# coding=utf-8
import sys
from time import sleep
import pygame.font
import pygame
from pygame.sprite import Sprite, Group
class Settings():
# 存储游戏所有设置的类
def __init__(self):
# 初始化游戏设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船的设置
# self.ship_speed_factor = 1.5
self.ship_limit = 3
# 子弹设置
# self.bullet_speed_factor = 2
self.bullet_width = 20
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullet_allowed = 8
# 外星人设置
# self.alien_speed_factor = 1
self.fleet_drop_speed = 15
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.2
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
# 初始化岁游戏进行而变化的设置
self.ship_speed_factor = 3
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction 为1表示右 为-1表示左
self.fleet_direction = 1
# 计分
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)
print(self.alien_points)
# 飞机类
class Ship(Sprite):
def __init__(self, ai_setting, screen): # 初始化飞船位置
super(Ship, self).__init__()
self.screen = screen
self.ai_setting = ai_setting
# 加载飞船并获取其外接矩形
self.image = pygame.image.load('images/1523341111093.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每搜新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
self.center = float(self.rect.centerx)
self.moving_right = False # 移动标志
self.moving_left = False
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_setting.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_setting.ship_speed_factor
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image, self.rect)
# 让飞船在屏幕上居中
def center_ship(self):
self.center = self.screen_rect.centerx
# 子弹类
class Bullet(Sprite):
def __init__(self, ai_setting, screen, ship):
super(Bullet, self).__init__()
self.screen = screen
self.rect = pygame.Rect(0, 0, ai_setting.bullet_width, ai_setting.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_setting.bullet_color
self.speed_factor =ai_setting.bullet_speed_factor
def update(self):
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self): # 在屏幕上绘制子弹
pygame.draw.rect(self.screen, self.color, self.rect)
# 外星人类
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/1523348084127.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)
# 判断外星 飞机时候到边缘
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
# 向右移动外星人
def update(self):
self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction
self.rect.x = self.x
# 统计信息类
class GameStats():
# 跟踪游戏的统计信息
def __init__(self, ai_settings):
# 初始化统计信息
self.ai_settings = ai_settings
self.reset_stats()
# 存活状态
self.game_active = False
self.high_score = 0
# 初始化在游戏运行期间可能变化的统计信息
def reset_stats(self):
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
# 显示得分类
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
# 显示得分信息时的字体
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 准备初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
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)
# 将最高得分放在屏幕顶部中央
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_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)
# 将得分放在屏幕右上角
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)
# 绘制飞船
self.ships.draw(self.screen)
def prep_level(self):
"""将等级转换为渲染的图像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
# 将等级放在得分下方
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
# 显示还剩下多少飞船
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)
# 计算每行可容纳多少个飞机
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
# 计算可容纳多少行
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
# 创建单个飞机
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)
# 创建外星人群
def create_fleet(ai_settings, screen, ship, aliens):
# 创建一个外星人,并计算一行可容纳多少个外星人
# 外星人间距为外星人宽度
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)
# 创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# 创建一个外星人并将其加入当前行
create_alien(ai_settings, screen, aliens, alien_number, row_number)
# 事件类
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
# 向右移动
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
# 响应子弹
def fire_bullet(ai_settings, screen, ship, bullets):
# 创建一颗子弹加入编组中
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
# 响应松开
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, sb, play_button, ship, aliens, bullets):
# 响应按键和鼠标事件
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:
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)
# 在玩家点击play后开始游戏
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:
ai_settings.initialize_dynamic_settings() # 重置游戏设置
pygame.mouse.set_visible(False) # 隐藏光标
stats.reset_stats()
stats.game_active = True
# 重置积分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人列表可子弹列表
aliens.empty()
bullets.empty()
# 创建新的外星飞机
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 更新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
# 每次循环时都重新绘制屏幕
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.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score() # 显示得分
# 如果游戏处于非活动状态, 就绘制play按钮
if not stats.game_active:
play_button.draw_button()
# 让最终绘制的屏幕可见
pygame.display.flip() # 绘制空屏幕, 并擦去旧屏幕
# 更新子弹位置并删除消失的子弹
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
bullets.update()
# 删除消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 检测子弹碰撞 并删除被击中的飞机
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)
# 如果飞机群被全击落 重新创建外星人
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
# 外星飞机到达边缘时采取的措施
def check_fleet_edges(ai_settings, aliens):
for alien in aliens:
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
# 将外星飞机群下移, 并改变方向
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
# 响应被外星飞机撞到的玩飞船
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
if stats.ships_left > 0:
stats.ships_left -= 1
# 更新计分牌
sb.prep_ships()
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
# 更新外星飞机位置
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检测飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 检查是否有飞机到达底部
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 查是否有外星人到达屏幕底端
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
# 检查是否产生了最高分
def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
# 创建按钮类
class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按钮的属性"""
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, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# 创建按钮的rect对象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮的标签只需创建一次
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):
# 绘制按钮和文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
# 主逻辑
def run_game():
# 初始化一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) # 创建显示窗口
pygame.display.set_caption("Alien Invasion")
# 创建按钮
play_button = Button(ai_settings, screen, "play")
# 创建飞船
ship = Ship(ai_settings, screen)
# 创建子弹编组
bullets = Group()
# 创建外星人编组
aliens = Group()
# 创建一个外星人群
create_fleet(ai_settings, screen, ship, aliens)
# 创建一个存储游戏统计信息的实例
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 开始游戏的主循环
while 1:
# 监视鼠标和键盘事件
check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
ship.update()
update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets)
update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
import sys
