外星人大战-------------------------------------游戏开发(五)

现在来完善这个游戏,首先添加一个play按钮,添加一个记分系统


1.添加play按钮:游戏开始前出现,游戏结束后再次出现。本来之前是运行主程序就会开始游戏,现在设置添加play按钮才会开始,在统计信息类修改游戏活动标志

修改统计类:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#跟踪游戏统计信息的类
class GameStats():
    def __init__(self,ai_settings):
        self.ai_settings=ai_settings
        self.reset_stats()
        self.game_active=False    #游戏活动标志

    def reset_stats(self):      #初始化在游戏里可能会变化的统计信息
        self.ships_left=self.ai_settings.ship_limit

在创建一个按键类:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#创建按键类
import pygame.font
class Button():
	def __init__(self,ai_settings,screen,msg):
		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=(0,0,255)
		self.text_color=(255,255,255)
		self.font=pygame.font.SysFont(None,48)
		#创建按钮的rect对象,并设置初始位置
		self.rect=pygame.Rect(0,0,self.width,self.height)
		self.rect.center=self.screen_rect.center
		#创建按键只需要一次
		self.prep_msg(msg)
		
	def prep_msg(self,msg):    #将msg渲染为图像,使他在按钮上居中
		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,在绘制文本
		self.screen.fill(self.button_color,self.rect)
		self.screen.blit(self.msg_image,self.msg_image_rect)
		
		

导入模块pygame.font,它的作用就是能让pygame将文本渲染到屏幕上。初始化的时候接受的msg形参是要在按钮上显示的文本

,设置按钮的矩形宽高,以及背景颜色,还有文本的颜色。self.fon那行代码是指定什么字体和字号来渲染文本、接着设置按钮的初始位置,

设置一个将字符串显示为图像的处理方法prep_msg(),调用font.render()将文本装换为图像,它接受一个布尔形参,它指定开启还是关闭反锯齿功能。反锯齿让文本边缘更平滑。在设置文本信息在按钮的位置。再创建一个绘制方法,将按钮显示在屏幕上,

修改功能模块:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等

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):           #响应按键
	if event.key==pygame.K_RIGHT:
		ship.moving_right=True    #改变标志位
	elif event.key==pygame.K_LEFT:
		ship.moving_left=True
	elif event.key==pygame.K_SPACE:      #响应按空格键
                fire_bullet(ai_settings,screen,ship,bullets)

def fire_bullet(ai_settings,screen,ship,bullets):   #发射子弹
	if len(bullets)<ai_settings.bullets_allowed:    
		new_bullet=Bullet(ai_settings,screen,ship)
		bullets.add(new_bullet)

		
		
def check_keyup_events(event,ship):   #响应按键松开
	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,ship,bullets):     #响应键盘和鼠标事件
	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:       #监测是否放开键盘
			check_keyup_events(event,ship)
         

def update_bullets(ai_settings,screen,ship,aliens,bullets):  #更新子弹的位置,并删除已消失的子弹
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)   


def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
        #检查是否两者碰撞,是的话,删除相应的子弹与外星人
        collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)  
        
        if len(aliens)==0:
                bullets.empty()  #删除现有的子弹并新建新的外星人群
                creat_fleet(ai_settings,screen,ship,aliens)


  #创建外星人群
def get_number_aliens_x(ai_settings,alien_width):     #计算每行可以放入多少外星人
        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):
        alien=Alien(ai_settings,screen)    #创建一个外星人,放入当前行
        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)

#计算屏幕可以放入多少行
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

def creat_fleet(ai_settings,screen,ship,aliens):
        alien=Alien(ai_settings,screen)    #创建一个外星人,计算一行可以容纳多少
        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):
                creat_alien(ai_settings,screen,aliens,alien_number,row_number)

#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
	check_fleet_edges(ai_settings,aliens)
	aliens.update()
	check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)

     #监测外星人和飞船的相撞
	if pygame.sprite.spritecollideany(ship,aliens):
		ship_hit(ai_settings,stats,screen,ship,aliens,bullets)

#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
       if stats.ships_left>0:
            stats.ships_left-=1
            aliens.empty()      #清空外星人列表
            bullets.empty()     #清空子弹列表
            #创建新的外星人,飞船放入中间
            creat_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()
            sleep(0.5)        #暂停
       else:
            stats.game_active=False

