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alien_invasion
import sys
from time import sleep # sleep函数使飞船撞到外星人后让游戏暂停一会
import pygame
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
class AlienInvasion:
def __init__(self):
pygame.init()
self.clock = pygame.time.Clock()
self.settings = Settings()
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption('Alien Invasion')
# 创建存储游戏统计信息的实例,并创建记分牌
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
# 游戏启动后处于活动状态
self.game_active = False
# 创建play按钮
# 这些代码创建一个标签为play的button实例,但没有将他显示到屏幕上
self.play_button = Button(self, "play")
def run_game(self):
while True:
# 在所有情况下都需要运行_check_events(),即便处于非活动状态也是如此。
self._check_events()
if self.game_active:
self.ship.update()
self._update_bullet()
self._update_aliens()
self._update_screen()
self.clock.tick(60)
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
"""在玩家单击paly按钮时开始新游戏"""
# 使用rect的collidepoint()方法检查鼠标的单机位置是否在play按钮的rect内
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
# 仅当玩家单机了play按钮且游戏处于非活动状态是,游戏才会重新开始
if button_clicked and not self.game_active:
# 还原游戏的设置
self.settings.initialize_dynamic_settings()
self.stats.reset_stasts()
self.sb.prep_score()
# 为了确保在开始新游戏时更新等级图像,还需在玩家单击按钮play时调用prep_level()
self.sb.prep_level()
# 让玩家知道自己有多少艘飞船
self.sb.prep_ships()
self.game_active = True
# 清空外星人列表和子弹列表
self.bullets.empty()
self.aliens.empty()
# 创建一个新的外星舰队,并将飞船放在屏幕底部的中央
self._create_fleet()
self.ship.center_ship()
# 隐藏光标
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _create_fleet(self):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
current_x, current_y = alien_width, alien_height
while current_y < (self.settings.screen_height - 3 * alien_height):
while current_x < (self.settings.screen_width - 2 * alien_width):
self._create_alien(current_x, current_y)
current_x += 2 * alien_width
current_x = alien_width
current_y += 2 * alien_height
def _create_alien(self, x_position, y_position):
new_alien = Alien(self)
new_alien.x = x_position
new_alien.rect.x = x_position
new_alien.rect.y = y_position
self.aliens.add(new_alien)
def _fire_bullet(self):
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullet(self):
self.bullets.update()
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
collisions = pygame.sprite.groupcollide(
self.bullets, self.aliens, True, True)
if collisions:
# 当有子弹击中外星人时,pygame返回字典collisions
for alien in collisions.values():
self.stats.score += self.settings.alien_points * len(alien)
self.sb.prep_score()
# 如果字典存在,就根据击落的外星人数量更新分数,在调用check_high_score()
self.sb.check_high_score()
if not self.aliens:
# 删除现有的子弹并创建一个新的外星舰队
self.bullets.empty()
self._create_fleet()
# 在整个外星舰队被全部消灭后调用increase_speed()来加快游戏的节奏
self.settings.increase_speed()
# 提高等级
# 如果整个外星舰队都被击落,就将stats.level得值加1,并调用prep_level()以确保正确地显示了新等级
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
self._check_fleet_edges()
self.aliens.update()
# 检测外星人与飞船之间的碰撞
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# 检查是否有外星人到达了屏幕的下边缘
# 每当有外星人撞到飞船或抵达屏幕的下边缘时,都将出现一个新的外星舰队
self._check_alien_bottom()
def _check_fleet_edges(self):
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _check_alien_bottom(self):
"""检查是否有外星人到达了屏幕的下边缘"""
for alien in self.aliens.sprites():
if alien.rect.bottom >= self.settings.screen_height:
# 像飞船被撞到一样进行处理
self._ship_hit()
break
def _ship_hit(self):
"""响应飞船和外星人的碰撞"""
# 将ships_left 减 1
# 检查飞船数量是否大于一
if self.stats.ships_left > 0:
self.stats.ships_left -= 1
# 飞船撞到外星人,飞船显示数量减1
self.sb.prep_ships()
# 清空外星人列表和子弹列表
self.bullets.empty()
self.aliens.empty()
# 创建一个新的外星舰队,并将飞船放在屏幕底部的中央
self._create_fleet()
self.ship.center_ship()
# 暂停
sleep(0.5)
else:
# 在玩家的飞船用完后将game_active设置为False
self.game_active = False
pygame.mouse.set_visible(True)
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.ship.blitme()
self.aliens.draw(self.screen)
# 显示得分
self.sb.show_score()
# 如果游戏处于非活动状态,就绘制play按钮
if not self.game_active:
self.play_button.draw_button()
pygame.display.flip()
if __name__ == "__main__":
ai = AlienInvasion()
ai.run_game()
settings
class Settings:
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)
# 飞船设置
self.ship_limit = 3 # 三条命
# 子弹设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullet_allowed = 3
# 外星人设置
self.fleet_drop_speed = 10
# 以什么速度加快游戏的节奏
self.speedup_scale = 1.1
