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主程序alien_vasion
import pygame
import sys
from settings import Settings
from ship import Ship
from alien import Alien
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from game_stats import GameStats
from scoreboard import Scoreboard
import game_functions as gf
#加载背景图片
bg=pygame.image.load('images/背景.jpg')
#获取背景图片矩形
bgposition=bg.get_rect()
#初始化混音器
pygame.mixer.init()
#设置背景音乐
pygame.mixer.music.load('images/背景音乐.mp3')
#设置背景音乐音量大小
pygame.mixer.music.set_volume(0.2)
#设置背景音乐播放次数(-1 无限次播放)
pygame.mixer.music.play(loops=-1)
#载入效果音乐
run_sound=pygame.mixer.Sound('images/射击音效.wav')
#载入效果音乐音量大小
run_sound.set_volume(0.2)
# 加载飞船图片
img = pygame.image.load('images/space-shuttle.png')
# 获取图片矩形
position = img.get_rect()
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play按钮
play_button=Button(ai_settings,screen,"play")
#创建一个用于游戏统计信息的实例,并创建记分牌
stats=GameStats(ai_settings)
sb=Scoreboard(ai_settings,screen,stats)
#创建一艘飞船
ship=Ship(ai_settings,screen)
#创建子弹
bullets=Group()
aliens=Group()
#创建外星人群
gf.creat_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
gf.check_events(ai_settings,screen,stats,sb,play_button,ship,
aliens,bullets,run_sound )
if stats.game_active:
ship.update(position)
gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
gf.update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button,bg,bgposition)
run_game()
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初始设置'''
super().__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.png')
self.rect=self.image.get_rect()
#每个外星人最初在屏幕左上角附近
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)
def update(self):
'''向右或向左移动外星人'''
self.x+=(self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x=self.x
def check_edges(self):
'''如果外星人位于屏幕边缘,就返回True'''
screen_rect=self.screen.get_rect()
if self.rect.right>=screen_rect.right:
return True
elif self.rect.left<=0:
return True
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
'''一个对飞船发射的子弹进行管理的类'''
def __init__(self,ai_settings,screen,ship):
'''在飞船所处的位置创造一个子弹对象'''
super().__init__()
self.screen=screen
#在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
self.rect=pygame.Rect(0,0,ai_settings.bullet_width,
ai_settings.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_settings.bullet_color
self.speed_factor=ai_settings.bullet_speed_factor
def update(self):
'''向上移动子弹'''
#更新表示子弹位置的小数值
self.y-=self.speed_factor
#更新表示子弹的rect的位置
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)
button.py
import pygame.font
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()
#设置按钮的属性和其它值
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):
'''将msg渲染为图像,并使其在按钮上剧中'''
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)
game_functions.py
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,run_sound):
'''响应按键'''
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:
run_sound.play(loops=0)
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key==pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
'''如果还没到达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 check_keyup_events(event,ship):
'''响应松键'''
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,run_sound):
'''响应鼠标和按键事件'''
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,run_sound)
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)
def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,
bullets,mouse_x,mouse_y):
'''在玩家单击play键时开始新游戏'''
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏统计信息
stats.reset_stats()
stats.game_active=True
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#隐藏光标
pygame.mouse.set_visible(False)
#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,并让飞船居中
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button,bg,bgposition):
'''更新屏幕上的图案,并切换到新屏幕'''
#每次循环时都重绘屏幕
#screen.fill(ai_settings.bg_color)
screen.blit(bg, bgposition)
#在飞船和外星人后面重绘所有的子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#显示得分
sb.show_score()
#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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,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)
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):
'''相应子弹和外星人的碰撞'''
#删除所有发生碰撞的外星人和子弹
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
#删除发生碰撞的子弹和外星人
if collisions:
for aliens in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
sb.prep_score()
check_high_score(stats,sb)
if len(aliens)==0:
#删除所有的外星人,并创建一个新的外星人群
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level+=1
sb.prep_level()
creat_fleet(ai_settings,screen,ship,aliens)
def creat_fleet(ai_settings,screen,ship,aliens):
'''创建外星人群'''
#创建一个外星人,并计算一行可容纳多少个外星人