#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
        screen_rect=screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom>=screen_rect.bottom:
                ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
                break

#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
	for alien in aliens.sprites():
		if alien.check_edges():
			change_fleet_direction(ai_settings,aliens)
			break
			
#下移外星人
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 update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button):   # 更新屏幕
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	if not stats.game_active:
		play_button.draw_button()

	pygame.display.flip()	

修改更新屏幕的函数里,添加两个形参stats,play_button,检查游戏活动标志为假的时候就绘制按键。这里要注意绘制按钮要放在最后,等其他都绘制完了,再绘制,让元素显示在最上面。

现在修改主程序,运行结果:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame

from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button


def run_game():
    pygame.init()  #初始化,创建屏幕对象
    ai_settings=Setting()    #创建一个800*800的屏幕
    screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))  
    pygame.display.set_caption("Alien Invasion")   #对于这个窗口的命名为Alien Invasion
    
    play_button=Button(ai_settings,screen,"play")  #创建按钮实例
    stats=GameStats(ai_settings)    #创建一个用于存储统计信息的实例
    ship=Ship(ai_settings,screen)   #创建飞船
    bullets=Group()
    aliens=Group()
    gf.creat_fleet(ai_settings,screen,ship,aliens)

    while True:
        gf.check_events(ai_settings,screen,ship,bullets)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
            gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
        gf.update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button)

run_game()

扫描二维码关注公众号,回复: 4216755 查看本文章

开始游戏,就要设置检测鼠标事件,当我们单击按钮,开始游戏:

修改功能模块

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等

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):           #响应按键
	if event.key==pygame.K_RIGHT:
		ship.moving_right=True    #改变标志位
	elif event.key==pygame.K_LEFT:
		ship.moving_left=True
	elif event.key==pygame.K_SPACE:      #响应按空格键
                fire_bullet(ai_settings,screen,ship,bullets)

def fire_bullet(ai_settings,screen,ship,bullets):   #发射子弹
	if len(bullets)<ai_settings.bullets_allowed:    
		new_bullet=Bullet(ai_settings,screen,ship)
		bullets.add(new_bullet)

		
		
def check_keyup_events(event,ship):   #响应按键松开
	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,play_button,ship,bullets):     #响应键盘和鼠标事件
	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:       #监测是否放开键盘
			check_keyup_events(event,ship)
		
		elif event.type==pygame.MOUSEBUTTONDOWN:
			mouse_x,mouse_y=pygame.mouse.get_pos()
			check_play_button(stats,play_button,mouse_x,mouse_y)
         

#检查按钮事件
def check_play_button(stats,play_button,mouse_x,mouse_y):
	if play_button.rect.collidepoint(mouse_x,mouse_y):
		stats.game_active=True
		
		
def update_bullets(ai_settings,screen,ship,aliens,bullets):  #更新子弹的位置,并删除已消失的子弹
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)   


def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
        #检查是否两者碰撞,是的话,删除相应的子弹与外星人
        collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)  
        
        if len(aliens)==0:
                bullets.empty()  #删除现有的子弹并新建新的外星人群
                creat_fleet(ai_settings,screen,ship,aliens)


  #创建外星人群
def get_number_aliens_x(ai_settings,alien_width):     #计算每行可以放入多少外星人
        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):
        alien=Alien(ai_settings,screen)    #创建一个外星人,放入当前行
        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)

#计算屏幕可以放入多少行
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

def creat_fleet(ai_settings,screen,ship,aliens):
        alien=Alien(ai_settings,screen)    #创建一个外星人,计算一行可以容纳多少
        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):
                creat_alien(ai_settings,screen,aliens,alien_number,row_number)

#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
	check_fleet_edges(ai_settings,aliens)
	aliens.update()
	check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)

     #监测外星人和飞船的相撞
	if pygame.sprite.spritecollideany(ship,aliens):
		ship_hit(ai_settings,stats,screen,ship,aliens,bullets)

#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
       if stats.ships_left>0:
            stats.ships_left-=1
            aliens.empty()      #清空外星人列表
            bullets.empty()     #清空子弹列表
            #创建新的外星人,飞船放入中间
            creat_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()
            sleep(0.5)        #暂停
       else:
            stats.game_active=False

