pygame外星人2

---恢复内容开始---

一、game_functions将各个模块的功能整合起来,供主文件调用

  1 # -*- coding:utf-8 -*-
  2 
  3 import sys
  4 import pygame
  5 from bullets import Bullet
  6 from alien import Alien
  7 from pygame.sprite import Sprite
  8 import time
  9 
 10 
 11 
 12 def check_keydown_events(ai_settings, event, screen, ship, bullets):
 13     '''响应按键'''
 14     if event.key == pygame.K_RIGHT:
 15         '''更新移动标志'''
 16         ship.moving_right = True
 17     elif event.key == pygame.K_LEFT:
 18         ship.moving_left = True
 19     elif event.key == pygame.K_UP:
 20         ship.moving_up = True
 21     elif event.key == pygame.K_DOWN:
 22         ship.moving_down = True
 23     elif event.key == pygame.K_SPACE:
 24         '''创建一个子弹,并将其加入到编组中,若未消失子弹数目小于设定值则发射'''
 25         fire_bullets(ai_settings, bullets, screen, ship)
 26     elif event.key == pygame.K_q:
 27         sys.exit()
 28 
 29 
 30 def check_keyup_events(event, ship):
 31     '''响应松开按键'''
 32     if event.key == pygame.K_RIGHT:
 33         ship.moving_right = False
 34     elif event.key == pygame.K_LEFT:
 35         ship.moving_left = False
 36     elif event.key == pygame.K_UP:
 37         ship.moving_up = False
 38     elif event.key == pygame.K_DOWN:
 39         ship.moving_down = False
 40 
 41 
 42 def check_events(ai_settings, screen, ship, bullets, stats, play_button, aliens, sb):
 43     '''响应按键以及鼠标事件'''
 44     for event in pygame.event.get():
 45         if event.type == pygame.KEYDOWN:  # 对于每个按键注册为KEYDOEWN事件并判断其类型
 46             check_keydown_events(ai_settings, event, screen, ship, bullets)
 47         elif event.type == pygame.KEYUP:
 48             check_keyup_events(event, ship)
 49         elif event.type == pygame.MOUSEBUTTONDOWN:
 50             mouse_x, mouse_y = pygame.mouse.get_pos()
 51             check_play_button(stats, play_button, mouse_x, mouse_y, ai_settings, screen, ship, aliens, bullets, sb)
 52 
 53 
 54 def check_play_button(stats, play_button, mouse_x, mouse_y, ai_settings, screen, ship, aliens, bullets, sb):
 55     '''在玩家单击play按钮且此时游戏状态为False时才开始游戏'''
 56     button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
 57     if button_clicked and not stats.game_active:
 58         '''重置游戏设置'''
 59         ai_settings.initialize_dynamic_settings()
 60 
 61         '''隐藏光标'''
 62         pygame.mouse.set_visible(False)
 63 
 64         '''重置游戏统计信息'''
 65         stats.reset_stats()
 66         stats.game_active = True
 67 
 68         '''在点击play按钮之后清空外星人和子弹'''
 69         aliens.empty()
 70         bullets.empty()
 71 
 72         '''重置记分牌图像'''
 73         sb.prep_score()
 74         sb.prep_level()
 75         sb.prep_ships()
 76 
 77         '''创建新外星人,并将飞船居中'''
 78         create_fleet(ai_settings, screen, ship, aliens)
 79         ship.center_ship()
 80 
 81 
 82 def fire_bullets(ai_settings, bullets, screen, ship):
 83     if len(bullets) <= ai_settings.bullet_allowed:
 84         new_bullet = Bullet(ai_settings, screen, ship)
 85         bullets.add(new_bullet)
 86 
 87 
 88 def update_screen(ai_settings, stats, screen, ship, aliens, bullets, play_button, sb):
 89     '''更新屏幕上的图像,并切换到新屏幕'''
 90     screen.fill(ai_settings.bg_color)
 91 
 92     '''在飞船和外星人后面绘制所有子弹'''
 93     for bullet in bullets.sprites():
 94         bullet.draw_bullet()
 95     ship.blitme()
 96     aliens.draw(screen)
 97 
 98     '''显示得分'''
 99     sb.show_score()
100 
101     '''在游戏非活动状态时显示play按钮'''
102     if not stats.game_active:
103         play_button.draw_button()
104 
105     '''让最近的屏幕可见'''
106     pygame.display.flip()
107 
108 
109 def update_bullets(ai_settings, screen, ship, bullets, aliens, stats, sb):
110     '''更新子弹位置,并删除消失的子弹'''
111     bullets.update()  # 更新子弹位置
112 
113     '''删除消失的子弹'''
114     for bullet in bullets.copy():
115         if bullet.rect.bottom <= 0:
116             bullets.remove(bullet)
117 
118     check_bullet_alien_collisions(ai_settings, screen, ship, bullets, aliens, stats, sb)
119 
120 
121 def check_bullet_alien_collisions(ai_settings, screen, ship, bullets, aliens, stats, sb):
122     '''检查是否有子弹与外星人碰撞,如果碰撞,则删除响应的外星人和子弹'''
123     collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
124 
125     '''子弹撞到外星人时加分并更新图像,且将每个被消灭的外星人都计入分数'''