from time import sleep
import pygame.font
import pygame
from pygame.sprite import Sprite, Group
class Settings():
# 存储游戏所有设置的类
def __init__(self):
# 初始化游戏设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船的设置
# self.ship_speed_factor = 1.5
self.ship_limit = 3
# 子弹设置
# self.bullet_speed_factor = 2
self.bullet_width = 20
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullet_allowed = 8
# 外星人设置
# self.alien_speed_factor = 1
self.fleet_drop_speed = 15
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.2
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
# 初始化岁游戏进行而变化的设置
self.ship_speed_factor = 3
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction 为1表示右 为-1表示左
self.fleet_direction = 1
# 计分
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)
print(self.alien_points)
# 飞机类
class Ship(Sprite):
def __init__(self, ai_setting, screen): # 初始化飞船位置
super(Ship, self).__init__()
self.screen = screen
self.ai_setting = ai_setting
# 加载飞船并获取其外接矩形
self.image = pygame.image.load('images/1523341111093.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每搜新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
self.center = float(self.rect.centerx)
self.moving_right = False # 移动标志
self.moving_left = False
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_setting.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_setting.ship_speed_factor
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image, self.rect)
# 让飞船在屏幕上居中
def center_ship(self):
self.center = self.screen_rect.centerx
# 子弹类
class Bullet(Sprite):
def __init__(self, ai_setting, screen, ship):
super(Bullet, self).__init__()
self.screen = screen
self.rect = pygame.Rect(0, 0, ai_setting.bullet_width, ai_setting.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_setting.bullet_color
self.speed_factor =ai_setting.bullet_speed_factor
def update(self):
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self): # 在屏幕上绘制子弹
pygame.draw.rect(self.screen, self.color, self.rect)
# 外星人类
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/1523348084127.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)
# 判断外星 飞机时候到边缘
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
# 向右移动外星人
def update(self):
self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction
self.rect.x = self.x
# 统计信息类
class GameStats():
# 跟踪游戏的统计信息
def __init__(self, ai_settings):
# 初始化统计信息
self.ai_settings = ai_settings
self.reset_stats()
# 存活状态
self.game_active = False
self.high_score = 0
# 初始化在游戏运行期间可能变化的统计信息
def reset_stats(self):
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
# 显示得分类
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
# 显示得分信息时的字体
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 准备初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
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)
# 将最高得分放在屏幕顶部中央
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_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)
# 将得分放在屏幕右上角
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)
# 绘制飞船
self.ships.draw(self.screen)
def prep_level(self):
"""将等级转换为渲染的图像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
# 将等级放在得分下方
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
# 显示还剩下多少飞船
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)
# 计算每行可容纳多少个飞机
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
# 计算可容纳多少行
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
# 创建单个飞机
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)
# 创建外星人群
def create_fleet(ai_settings, screen, ship, aliens):
# 创建一个外星人,并计算一行可容纳多少个外星人
# 外星人间距为外星人宽度
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)
# 创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
# 创建一个外星人并将其加入当前行
create_alien(ai_settings, screen, aliens, alien_number, row_number)
# 事件类
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
# 向右移动
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
# 响应子弹
def fire_bullet(ai_settings, screen, ship, bullets):
# 创建一颗子弹加入编组中
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
# 响应松开
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, sb, play_button, ship, aliens, bullets):
# 响应按键和鼠标事件
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:
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)
# 在玩家点击play后开始游戏
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:
ai_settings.initialize_dynamic_settings() # 重置游戏设置
pygame.mouse.set_visible(False) # 隐藏光标
stats.reset_stats()
stats.game_active = True
# 重置积分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人列表可子弹列表
aliens.empty()
bullets.empty()
# 创建新的外星飞机
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 更新屏幕
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
# 每次循环时都重新绘制屏幕
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.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score() # 显示得分
# 如果游戏处于非活动状态, 就绘制play按钮
if not stats.game_active:
play_button.draw_button()
# 让最终绘制的屏幕可见
pygame.display.flip() # 绘制空屏幕, 并擦去旧屏幕
# 更新子弹位置并删除消失的子弹
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
bullets.update()
# 删除消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
# 检测子弹碰撞 并删除被击中的飞机
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)
# 如果飞机群被全击落 重新创建外星人
if len(aliens) == 0:
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
# 外星飞机到达边缘时采取的措施
def check_fleet_edges(ai_settings, aliens):
for alien in aliens:
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
# 将外星飞机群下移, 并改变方向
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
# 响应被外星飞机撞到的玩飞船
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
if stats.ships_left > 0:
stats.ships_left -= 1
# 更新计分牌
sb.prep_ships()
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
# 更新外星飞机位置
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检测飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 检查是否有飞机到达底部
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 查是否有外星人到达屏幕底端
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
# 检查是否产生了最高分
def check_high_score(stats, sb):
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
# 创建按钮类
class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按钮的属性"""
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, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# 创建按钮的rect对象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮的标签只需创建一次
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):
# 绘制按钮和文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
# 主逻辑
def run_game():
# 初始化一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) # 创建显示窗口
pygame.display.set_caption("Alien Invasion")
# 创建按钮
play_button = Button(ai_settings, screen, "play")
# 创建飞船
ship = Ship(ai_settings, screen)
# 创建子弹编组
bullets = Group()
# 创建外星人编组
aliens = Group()
# 创建一个外星人群
create_fleet(ai_settings, screen, ship, aliens)
# 创建一个存储游戏统计信息的实例
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 开始游戏的主循环
while 1:
# 监视鼠标和键盘事件
check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
ship.update()
update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets)
update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()