现在来完善这个游戏,首先添加一个play按钮,添加一个记分系统
1.添加play按钮:游戏开始前出现,游戏结束后再次出现。本来之前是运行主程序就会开始游戏,现在设置添加play按钮才会开始,在统计信息类修改游戏活动标志
修改统计类:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#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=False #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
在创建一个按键类:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#创建按键类
import pygame.font
class Button():
def __init__(self,ai_settings,screen,msg):
self.screen=screen
self.screen_rect=screen.get_rect()
#设置按钮的尺寸和其他属性
self.width,self.height=200,50
self.button_color=(0,0,255)
self.text_color=(255,255,255)
self.font=pygame.font.SysFont(None,48)
#创建按钮的rect对象,并设置初始位置
self.rect=pygame.Rect(0,0,self.width,self.height)
self.rect.center=self.screen_rect.center
#创建按键只需要一次
self.prep_msg(msg)
def prep_msg(self,msg): #将msg渲染为图像,使他在按钮上居中
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
def draw_button(self): #绘制一个用颜色填充的按钮,在绘制文本
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
导入模块pygame.font,它的作用就是能让pygame将文本渲染到屏幕上。初始化的时候接受的msg形参是要在按钮上显示的文本
,设置按钮的矩形宽高,以及背景颜色,还有文本的颜色。self.fon那行代码是指定什么字体和字号来渲染文本、接着设置按钮的初始位置,
设置一个将字符串显示为图像的处理方法prep_msg(),调用font.render()将文本装换为图像,它接受一个布尔形参,它指定开启还是关闭反锯齿功能。反锯齿让文本边缘更平滑。在设置文本信息在按钮的位置。再创建一个绘制方法,将按钮显示在屏幕上,
修改功能模块:
#-*-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_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
def update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
修改更新屏幕的函数里,添加两个形参stats,play_button,检查游戏活动标志为假的时候就绘制按键。这里要注意绘制按钮要放在最后,等其他都绘制完了,再绘制,让元素显示在最上面。
现在修改主程序,运行结果:
#-*-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
from button import Button
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
play_button=Button(ai_settings,screen,"play") #创建按钮实例
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,stats,ship,aliens,bullets,play_button)
run_game()
开始游戏,就要设置检测鼠标事件,当我们单击按钮,开始游戏:
修改功能模块
#-*-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,stats,play_button,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)
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(stats,play_button,mouse_x,mouse_y)
#检查按钮事件
def check_play_button(stats,play_button,mouse_x,mouse_y):
if play_button.rect.collidepoint(mouse_x,mouse_y):
stats.game_active=True
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
def update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
修改检测鼠标键盘事件的函数,只要鼠标点击屏幕,就会检测到MOUSEBUTTONDOWN事件,使用pygame.mouse.get_pos(),它返回一个元组,包含鼠标点击的时候xy坐标,collidepoint()检测鼠标单击位置是否在play按钮的rect里,在的话就改变活动标志为真,开启游戏。
这是结束后出现的play按钮。
现在来设置游戏结束后重置游戏开始:
修改功能模块:
#-*-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,stats,play_button,ship,bullets,aliens): #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)
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
#检查按钮事件
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
if play_button.rect.collidepoint(mouse_x,mouse_y):
stats.reset_stats()
stats.game_active=True
#清空子弹与外星人
aliens.empty()
bullets.empty()
#创建新的外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
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
def update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
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
from button import Button
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
play_button=Button(ai_settings,screen,"play") #创建按钮实例
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,stats,play_button,ship,bullets,aliens)
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,stats,ship,aliens,bullets,play_button)
run_game()
运行主程序后游戏结束后点击play按钮可以重新开始游戏。但发现一个问题,在点击那处区域,游戏会重新开始。所以要设置play按钮只要在游戏活动标志为False为假的时候才活动,以及隐藏光标。
修改功能模块:
#-*-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,stats,play_button,ship,bullets,aliens): #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)
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
#检查按钮事件
def check_play_button(ai_settings,screen,stats,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:
#隐藏光标
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
#清空子弹与外星人
aliens.empty()
bullets.empty()
#创建新的外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
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
pygame.mouse.set_visible(True)
#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
def update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
现在运行主程序,就完成了。
现在游戏都搭建完了,不过优化一下,提高等级先,当用户把外星人消灭后,加快游戏的节奏。
首先修改设置类;将游戏分为静态与动态,有关所有元素的速度设置放在initialize_dynamic_settings()方法里,再创建一个提高速度的方法。
#-*-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_limit=3 #设置飞船数量
#子弹设置
self.bullet_width=3
self.bullet_height=15
self.bullet_color=(0,0,255)
self.bullets_allowed=3
#外星人设置
self.fleet_drop_speed=5
self.speedup_scale=1.1 #速度变化加快游戏节奏
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self): #设置速度
self.ship_speed_factor=1.5
self.bullet_speed_factor=1
self.alien_speed_factor=1
self.fleet_direction=1 #fleet_direction 为1表示右移,为-1表示左移
def increase_speed(self): #提供速度
self.ship_speed_factor*=self.speedup_scale
self.bullet_speed_factor*=self.speedup_scale
self.alien_speed_factor*=self.speedup_scale
再修改功能模块:
#-*-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,stats,play_button,ship,bullets,aliens): #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)
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
#检查按钮事件
def check_play_button(ai_settings,screen,stats,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:
ai_settings.initialize_dynamic_settings() #重置游戏设置
#隐藏光标
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
#清空子弹与外星人
aliens.empty()
bullets.empty()
#创建新的外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
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
ai_settings.increase_speed()
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
pygame.mouse.set_visible(True)
#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
def update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
运行主程序,实现需求。