alien_invassion.py
import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from alien import Alien
import game_functions as gf
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")
#创建一艘飞船
ship = Ship(ai_settings, screen)
#创建一个存储子弹的编组
bullets = Group()
#创建一个外星人
alien = Alien(ai_settings, screen)
#开始游戏的主循环
while True:
gf.check_events(ai_settings, screen, ship, bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings, screen, ship, alien, bullets)
run_game()
game_functions.py
import sys
import pygame
from bullet import Bullet
def check_keydown_event(event, ai_settings, screen, ship, bullets):
#相应按键
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_UP:
ship.moving_up = True
elif event.key == pygame.K_DOWN:
ship.moving_down = True
elif event.key == pygame.K_SPACE:
#创建一颗子弹,并将其加入到编组bullets中
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_event(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, ship, bullets):
#监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_event(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_event(event, ship)
def update_bullets(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()
#删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def fire_bullet(ai_settings, screen, ship, bullets):
#如果还没有达到限制,就发射一颗子弹
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def update_screen(ai_settings, screen, ship, alien, bullets):
#更新屏幕上的图像,并切换到新屏幕
#每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
#在飞船和外星人后面重绘所有子弹
for bullet in bullets:
bullet.draw_bullet()#子弹绘制
ship.blitme()
alien.blitme()
#让最近绘制的屏幕可见
pygame.display.flip()
alien.py
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,并设置其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左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
#存储外星人的准确位置
self.x = float(self.rect.x)
def blitme(self):
#在指定位置绘制外星人
self.screen.blit(self.image, self.rect)