollide()就在它返回的字典中添加键-值。两个实参true告知pygame删除发生碰撞的子弹与外星人。(第一个实参true是代表的是删除子弹,第二个实参true是外星人。我们也可以设置子弹不删除,外星人删除,只要子弹与外星人碰撞,就会外星人消失,子弹可以一直移动到顶端,就把第一个布尔实参设为False,第二个布尔实参设为true)
主程序:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
pygame.init() #初始化,创建屏幕对象
ai_settings=Setting() #创建一个800*800的屏幕
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #对于这个窗口的命名为Alien Invasion
ship=Ship(ai_settings,screen) #创建飞船
bullets=Group()
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullets(aliens,bullets)
gf.update_aliens(ai_settings,aliens)
gf.update_screen(ai_settings,screen,ship,aliens,bullets)
run_game()
运行程序,看看验证结果:
生成新的外星人:
当射击的外星人都没有了,就要产生新的外星人,首先,我们要去确定外星人都被杀死,就要检查aliens编组是否为空,如果为空,就要调用creat_fleet().我们要在update_bullets()里执行检查,因为外星人在这里被击杀,
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
import sys
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,ai_settings,screen,ship,bullets): #响应按键
if event.key==pygame.K_RIGHT:
ship.moving_right=True #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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): #响应键盘和鼠标事件
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: #监测是否放开键盘
check_keyup_events(event,ship)
def update_screen(ai_settings,screen,ship,aliens,bullets): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets): #更新子弹的位置,并删除已消失的子弹
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
available_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
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 creat_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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):
creat_alien(ai_settings,screen,aliens,alien_number,row_number)
#更新外星人的位置
def update_aliens(ai_settings,aliens):
check_fleet_edges(ai_settings,aliens)
aliens.update()
#对于外星人到达边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
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
主程序:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
pygame.init() #初始化,创建屏幕对象
ai_settings=Setting() #创建一个800*800的屏幕
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #对于这个窗口的命名为Alien Invasion
ship=Ship(ai_settings,screen) #创建飞船
bullets=Group()
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,aliens)
gf.update_screen(ai_settings,screen,ship,aliens,bullets)
run_game()
运行程序,验证结果:
当我射杀完外星人后,就会出现新的外星人群。
重构功能模块里的update_bullets():
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
import sys
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,ai_settings,screen,ship,bullets): #响应按键
if event.key==pygame.K_RIGHT:
ship.moving_right=True #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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): #响应键盘和鼠标事件
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: #监测是否放开键盘
check_keyup_events(event,ship)
def update_screen(ai_settings,screen,ship,aliens,bullets): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets): #更新子弹的位置,并删除已消失的子弹
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
available_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
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 creat_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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):
creat_alien(ai_settings,screen,aliens,alien_number,row_number)
#更新外星人的位置
def update_aliens(ai_settings,aliens):
check_fleet_edges(ai_settings,aliens)
aliens.update()
#对于外星人到达边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
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
验证结果:没有问题
现在看来整个游戏开发的大体框架都已经完成了,现在可以实现移动飞船,发射子弹,子弹射杀外星人,外星人会重新补全等大概的功能,但是这个游戏会一直继续下去,除非你点击退出,但一个没有输赢的游戏大概会很无聊,所以接下来就来设置如何结束游戏,结束游戏有以下几种情况,1.不想玩了,直接点击退出键就结束游戏。2.如果玩家在限制的时间内未射杀完外星人,或者外星人撞到飞船以及外星人到达屏幕底端,飞船会被摧毁,最多可提供三架飞船,飞船摧毁完游戏自动结束。
1.监测外星人和飞船相撞的情况,就像子弹和外星人的相撞一样,在更新外星人的位置后就检测有无相撞。现在就是简单检查有没有撞到,对于后续的行为先不设置。
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
import sys
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,ai_settings,screen,ship,bullets): #响应按键
if event.key==pygame.K_RIGHT:
ship.moving_right=True #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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): #响应键盘和鼠标事件
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: #监测是否放开键盘
check_keyup_events(event,ship)
def update_screen(ai_settings,screen,ship,aliens,bullets): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets): #更新子弹的位置,并删除已消失的子弹
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
available_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
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 creat_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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):
creat_alien(ai_settings,screen,aliens,alien_number,row_number)
#更新外星人的位置
def update_aliens(ai_settings,ship,aliens):
check_fleet_edges(ai_settings,aliens)
aliens.update()
#监测外星人和飞船的相撞
if pygame.sprite.spritecollideany(ship,aliens):
print("ship hit!!!")