126     '''字典collisions中,与外星人碰撞的子弹是键,其值为被子弹击中的外星人,遍历collisions中的值,将其中的每个外星人的分
127     数都记上'''
128     if collisions:
129         for aliens in collisions.values():
130             stats.score += ai_settings.alien_points * len(aliens)
131             sb.prep_score()
132         check_highest_score(stats, sb)
133 
134     if len(aliens) == 0:
135         '''删除现有的子弹并新建一批外星人'''
136         bullets.empty()
137         ai_settings.increase_speed()
138 
139         '''提升等级'''
140         stats.level += 1
141         sb.prep_level()
142 
143         create_fleet(ai_settings, screen, ship, aliens)
144 
145 
146 def get_number_aliens_x(ai_settings, alien_width):
147     '''计算每一行可以容纳多少个外星人'''
148     available_space_x = ai_settings.screen_width - 2 * alien_width
149     number_aliens_x = int(available_space_x / (2 * alien_width))
150     return number_aliens_x
151 
152 
153 def create_alien(ai_settings, screen, aliens, alien_number, row_number ):
154     alien = Alien(ai_settings, screen)
155     alien_width = alien.rect.width
156     alien.x = alien_width + 2 * alien_width * alien_number
157     alien.rect.x = alien.x
158     alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
159     aliens.add(alien)
160 
161 
162 def get_number_rows(ai_settings, ship_height, alien_height):
163     '''计算屏幕上能容纳多少行外星人'''
164     available_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
165     number_rows = int(available_y/(2 * alien_height))
166     return number_rows
167 
168 
169 def create_fleet(ai_settings, screen, ship, aliens):
170     '''创建外星人群'''
171     '''创建一个外星人,并计算每行能容纳多少个'''
172     '''外星人间距为外星人宽'''
173     alien = Alien(ai_settings, screen)
174     number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
175     number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
176 
177 
178     '''创建第一行外星人'''
179     for row_number in range(number_rows):
180         for alien_number in range(number_aliens_x):
181             '''创建一个外星人并将其加入当前行'''
182             alien = Alien(ai_settings, screen)
183             create_alien(ai_settings, screen, aliens, alien_number, row_number)
184 
185 
186 def check_fleet_edges(ai_settings, aliens):
187     '''有外星人到达边缘时采取的措施'''
188     for alien in aliens.sprites():
189         if alien.check_edges():
190             change_fleet_direction(ai_settings, aliens)
191             break
192 
193 
194 def change_fleet_direction(ai_settings, aliens):
195     '''将整群外星人下移并改变方向'''
196     for alien in aliens.sprites():
197         alien.rect.y += ai_settings.fleet_drop_speed
198     ai_settings.fleet_direction *= -1
199 
200 
201 def ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb):
202     '''响应被外星人撞到的飞船'''
203     if stats.ships_left > 0:
204         '''将ships_left减1'''
205         stats.ships_left -= 1
206 
207         '''清空外星人列表和子弹列表'''
208         aliens.empty()
209         bullets.empty()
210         ship.center_ship()
211         sb.prep_ships()
212 
213         '''创建一群新的外星人,并把飞船放到屏幕中央'''
214         create_fleet(ai_settings, screen, ship, aliens)
215 
216 
217         '''暂停一段时间'''
218         time.sleep(0.5)
219     else:
220         stats.game_active = False
221         pygame.mouse.set_visible(True)
222 
223 
224 def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb):
225     '''检查是否有外星人到达底端'''
226     screen_rect = screen.get_rect()
227     for alien in aliens.sprites():
228         if alien.rect.bottom >= screen_rect.bottom:
229             '''碰到底部与碰到飞船一样处理'''
230             ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
231             break
232 
233 
234 def update_aliens(ai_settings, stats, aliens, ship, screen, bullets, sb):
235     '''更新外星人位置'''
236     check_fleet_edges(ai_settings, aliens)
237     aliens.update()
238 
239     '''检测外星人和飞船之间的碰撞,若为真,则停止游戏'''
240     if pygame.sprite.spritecollide(ship, aliens, True):
241        ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
242 
243     '''检查外星人是否到达屏幕底端'''
244     check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb)
245 
246 
247 def check_highest_score(stats, sb):
248     '''检测是否产生了最高分'''
249     if stats.score > stats.highest_score:
250         stats.highest_score = stats.score
251         sb.prep_highest_score()

