Alien_Invasion.py
import pygame
from settings import Settings
from airplane import Airplane
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings,screen,stats)
airplane = Airplane(ai_settings,screen)
bullets = pygame.sprite.Group()
#alien = Alien(ai_settings,screen)
aliens = pygame.sprite.Group()
gf.create_fleet(ai_settings,screen,airplane,aliens)
play_button = Button(ai_settings,screen,'Play')
while True:
gf.check_events(ai_settings,screen,stats,sb,play_button,airplane,aliens,bullets)
if stats.game_active:
airplane.update()
gf.update_bullets(ai_settings,screen,stats,sb,airplane,bullets,aliens)
gf.update_aliens(ai_settings, stats, screen,sb,airplane,aliens,bullets)
gf.update_screen(ai_settings,screen,airplane,bullets,aliens,play_button,stats,sb)
#让最近绘制的屏幕可见
pygame.display.flip()
run_game()
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game_functions.py
import sys
import pygame
from settings import Settings
from airplane import Airplane
from alien import Alien
from bullet import Bullet
from time import sleep
from scoreboard import Scoreboard
from game_stats import GameStats
def check_keydown_events(event,ai_settings,screen,airplane,bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
airplane.moving_right = True
# airplane.update()
elif event.key == pygame.K_LEFT:
airplane.moving_left = True
# airplane.update()
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings,screen,airplane,bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event,airplane):
"""响应松开"""
if event.key == pygame.K_RIGHT:
airplane.moving_right = False
elif event.key == pygame.K_LEFT:
airplane.moving_left = False
def fire_bullet(ai_settings,screen,airplane,bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,airplane)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - (2 * alien_width)
# 创建一个外星人, 并计算一行可容纳多少个外星人
number_aliens_x = int(available_space_x /(2 * alien_width))
return number_aliens_x
def get_number_rows(ai_settings, airplane_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) - airplane_height)
number_rows = int(available_space_y / (2 * alien_height))
return number_rows
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
#创建一个外星人并将其加入当前行
alien = Alien(ai_settings,screen)
alien_width = alien.rect.width
# 外星人间距为外星人宽度
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 create_fleet(ai_settings,screen,airplane,aliens):
"""创建外星人群"""
alien = Alien(ai_settings,screen)
number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(ai_settings,airplane.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):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
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, 并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_events(ai_settings,screen,stats,sb,play_button,airplane,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,airplane,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,airplane)
elif event.type == pygame.MOUSEBUTTONDOWN:
check_play_button(ai_settings,screen,stats,sb,play_button,airplane,aliens,bullets)
def check_play_button(ai_settings,screen,stats,sb,play_button,airplane,aliens,bullets):
"""在玩家单机Play按钮时开始游戏"""
mouse_x,mouse_y = pygame.mouse.get_pos()
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#重置游戏统计信息
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_airplanes()
#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
create_fleet(ai_settings,screen,airplane,aliens)
airplane.center_airplane()
def airplane_hit(ai_settings,screen,stats,sb,airplane,aliens,bullets):
"""响应被外星人撞到的飞船"""
if stats.airplanes_left > 0:
#将 airplane_left 减1
stats.airplanes_left -= 1
#更新记分牌
sb.prep_airplanes()
#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,airplane,aliens)
airplane.center_airplane()
#暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen,sb, airplane, 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:
#像飞船被撞到一样进行处理
airplane_hit(ai_settings,stats,screen,sb,airplane,aliens,bullets)
break
def update_screen(ai_settings,screen,airplane,bullets,aliens,play_button,stats,sb):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
airplane.blitme()
aliens.draw(screen)
sb.show_score()
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,airplane,bullets,aliens):
"""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
#检查是否有子弹击中了外星人
#如果是这样,就删除相应的子弹和外星人
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,sb,airplane,bullets,aliens)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,airplane,bullets,aliens):
"""响应子弹和外星人的碰撞"""
# 删除发生碰撞的子弹和外星人
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)
if len(aliens) == 0:
# 删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,airplane,aliens)
def update_aliens(ai_settings, stats, screen, sb,airplane, aliens, bullets):
"""检查是否有外星人到达屏幕边缘,然后更新所有外星人的位置"""
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(airplane,aliens):
#print('Airplane hit!')
airplane_hit(ai_settings,screen,stats,sb,airplane,aliens,bullets)
check_aliens_bottom(ai_settings, stats, screen,sb,airplane, aliens, bullets)
def check_high_score(stats,sb):
"""检查是否诞生了新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
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airplane.py
import pygame
from pygame.sprite import Sprite
class Airplane():
def __init__(self,ai_settings,screen):
"""初始化飞机并设置其初始化位置"""
super(Airplane,self).__init__()
self.screen = screen
self.ai_settings = ai_settings
self.image = pygame.image.load('image/airplane.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
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)
# 移动标志
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志调整飞船的位置"""
#更新飞船的center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.airplane_speed_factor
if self.moving_left and self.rect.left>0:
self.center -= self.ai_settings.airplane_speed_factor
self.rect.centerx = self.center
def blitme(self):
"""指定位置绘制飞船"""
self.screen.blit(self.image,self.rect)
def center_airplane(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
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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('image/alien.bmp')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕的左上角附件
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 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
def update(self):
"""向右移动的外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
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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,airplane):
"""在飞船所处的位置创建一个子弹对象"""
super(Bullet,self).__init__()
self.screen = screen
self.ai_settings = ai_settings
#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 = airplane.rect.centerx
self.rect.top = airplane.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):
"""将msg渲染为图像,并使其在按钮上居中"""
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,再绘制文本
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
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scoreboard.py
import pygame
import pygame.font
from pygame.sprite import Group
from airplane import Airplane
from game_stats import GameStats
class Scoreboard():
"""显示得分信息的类"""
def __init__(self,ai_settings,screen,stats):
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# 显示得分信息时使用的字体设置
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_airplanes()
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
def prep_score(self):
"""将得分转换为一幅渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
#score_str = str(self.stats.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 prep_high_score(self):
"""将最高得分转换为渲染的图像"""
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)
self.high_score_rect = self.score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
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)
self.airplanes.draw(self.screen)
def prep_airplanes(self):
"""显示还余下多少艘飞船"""
self.airplanes = pygame.sprite.Group()
for airplane_number in range(self.stats.airplanes_left):
airplane = Airplane(self.ai_settings,self.screen)
airplane.rect.x = 10 + airplane_number * airplane.rect.width
airplane.rect.y = 10
self.airplanes.add_internal(airplane)
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game_stats.py
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()
self.game_active = False
self.high_score = 0
self.airplanes_left = self.ai_settings.airplane_limit
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
#self.airplanes_left = self.ai_settings.airplane_limit
self.score = 0
self.level = 1
================================================================
settings.py
class Settings():
"""存储《外星人入侵》的所有设置的类"""
def __init__(self):
"""初始化游戏的设置"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (255,255,255)
#飞船设置
self.airplane_speed_factor = 1.5
self.airplane_limit = 3
#子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color =60,60,60
self.bullets_allowed = 5
#外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
# fleet_direction为1表示向右移, 为-1表示向左移
self.fleet_direction = 1
#以什么样的速度加快游戏的节奏
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.airplane_speed_factor = 1.5
self.bullet_speed_factor = 3
self.aliena_speed_factor = 1
# fleet_direction为1表示向右移, 为-1表示向左移
self.fleet_direction = 1
self.alien_points = 50
def increase_speed(self):
"""提高速度设置"""
self.airplane_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)