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)
#创建外星人群
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)
def get_number_aliens_x(ai_settings,alien_width):
'''计算每行可容纳多少个外星人'''
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):
'''创建一个外星人并将其放在当前行'''
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)
def get_number_rows(ai_settings,ship_height,alien_height):
'''计算屏幕可容纳多少行外星人'''
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 check_fleet_edges(ai_settings,aliens):
'''有外星人到达边缘时采取相应的措施'''
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
'''将整群外星人下移,并改变外星人的方向'''
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''检查是否有外星人位于屏幕边缘,并更新外星人群中所有外星人的位置'''
check_fleet_edges(ai_settings,aliens)
aliens.update()
#检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''响应被外星人撞到的飞船'''
if stats.ships_left>0:
#将ship_left减1
stats.ships_left-=1
#更新记分牌
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
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''检查是否有外星人到达了屏幕底端'''
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
#像飞船被撞到一样处理
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
break
def check_high_score(stats,sb):
'''检查是否诞生了新的最高分'''
with open('F:\\alien_invasion\\Highest Score.txt','r') as file_object3:
high_score=int(file_object3.read())
if stats.score>stats.high_score:
stats.high_score=stats.score
#将最高分存到文件'High Score'中
with open('F:\\alien_invasion\\Highest Score.txt','w') as file_object:
file_object.write(str(stats.high_score))
sb.prep_high_score()
scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
'''显示得分信息的类'''
def __init__(self,ai_settings,screen,stats):
'''初始化显示得分涉及的属性'''
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
#显示得分信息时使用的字体设置
self.text_color=(30,30,30)
self.font=pygame.font.SysFont(None,20)
#准备包含最高得分和当前得分,当前等级的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
'''讲得分渲染成一幅图像'''
rounded_score=int(round(self.stats.score,-1))
score_str='Current Score:'
score_str+="{:,}".format(rounded_score)
self.score_image=self.font.render(score_str,True,self.text_color,
self.ai_settings.bg_color)
#将得分放在屏幕左上角
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):
'''在屏幕上显示当前得分和最高得分'''
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):
'''将等级转换成渲染的图像'''
self.level_image=self.font.render('Level:'+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
def prep_high_score(self):
'''将最高得分转换为渲染的图像'''
with open('F:\\PyCharm Community Edition 2019.2.5\\untitled\\alien_invasion\\Highest Score.txt','r') as file_object2:
high_score=int(file_object2.read())
print(high_score)
high_score_str='Highest Score:'
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底部中央
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_ships(self):
'''显示还剩下多少飞船'''
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)
settings.py
class Settings():
'''存储《外星人入侵》的所有设置的值'''
def __init__(self):
'''初始化游戏的设置'''
self.screen_width=1200
self.screen_height=600
self.bg_color=(230,230,230)
#飞船的速度
self.ship_limit=3
#子弹设置
self.bullet_width=3
self.bullet_height=10
self.bullet_color=200,0,0
self.bullets_allowed=3
#外星人设置
self.fleet_drop_speed=10
#以什么样的速度加快游戏节奏
self.speedup_scale=1.1
#外星人点数的提高速度
self.score_scale=1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
'''初始化随游戏进行而变化的设置'''
self.ship_speed_factor=3
self.bullet_speed_factor=10
self.alien_speed_factor=1
#flee_direction为1时表示向右,为-1时表示向左
self.fleet_direction=1
#计分
self.alien_points=50
def increase_speed(self):
'''提高速度设置'''
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)
ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self,ai_settings,screen):
'''初始化飞船,并初始化设置'''
super().__init__()
self.screen=screen
self.ai_settings=ai_settings
#加载飞船图像并获取外接图形
self.image=pygame.image.load('images/space-shuttle.png')
self.rect=self.image.get_rect()
self.screen_rect=screen.get_rect()
#移动标志
self.moving_right=False
self.moving_left=False
self.moving_up = False
self.moving_down = False
#将每艘飞船放置在屏幕底部中央
self.rect.centerx=self.screen_rect.centerx
self.rect.bottom=self.screen_rect.bottom
#在飞船的属性center中存储小数值
self.center=float(self.rect.centerx)
def update(self,position):
'''根据移动标志调整飞船的位置'''
#更新self.center值,而不是self.rect.centerx的值
if self.moving_right and self.rect.right<self.screen_rect.right:
self.center+=self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left>0:
self.center-=self.ai_settings.ship_speed_factor
if self.moving_up:
position=position.move([0,-2])
if self.moving_down:
position=position.move([0,2])
#根据self.center更新rect对象
self.rect.centerx=self.center
def blitme(self):
'''在指定位置绘制飞船'''
self.screen.blit(self.image,self.rect)
def center_ship(self):
'''让飞船在屏幕上居中'''
self.center=self.screen_rect.centerx