alien_invasion.py
import sys
import pygame
from pygame.sprite import Group
import game_functions as gf
from alien import Alien
from settings import Settings
from ship import Ship
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
"""初始化游戏并创建一个屏幕对象"""
pygame.init()
ai_settings = Settings()
"""
以一个元组传递游戏的尺寸(像素)
screen是一个surface。pygame中,每一个元素都是一个surface
display.set_mode()返回的surface表示游戏窗口
"""
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #窗口标题
"""创建一个用于存储游戏统计信息的实例"""
stats = GameStats(ai_settings)#状态
sb = Scoreboard(ai_settings, screen, stats)#分数
"""创建一艘飞船"""
ship = Ship(screen, ai_settings)
"""
创建一个用于存储子弹的编组
在while循环中的check_events()方法中,如果检测到按下空格键这一事件,
则new一个Bullet对象new_bullet,并将这个new_bullet添加进bullets群组中,
后续对bullets操作即是对所有在群组中的bullet对象操作,如更新位置
bullets可以调用bullet的方法
"""
bullets = Group()
"""创建一个外星人编组"""
aliens = Group()
"""创建外星人群"""
gf.create_fleet(ai_settings, screen, ship, aliens)
"""创建Play按钮"""
play_button = Button(ai_settings, screen, "Play")
"""游戏循环"""
while True:
gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
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):
super().__init__()
"""初始化外星人并设置其起始位置"""
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(向下和右间隔一个外星飞船的空间)"""
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
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"""
"""
Bullet类继承pygame.sprite类,使用精灵,对游戏中相关的游戏编组,同时操作编组中的所有元素。
对子弹创造实例,需要像构造函数传递ai_settings screen ship实例
调用super()来继承Sprite
"""
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,在设置正确的位置,位于飞机表示的矩形的上边界中心"""
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
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
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射的子弹进行管理的类"""
"""
Bullet类继承pygame.sprite类,使用精灵,对游戏中相关的游戏编组,同时操作编组中的所有元素。
对子弹创造实例,需要像构造函数传递ai_settings screen ship实例
调用super()来继承Sprite
"""
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,在设置正确的位置,位于飞机表示的矩形的上边界中心"""
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
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)
game_stats.py
class GameStats():
"""跟踪统计游戏信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
self.game_active = False #初始化游戏处于非活动状态
self.high_score = 0 #最高分
def reset_stats(self):
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1 #初始等级
scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
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
"""显示得分信息是使用的字体设置"""
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
"""准备初始得分和最高分的图像"""
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分渲染为图像"""
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)
"""得分在屏幕右上角"""
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)
"""最高得分在屏幕顶部中央"""
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.screen_rect.top
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_ships(self):
"""显示还剩下多少艘飞船"""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.screen, self.ai_settings)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
def show_score(self):
"""在屏幕上显示得分"""
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.ships.draw(self.screen)
settings.py
class Settings():
"""存储《Aline_Invasion》的所有类"""
def __init__(self):
"""初始化游戏的静态设置"""
"""屏幕设置"""
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
"""飞船的设置"""
"""每次可以移动1.5个像素"""
self.ship_limit = 3
"""子弹的设置"""
self.bullet_width = 3 #宽
self.bullet_height = 15 #高
self.bullet_color = 60, 60, 60 #深灰色
self.bullet_allow = 3 #允许的最大子弹数
"""外星人设置"""
self.fleet_drop_speed = 10
"""加快游戏节奏的速度"""
self.speedup_scale = 1.1
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏而变化的设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 2
self.alien_speed_factor = 1
"""fleet_direction为1表示向右,-1表示向左"""
self.fleet_direction = 1
"""积分"""
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
"""提高外星人点数"""
self.alien_points = int(self.alien_points * self.score_scale)
game_function.py
import sys
import pygame
from alien import Alien
from bullet import Bullet
from time import sleep
from button import Button
def check_keydown_enents(event, ai_settings, screen, ship, bullets):
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_SPACE:
"""创建一颗子弹,将其加入到bullets中"""
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ai_settings, screen, ship, bullets):
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:#检测到单击关闭窗口按钮
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_enents(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos() #获取鼠标点击的位置
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按钮时开始新游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
"""检查鼠标位置是否在button的矩形框内"""
"""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_ships()
"""隐藏光标"""
pygame.mouse.set_visible(False)
"""清空外星人与子弹列表"""
aliens.empty()
bullets.empty()
"""创建一群新的外星人,并让飞船居中"""
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
"""每次循环时重绘屏幕,screen.fill()方法接受一个实参,一个颜色,以RGB元组形式给出"""
screen.fill(ai_settings.bg_color)#绘制背景
"""
在飞船和外星人后面重绘所有子弹
bullets.sprites(),将群组bullets中所有sprite元素以存储在一个列表中
"""
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme(); #绘制飞船
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
每次执行while循环绘制一个空屏幕并擦去旧屏幕,使得只有新屏幕可见
移动游戏元素时,pygame.display.flip()不断更新屏幕
"""
pygame.display.flip()
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullet_allow:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""检查是否有子弹击中了外星人"""
"""如果击中,删除相应的子弹和外星人"""
"""
groupcollide方法检测两个群组之间的所有对象是否有碰撞,如果有返回一个字典,键为子弹,值为外星人
第一个实参True表示子弹碰撞到外星人之后子弹消失,第二个表示外星人消失,如果为False,则对应的对象不会消失
"""
collision = pygame.sprite.groupcollide(bullets, aliens, True, True)
"""如果字典存在,则加分,并把加分之后的结果渲染在图片上"""
"""与外星人碰撞的子弹都是字典collision中的一个键,每一个键对应的值都是一个列表,列表中的元素表示被消灭的外星人,需要将这些统计出来然后加分"""
if collision:
for aliens in collision.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
"""删除现在所有的子弹并建立一群新的外星人,并且加快游戏节奏"""
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新子弹的位置 并删除已经消失的子弹"""
bullets.update()
"""删除已经消失的子弹"""
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 get_number_aliens_x(ai_settings, alien_width):
"""计算一行可以容纳多少个外星人"""
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 get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可以容纳多少行的外星人"""
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 create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""
创建一个外星人
外星人之间的间距为外星人的宽度
"""
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 create_fleet(ai_settings, screen, ship, aliens):
"""
创建外星人群
先创建一个外星人,获取参数,来计算一行可以容纳外星人的个数
"""
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)
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(): #遍历外星人群
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
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
def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
#生命减一
if stats.ships_left > 0:#判断剩余生命的数量
stats.ships_left -= 1
sleep(0.5) #暂停
else:
stats.game_active = False
stats.ships_left -= 1
sb.prep_ships() #更新记分牌
#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()
def check_aliens_bottom(ai_settings, stats, screen, 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:
"""处理情况同飞船撞到"""
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets):
"""检测是否有外星人位于屏幕边缘,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
sprite.spritecollideany()接受两个实参,一个精灵与一个编组,检查编组是否有成员与精灵发生了碰撞,
并在找到精灵发生了碰撞的成员后立即停止遍历编组,返回第一个与飞船发生了碰撞的外星人
如果没有碰撞,返回None
如果发生碰撞,则需要删除余下的外星人和子弹,让飞船重新居中,以及创建一群新的外星人
"""
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
"""检查是否有外星人到达屏幕底端"""
check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)
def check_high_score(stats, sb):
"""检查是否诞生了新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()