#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
        screen_rect=screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom>=screen_rect.bottom:
                ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
                break

#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
	for alien in aliens.sprites():
		if alien.check_edges():
			change_fleet_direction(ai_settings,aliens)
			break
			
#下移外星人
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 update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button):   # 更新屏幕
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	if not stats.game_active:
		play_button.draw_button()

	pygame.display.flip()	

修改检测鼠标键盘事件的函数,只要鼠标点击屏幕,就会检测到MOUSEBUTTONDOWN事件,使用pygame.mouse.get_pos(),它返回一个元组,包含鼠标点击的时候xy坐标,collidepoint()检测鼠标单击位置是否在play按钮的rect里,在的话就改变活动标志为真,开启游戏。

这是结束后出现的play按钮。

现在来设置游戏结束后重置游戏开始:

修改功能模块:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等

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):           #响应按键
	if event.key==pygame.K_RIGHT:
		ship.moving_right=True    #改变标志位
	elif event.key==pygame.K_LEFT:
		ship.moving_left=True
	elif event.key==pygame.K_SPACE:      #响应按空格键
                fire_bullet(ai_settings,screen,ship,bullets)

def fire_bullet(ai_settings,screen,ship,bullets):   #发射子弹
	if len(bullets)<ai_settings.bullets_allowed:    
		new_bullet=Bullet(ai_settings,screen,ship)
		bullets.add(new_bullet)

		
		
def check_keyup_events(event,ship):   #响应按键松开
	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,play_button,ship,bullets,aliens):     #响应键盘和鼠标事件
	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:       #监测是否放开键盘
			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,play_button,ship,aliens,bullets,mouse_x,mouse_y)
         

#检查按钮事件
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
	if play_button.rect.collidepoint(mouse_x,mouse_y):
		stats.reset_stats()
		stats.game_active=True
	#清空子弹与外星人
	aliens.empty()
	bullets.empty()
	
	#创建新的外星人
	creat_fleet(ai_settings,screen,ship,aliens)
	ship.center_ship()
	
		
		
def update_bullets(ai_settings,screen,ship,aliens,bullets):  #更新子弹的位置,并删除已消失的子弹
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)   


def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
        #检查是否两者碰撞,是的话,删除相应的子弹与外星人
        collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)  
        
        if len(aliens)==0:
                bullets.empty()  #删除现有的子弹并新建新的外星人群
                creat_fleet(ai_settings,screen,ship,aliens)


  #创建外星人群
def get_number_aliens_x(ai_settings,alien_width):     #计算每行可以放入多少外星人
        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):
        alien=Alien(ai_settings,screen)    #创建一个外星人,放入当前行
        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)

#计算屏幕可以放入多少行
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

def creat_fleet(ai_settings,screen,ship,aliens):
        alien=Alien(ai_settings,screen)    #创建一个外星人,计算一行可以容纳多少
        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):
                creat_alien(ai_settings,screen,aliens,alien_number,row_number)

#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
	check_fleet_edges(ai_settings,aliens)
	aliens.update()
	check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)

     #监测外星人和飞船的相撞
	if pygame.sprite.spritecollideany(ship,aliens):
		ship_hit(ai_settings,stats,screen,ship,aliens,bullets)

#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
       if stats.ships_left>0:
            stats.ships_left-=1
            aliens.empty()      #清空外星人列表
            bullets.empty()     #清空子弹列表
            #创建新的外星人,飞船放入中间
            creat_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()
            sleep(0.5)        #暂停
       else:
            stats.game_active=False

#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
        screen_rect=screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom>=screen_rect.bottom:
                ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
                break

#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
	for alien in aliens.sprites():
		if alien.check_edges():
			change_fleet_direction(ai_settings,aliens)
			break
			
#下移外星人
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 update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button):   # 更新屏幕
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	if not stats.game_active:
		play_button.draw_button()

	pygame.display.flip()	

 修改主程序:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame

from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button


def run_game():
    pygame.init()  #初始化,创建屏幕对象
    ai_settings=Setting()    #创建一个800*800的屏幕
    screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))  
    pygame.display.set_caption("Alien Invasion")   #对于这个窗口的命名为Alien Invasion
    
    play_button=Button(ai_settings,screen,"play")  #创建按钮实例
    stats=GameStats(ai_settings)    #创建一个用于存储统计信息的实例
    ship=Ship(ai_settings,screen)   #创建飞船
    bullets=Group()
    aliens=Group()
    gf.creat_fleet(ai_settings,screen,ship,aliens)

    while True:
        gf.check_events(ai_settings,screen,stats,play_button,ship,bullets,aliens)
        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
            gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
        gf.update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button)

run_game()

