外星人大战-------------游戏开发(最终篇)

接下来实现记分系统,实时跟踪得分,显示最高得分,当前等级和剩下的飞船


1.记分:这属于统计信息类

#-*-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
        self.score=0      #重置的时候分数清0

新创一个计分板的类。用于显示得分,最高得分等等

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#显示当前得分,显示最高得分、等级,剩下的飞船数的类
import pygame.font
class Scoreboard():
	def __init__(self,ai_settings,screen,stats):
		self.screen=screen
		self.screen_rect=screen.get_rect()
		self.ai_settings=ai_settings
		self.stats=stats
		#显示得分信息的字体与颜色
		self.text_color=(30,30,30)
		self.font=pygame.font.SysFont(None,48)
		#准备得分图像的渲染
		self.prep_score()
		
	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)
		#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=30
		
	def show_score(self):
		self.screen.blit(self.score_image,self.score_rect)

修改设置类:

#-*-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()
		self.score_scale=1.5   #外星人点数增高速度
        
	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 
		self.alien_points=50    #记分
   
	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
		
		self.alien_points=int(self.alien_points*self.score_scale)

 修改功能模块,在响应子弹与外星人相撞的函数里,检查相撞的时候增加分数,

#-*-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,stats,scores,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,stats,scores,ship,aliens,bullets)   


def check_bullet_alien_collisions(ai_settings,screen,stats,scores,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 collisions:    #加分
		for aliens in collisions.values():
			stats.score+=ai_settings.alien_points*len(aliens)
			scores.prep_score()
        
	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,scores,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)
	scores.show_score()
	if not stats.game_active:
		play_button.draw_button()

	pygame.display.flip()	

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
from scoreboard import Scoreboard


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
    scores=Scoreboard(ai_settings,screen,stats)
    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,stats,scores,ship,aliens,bullets)
            gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
        gf.update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button)

run_game()

结果如下:

 2.最高得分:

在统计信息类添加高分设置

#-*-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
        self.high_score=0  #记录最高得分

    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
        self.score=0      #重置的时候分数清0

在计分板类添加高分设置:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#显示当前得分,显示最高得分、等级,剩下的飞船数的类
import pygame.font
class Scoreboard():
	def __init__(self,ai_settings,screen,stats):
		self.screen=screen
		self.screen_rect=screen.get_rect()
		self.ai_settings=ai_settings
		self.stats=stats
		#显示得分信息的字体与颜色
		self.text_color=(30,30,30)
		self.font=pygame.font.SysFont(None,48)
		#准备得分图像的渲染
		self.prep_score()
		self.prep_high_score()
		
	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)
		#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=30
		
	def prep_high_score(self):       #将最高得分渲染为图像
		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)
		
		#将最高得分放入屏幕顶部中央
		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 show_score(self):
		self.screen.blit(self.score_image,self.score_rect)
		self.screen.blit(self.high_score_image,self.high_score_rect)

 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()
	
		
#更新子弹的位置,并删除已消失的子弹		
def update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets): 
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings,screen,stats,scores,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
def check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets): 
	collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)  
        
	if collisions:    #加分
		for aliens in collisions.values():
			stats.score+=ai_settings.alien_points*len(aliens)
			scores.prep_score()
		check_high_score(stats,scores)
        
	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
	
#检查高分
def check_high_score(stats,scores):
	if stats.score>stats.high_score:
		stats.high_score=stats.score
		scores.prep_high_score()
	
 # 更新屏幕
def update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button): 
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	scores.show_score()
	if not stats.game_active:
		play_button.draw_button()

	pygame.display.flip()	

运行主程序:

  3.显示等级:

在统计类:

#-*-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
        self.high_score=0  #记录最高得分

    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
        self.score=0      #重置的时候分数清0
        self.level=1
        

在初始化里增加等级

修改计分板:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#显示当前得分,显示最高得分、等级,剩下的飞船数的类
import pygame.font
class Scoreboard():
	def __init__(self,ai_settings,screen,stats):
		self.screen=screen
		self.screen_rect=screen.get_rect()
		self.ai_settings=ai_settings
		self.stats=stats
		#显示得分信息的字体与颜色
		self.text_color=(30,30,30)
		self.font=pygame.font.SysFont(None,48)
		#准备得分图像的渲染
		self.prep_score()
		self.prep_high_score()
		self.prep_level()
		
	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)
		#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=30
		
	def prep_high_score(self):       #将最高得分渲染为图像
		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)
		
		#将最高得分放入屏幕顶部中央
		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):               #将等级渲染为图像
		self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
		#将等级放在得分下面
		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 show_score(self):
		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)

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,scores,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,scores,play_button,ship,aliens,bullets,mouse_x,mouse_y)
         

#检查按钮事件
def check_play_button(ai_settings,screen,stats,scores,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
		#重置记分
		scores.prep_score()
		scores.prep_high_score()
		scores.prep_level()
	#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()
	
		
#更新子弹的位置,并删除已消失的子弹		
def update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets): 
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings,screen,stats,scores,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
def check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets): 
	collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)  
        
	if collisions:    #加分
		for aliens in collisions.values():
			stats.score+=ai_settings.alien_points*len(aliens)
			scores.prep_score()
		check_high_score(stats,scores)
        
	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()
		stats.level+=1
		scores.prep_level()
		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
	
#检查高分
def check_high_score(stats,scores):
	if stats.score>stats.high_score:
		stats.high_score=stats.score
		scores.prep_high_score()
	
 # 更新屏幕
def update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button): 
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	scores.show_score()
	if not stats.game_active:
		play_button.draw_button()

	pygame.display.flip()	

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
from scoreboard import Scoreboard


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
    scores=Scoreboard(ai_settings,screen,stats)
    bullets=Group()
    aliens=Group()
    gf.creat_fleet(ai_settings,screen,ship,aliens)

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

run_game()

运行:

 4.显示剩下的飞船:

显示飞船的图像,

修改ship类,让他继承sprite类,

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#创建飞船类
import pygame
from pygame.sprite import Sprite

class Ship(Sprite): 
	def __init__(self,ai_settings,screen):
		super().__init__()
		self.screen=screen
		self.ai_settings=ai_settings

     #图片存在images文件夹下,名字是ship.bmp    
		self.image=pygame.image.load('images/ship.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

		self.center=float(self.rect.centerx)   #因为rect的centerx只能储存整数值,在飞船的center储存小数值
		self.moving_right=False            #设置移动标志
		self.moving_left=False

	def update(self):
		if self.moving_right and self.rect.right <self.screen_rect.right:        #根据移动标志,来调整位置
			self.center+=self.ai_settings.ship_speed_factor      #更新飞船的center的值,不是rect
			
		if self.moving_left and self.rect.left>0:
			self.center-=self.ai_settings.ship_speed_factor
		
		self.rect.centerx=self.center    #来更新rect对象
        

	def blitme(self):
		self.screen.blit(self.image,self.rect)  
        
	def center_ship(self):
		self.center=self.screen_rect.centerx

 修改记分:

#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#显示当前得分,显示最高得分、等级,剩下的飞船数的类
import pygame.font
from pygame.sprite import Group
from ship import Ship

class Scoreboard():
	def __init__(self,ai_settings,screen,stats):
		self.screen=screen
		self.screen_rect=screen.get_rect()
		self.ai_settings=ai_settings
		self.stats=stats
		#显示得分信息的字体与颜色
		self.text_color=(30,30,30)
		self.font=pygame.font.SysFont(None,48)
		#准备得分图像的渲染
		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)
		#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=30
		
	def prep_high_score(self):       #将最高得分渲染为图像
		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)
		
		#将最高得分放入屏幕顶部中央
		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):               #将等级渲染为图像
		self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
		#将等级放在得分下面
		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):
		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)
			
				
	def show_score(self):
		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)

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,scores,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,scores,play_button,ship,aliens,bullets,mouse_x,mouse_y)
         

#检查按钮事件
def check_play_button(ai_settings,screen,stats,scores,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
		#重置记分
		scores.prep_score()
		scores.prep_high_score()
		scores.prep_level()
		scores.prep_ships()
	#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()
	
		
#更新子弹的位置,并删除已消失的子弹		
def update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets): 
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.bottom<=0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings,screen,stats,scores,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
def check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets): 
	collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)  
        
	if collisions:    #加分
		for aliens in collisions.values():
			stats.score+=ai_settings.alien_points*len(aliens)
			scores.prep_score()
		check_high_score(stats,scores)
        
	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()
		stats.level+=1
		scores.prep_level()
		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,scores,ship,aliens,bullets):
	check_fleet_edges(ai_settings,aliens)
	aliens.update()
	check_aliens_bottom(ai_settings,stats,screen,scores,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,scores,ship,aliens,bullets)
	check_aliens_bottom(ai_settings,stats,screen,scores,ship,aliens,bullets)

#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,scores,ship,aliens,bullets):
       if stats.ships_left>0:
            stats.ships_left-=1
            scores.prep_ships()   #更新飞船记分
            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,scores,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,scores,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
	
#检查高分
def check_high_score(stats,scores):
	if stats.score>stats.high_score:
		stats.high_score=stats.score
		scores.prep_high_score()
	
 # 更新屏幕
def update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button): 
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)
	scores.show_score()
	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
from scoreboard import Scoreboard


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
    scores=Scoreboard(ai_settings,screen,stats)
    bullets=Group()
    aliens=Group()
    gf.creat_fleet(ai_settings,screen,ship,aliens)

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

run_game()

运行结果:

终于在11月底结束了游戏开发这个实例,不得不说,有些知识我还需要去好好找找资料看看。接下来一周就准备好好把几个小习题做了,然后再开始web应用程序的搭建。争取在12月做完,深刻觉得还需要买书买资料~~~~~加油啊,坚持下去吧!

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转载自blog.csdn.net/shinhwa96/article/details/84476678