二、记分板

 1 # -*- coding:utf-8 -*-
 2 
 3 class GameStats():
 4     '''跟踪游戏的统计信息'''
 5 
 6     def __init__(self, ai_settings):
 7         '''初始化统计信息'''
 8         self.ai_settings = ai_settings
 9         self.reset_stats()
10         self.game_active = False
11 
12         '''在任何情况下都不重置游戏最高得分'''
13         self.highest_score = 0
14 
15 
16     def reset_stats(self):
17         '''初始化在游戏运行期间可能变化的统计信息'''
18         self.ships_left = self.ai_settings.ship_limit
19         self.score = 0
20         self.level = 1

 三、设置游戏按钮

 1 # -*- coding:utf-8 -*-
 2 
 3 import pygame.font
 4 
 5 class Button():
 6 
 7     def __init__(self, ai_settings, screen, msg):
 8         '''初始化按钮的属性'''
 9         self.screen = screen
10         self.screen_rect = screen.get_rect()
11 
12         '''设置按钮的其他属性'''
13         self.width, self.height = 200, 50
14         self.button_color = (0, 255, 0)
15         self.text_color = (255, 255, 255)
16         self.font = pygame.font.SysFont(None, 48)
17 
18         '''创建按钮的rect对象,并使其居中'''
19         self.rect = pygame.Rect(0, 0 , self.width, self.height)
20         self.rect.center = self.screen_rect.center
21 
22         '''将字符串渲染成图片'''
23         self.prep_msg(msg)
24 
25     def prep_msg(self, msg):
26         '''将msg渲染为图像,并使其在按钮上居中'''
27         self.msg_image = self.font.render(msg, True, self.text_color, self.button_color)
28         self.msg_image_rect = self.msg_image.get_rect()
29         self.msg_image_rect.center = self.rect.center
30 
31     def draw_button(self):
32         '''绘制一个用背景颜色填充的按钮,然后绘制文本图像'''
33         pygame.draw.rect(self.screen, self.button_color, self.rect)
34         self.screen.blit(self.msg_image, self.msg_image_rect)

 

游戏可能是复杂的,但分别编写其中的一些模块,会使得整个问题变得简单。

转载于:https://www.cnblogs.com/czmiracle/p/11426526.html

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