运行主程序后游戏结束后点击play按钮可以重新开始游戏。但发现一个问题,在点击那处区域,游戏会重新开始。所以要设置play按钮只要在游戏活动标志为False为假的时候才活动,以及隐藏光标。

修改功能模块:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等

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):           #响应按键
	if event.key==pygame.K_RIGHT:
		ship.moving_right=True    #改变标志位
	elif event.key==pygame.K_LEFT:
		ship.moving_left=True
	elif event.key==pygame.K_SPACE:      #响应按空格键
                fire_bullet(ai_settings,screen,ship,bullets)

def fire_bullet(ai_settings,screen,ship,bullets):   #发射子弹
	if len(bullets)<ai_settings.bullets_allowed:    
		new_bullet=Bullet(ai_settings,screen,ship)
		bullets.add(new_bullet)

		
		
def check_keyup_events(event,ship):   #响应按键松开
	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,play_button,ship,bullets,aliens):     #响应键盘和鼠标事件
	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:       #监测是否放开键盘
			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,play_button,ship,aliens,bullets,mouse_x,mouse_y)
         

#检查按钮事件
def check_play_button(ai_settings,screen,stats,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:
		#隐藏光标
		pygame.mouse.set_visible(False)
		stats.reset_stats()
		stats.game_active=True
	#清空子弹与外星人
		aliens.empty()
		bullets.empty()
	
	#创建新的外星人
		creat_fleet(ai_settings,screen,ship,aliens)
		ship.center_ship()
	
		
		
def update_bullets(ai_settings,screen,ship,aliens,bullets):  #更新子弹的位置,并删除已消失的子弹
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)   


def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
        #检查是否两者碰撞,是的话,删除相应的子弹与外星人
        collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)  
        
        if len(aliens)==0:
                bullets.empty()  #删除现有的子弹并新建新的外星人群
                creat_fleet(ai_settings,screen,ship,aliens)


  #创建外星人群
def get_number_aliens_x(ai_settings,alien_width):     #计算每行可以放入多少外星人
        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):
        alien=Alien(ai_settings,screen)    #创建一个外星人,放入当前行
        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)

#计算屏幕可以放入多少行
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

def creat_fleet(ai_settings,screen,ship,aliens):
        alien=Alien(ai_settings,screen)    #创建一个外星人,计算一行可以容纳多少
        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):
                creat_alien(ai_settings,screen,aliens,alien_number,row_number)

#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
	check_fleet_edges(ai_settings,aliens)
	aliens.update()
	check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)

     #监测外星人和飞船的相撞
	if pygame.sprite.spritecollideany(ship,aliens):
		ship_hit(ai_settings,stats,screen,ship,aliens,bullets)

#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
       if stats.ships_left>0:
            stats.ships_left-=1
            aliens.empty()      #清空外星人列表
            bullets.empty()     #清空子弹列表
            #创建新的外星人,飞船放入中间
            creat_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()
            sleep(0.5)        #暂停
       else:
            stats.game_active=False
            pygame.mouse.set_visible(True)

#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
        screen_rect=screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom>=screen_rect.bottom:
                ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
                break

#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
	for alien in aliens.sprites():
		if alien.check_edges():
			change_fleet_direction(ai_settings,aliens)
			break
			
#下移外星人
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 update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button):   # 更新屏幕
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	if not stats.game_active:
		play_button.draw_button()

	pygame.display.flip()	