#对于外星人到达边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
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
方法sprite.spritecollideany()接受两个实参,一个精灵和一个编组,它检查编组是否有成员与精灵发生了碰撞,找到与精灵发生碰撞的成员后就停止遍历编组。如果没有发生碰撞,返回none。
主程序:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
pygame.init() #初始化,创建屏幕对象
ai_settings=Setting() #创建一个800*800的屏幕
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #对于这个窗口的命名为Alien Invasion
ship=Ship(ai_settings,screen) #创建飞船
bullets=Group()
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,ship,aliens)
gf.update_screen(ai_settings,screen,ship,aliens,bullets)
run_game()
运行程序。看看验证结果:
按上面的代码现在已经检测到相撞了,现在就在来响应下相撞后该有什么行为;现在创建一个新的飞船实例 ,记录游戏飞船被撞毁几次
创建一个用于记录跟踪游戏信息的新类Gamestats
#跟踪游戏统计信息的类
class GameStats():
def __init__(self,ai_settings):
self.ai_settings=ai_settings
self.reset_stats()
self.game_active=True #游戏活动标志
def reset_stats(self): #初始化在游戏里可能会变化的统计信息
self.ships_left=self.ai_settings.ship_limit
创建一个GameStats的实例,每当开始新游戏的时候,重置设置一些统计信息,当前只有一项统计信息ships_left。
修改设置类;
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#存储外星人游戏开发的设置
class Setting():
def __init__(self):
self.screen_width=800 #设置屏幕高度宽度,背景颜色
self.screen_height=600
self.bg_color=(230,230,230)
#飞船设置
self.ship_speed_factor=1.5 #设置飞船移动
self.ship_limit=3 #设置飞船数量
#子弹设置
self.bullet_speed_factor=1
self.bullet_width=3
self.bullet_height=15
self.bullet_color=(0,0,255)
self.bullets_allowed=3
#外星人设置
self.alien_speed_factor=1
self.fleet_drop_speed=5
self.fleet_direction=1 #fleet_direction 为1表示右移,为-1表示左移
修改功能模块:当外星人撞到飞船,将飞船的数量减一,创建一群新的外星人,并将飞船放置到初始位置。
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event,ai_settings,screen,ship,bullets): #响应按键
if event.key==pygame.K_RIGHT:
ship.moving_right=True #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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): #响应键盘和鼠标事件
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: #监测是否放开键盘
check_keyup_events(event,ship)
def update_screen(ai_settings,screen,ship,aliens,bullets): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets): #更新子弹的位置,并删除已消失的子弹
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
available_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
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 creat_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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):
creat_alien(ai_settings,screen,aliens,alien_number,row_number)
#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
#监测外星人和飞船的相撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
stats.ships_left-=1
aliens.empty() #清空外星人列表
bullets.empty() #清空子弹列表
#创建新的外星人,飞船放入中间
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5) #暂停
#对于外星人到达边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
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
从模块time导入sleep,用于让游戏暂停;
修改ship类:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#创建飞船类
import pygame
class Ship():
def __init__(self,ai_settings,screen):
self.screen=screen
self.ai_settings=ai_settings
#图片存在images文件夹下,名字是ship.bmp
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) #因为rect的centerx只能储存整数值,在飞船的center储存小数值
self.moving_right=False #设置移动标志
self.moving_left=False
def update(self):
if self.moving_right and self.rect.right <self.screen_rect.right: #根据移动标志,来调整位置
self.center+=self.ai_settings.ship_speed_factor #更新飞船的center的值,不是rect
if self.moving_left and self.rect.left>0:
self.center-=self.ai_settings.ship_speed_factor
self.rect.centerx=self.center #来更新rect对象
def blitme(self):
self.screen.blit(self.image,self.rect)
def center_ship(self):
self.center=self.screen_rect.centerx
修改主程序:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
def run_game():
pygame.init() #初始化,创建屏幕对象
ai_settings=Setting() #创建一个800*800的屏幕
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #对于这个窗口的命名为Alien Invasion
stats=GameStats(ai_settings) #创建一个用于存储统计信息的实例
ship=Ship(ai_settings,screen) #创建飞船
bullets=Group()
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,aliens,bullets)
run_game()
运行程序,验证结果如下:
当相撞后,飞船与外星人重新出现,飞船在初始位置
2.有外星人到达屏幕底端:
上面已经处理相撞的情况,现在来处理到达底端的时候,
修改功能模块,添加一个检查函数,来检查是否到达底部
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event,ai_settings,screen,ship,bullets): #响应按键
if event.key==pygame.K_RIGHT:
ship.moving_right=True #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
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): #响应键盘和鼠标事件
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: #监测是否放开键盘
check_keyup_events(event,ship)
def update_screen(ai_settings,screen,ship,aliens,bullets): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets): #更新子弹的位置,并删除已消失的子弹
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
available_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
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 creat_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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):
creat_alien(ai_settings,screen,aliens,alien_number,row_number)
#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
#监测外星人和飞船的相撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
if stats.ships_left>0:
stats.ships_left-=1
aliens.empty() #清空外星人列表
bullets.empty() #清空子弹列表
#创建新的外星人,飞船放入中间
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5) #暂停
else:
stats.game_active=False
#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
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
主程序如下:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
def run_game():
pygame.init() #初始化,创建屏幕对象
ai_settings=Setting() #创建一个800*800的屏幕
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #对于这个窗口的命名为Alien Invasion
stats=GameStats(ai_settings) #创建一个用于存储统计信息的实例
ship=Ship(ai_settings,screen) #创建飞船
bullets=Group()
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
while True:
gf.check_events(ai_settings,screen,ship,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,ship,aliens,bullets)
run_game()
当把飞船次数用完后,屏幕到停止不动了: