[python笔记]alien_invasion

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()
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