现在运行主程序,就完成了。


现在游戏都搭建完了,不过优化一下,提高等级先,当用户把外星人消灭后,加快游戏的节奏。

首先修改设置类;将游戏分为静态与动态,有关所有元素的速度设置放在initialize_dynamic_settings()方法里,再创建一个提高速度的方法。

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#存储外星人游戏开发的设置
class Setting():
	def __init__(self):
		self.screen_width=800    #设置屏幕高度宽度,背景颜色
		self.screen_height=600
		self.bg_color=(230,230,230)
        #飞船设置
    
		self.ship_limit=3           #设置飞船数量
        #子弹设置
      
		self.bullet_width=3
		self.bullet_height=15
		self.bullet_color=(0,0,255)
		self.bullets_allowed=3
        #外星人设置
  
		self.fleet_drop_speed=5
       
		self.speedup_scale=1.1      #速度变化加快游戏节奏
        
		self.initialize_dynamic_settings()
        
	def initialize_dynamic_settings(self):   #设置速度
		self.ship_speed_factor=1.5
		self.bullet_speed_factor=1
		self.alien_speed_factor=1
		self.fleet_direction=1    #fleet_direction 为1表示右移,为-1表示左移
   
	def increase_speed(self):      #提供速度
		self.ship_speed_factor*=self.speedup_scale
		self.bullet_speed_factor*=self.speedup_scale
		self.alien_speed_factor*=self.speedup_scale

再修改功能模块:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等

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):           #响应按键
	if event.key==pygame.K_RIGHT:
		ship.moving_right=True    #改变标志位
	elif event.key==pygame.K_LEFT:
		ship.moving_left=True
	elif event.key==pygame.K_SPACE:      #响应按空格键
                fire_bullet(ai_settings,screen,ship,bullets)

def fire_bullet(ai_settings,screen,ship,bullets):   #发射子弹
	if len(bullets)<ai_settings.bullets_allowed:    
		new_bullet=Bullet(ai_settings,screen,ship)
		bullets.add(new_bullet)

		
		
def check_keyup_events(event,ship):   #响应按键松开
	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,play_button,ship,bullets,aliens):     #响应键盘和鼠标事件
	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:       #监测是否放开键盘
			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,play_button,ship,aliens,bullets,mouse_x,mouse_y)
         

#检查按钮事件
def check_play_button(ai_settings,screen,stats,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
		#隐藏光标
		pygame.mouse.set_visible(False)
		stats.reset_stats()
		stats.game_active=True
	#清空子弹与外星人
		aliens.empty()
		bullets.empty()
	
	#创建新的外星人
		creat_fleet(ai_settings,screen,ship,aliens)
		ship.center_ship()
	
		
		
def update_bullets(ai_settings,screen,ship,aliens,bullets):  #更新子弹的位置,并删除已消失的子弹
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)   


def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
        #检查是否两者碰撞,是的话,删除相应的子弹与外星人
        collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)  
        
        if len(aliens)==0:
                bullets.empty()  #删除现有的子弹并新建新的外星人群
                ai_settings.increase_speed()
                creat_fleet(ai_settings,screen,ship,aliens)


  #创建外星人群
def get_number_aliens_x(ai_settings,alien_width):     #计算每行可以放入多少外星人
        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):
        alien=Alien(ai_settings,screen)    #创建一个外星人,放入当前行
        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)

#计算屏幕可以放入多少行
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

def creat_fleet(ai_settings,screen,ship,aliens):
        alien=Alien(ai_settings,screen)    #创建一个外星人,计算一行可以容纳多少
        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):
                creat_alien(ai_settings,screen,aliens,alien_number,row_number)

#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
	check_fleet_edges(ai_settings,aliens)
	aliens.update()
	check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)

     #监测外星人和飞船的相撞
	if pygame.sprite.spritecollideany(ship,aliens):
		ship_hit(ai_settings,stats,screen,ship,aliens,bullets)

#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
       if stats.ships_left>0:
            stats.ships_left-=1
            aliens.empty()      #清空外星人列表
            bullets.empty()     #清空子弹列表
            #创建新的外星人,飞船放入中间
            creat_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()
            sleep(0.5)        #暂停
       else:
            stats.game_active=False
            pygame.mouse.set_visible(True)

#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
        screen_rect=screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom>=screen_rect.bottom:
                ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
                break

#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
	for alien in aliens.sprites():
		if alien.check_edges():
			change_fleet_direction(ai_settings,aliens)
			break
			
#下移外星人
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 update_screen(ai_settings,screen,stats,ship,aliens,bullets,play_button):   # 更新屏幕
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	if not stats.game_active:
		play_button.draw_button()

	pygame.display.flip()	

运行主程序,实现需求。

猜你喜欢

转载自blog.csdn.net/shinhwa96/article/details/84433776