# 外星人分数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
self.ship_speed = 2.0
self.bullet_speed = 3.0
self.alien_speed = 1.0
# fleet_direction 为1表示向右,为-1表示向左
self.fleet_direction = 1
# 计分设置
self.alien_points = 50
def increase_speed(self):
"""提高速度设置的值"""
self.ship_speed *= self.speedup_scale
self.bullet_speed *= self.speedup_scale
self.alien_speed *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
bullet
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
self.rect = pygame.Rect(0, 0, self.settings.bullet_width, self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
self.y = float(self.rect.y)
def update(self):
self.y -= self.settings.bullet_speed
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
aliens
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self, ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
self.x = float(self.rect.x)
def check_edges(self):
screen_rect = self.screen.get_rect()
return (self.rect.right >= screen_rect.right) or (self.rect.left <= 0)
def update(self):
self.x += self.settings.alien_speed * self.settings.fleet_direction
self.rect.x = self.x
ship
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
# 让ship继承sprite,并在 __init__()开头调用super()以完成精灵得初始化工作
def __init__(self, ai_game):
"""初始化飞船并设置其起始位置"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.rect.midbottom = self.screen_rect.midbottom
self.x = float(self.rect.x)
self.moving_right = False
self.moving_left = False
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.x += self.settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.x -= self.settings.ship_speed
self.rect.x = self.x
def blitme(self):
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""将飞船放在屏幕底部中央"""
self.rect.midbottom = self.screen_rect.midbottom
self.x = float(self.rect.x) # rect.x用于跟踪飞船确切位置的属性
game_stats
class GameStats:
"""跟踪游戏的统计信息"""
def __init__(self, ai_game):
"""初始化统计信息"""
self.settings = ai_game.settings
self.reset_stasts()
# 在任何情况下都不会重置最高分
self.high_score = 0
def reset_stasts(self):
"""初始化在游戏运行期间可能变化的统计信息"""
# 然后在_init_()中直接初始化
self.ships_left = self.settings.ship_limit
# 每次游戏开始时都重置得分
self.score = 0
# 初始等级为1
self.level = 1
scoreboard
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard:
"""显示得分信息的类"""
def __init__(self, ai_game):
"""初始化显示得分涉及的属性"""
# 将游戏属性赋给一个属性,因为创建飞船时需要用到它
self.ai_game = ai_game
self.screen = ai_game.screen
self.screen_rect = ai_game.screen.get_rect()
self.settings = ai_game.settings
self.stats = ai_game.stats
# 显示得分信息时使用的字体设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 准备最高分和当前的分的图像
self.prep_score() # 将显示的文本转化为图像
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分渲染为图像"""
# round()函数让浮点数精确到小数点后某一位,其中的小数位数由第二个实参指定
rounded_score = round(self.stats.score, -1)
score_str = f"{rounded_score:,}" # 将数值stats.score转化为字符串
# 再将这个字符串传递给创建图像的render()
self.score_image = self.font.render(score_str, True, self.text_color)
# 在屏幕右上角显示得分
self.score_rect = self.score_image.get_rect()
# 右边缘与屏幕边缘相距20像素
self.score_rect.right = self.screen_rect.right - 20
# 让其上边缘与屏幕上边缘相距20像素
self.score_rect.top = 20
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)
# 在屏幕上显示等级图像
self.screen.blit(self.level_image, self.level_rect)
# 在屏幕上绘制每艘飞船
self.ships.draw(self.screen)
def prep_high_score(self):
"""将最高分渲染为图像"""
# 将最高分舍入到最近的10的整数倍,并添加用逗号表示的千位分隔符
high_score = round(self.stats.high_score, -1)
high_score_str = f"{high_score:,}"
# 根据最高分生成一幅图像
self.high_score_image = self.font.render(high_score_str, True,
self.text_color, self.settings.bg_color)
# 将最高分放在屏幕顶部的中央
self.high_score_rect = self.high_score_image.get_rect()
# 使其水平居中
self.high_score_rect.centerx = self.screen_rect.centerx
# 将其top属性设置为当前得分图像的top属性
self.high_score_rect.top = self.score_rect.top
def check_high_score(self):
"""检查是否诞生了新的最高分"""
if self.stats.score > self.stats.high_score:
# 如果当前得分更高,就更新high_score的值,并调用prep_high_score()来更新包含最高分的图像
self.stats.high_score = self.stats.score
self.prep_high_score()
def prep_level(self):
"""将等级渲染为图像"""
# prep_level()方法会根据存储在stats.level中的值创建一副图像
level_str = str(self.stats.level)
self.level_image = self.font.render(level_str, True,
self.text_color, self.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
# 将rect属性设置为得分的right属性
self.level_rect.top = self.score_rect.bottom + 10
# 将top属性设置得比得分图像bottom属性大10像素,在得分和等级之间留出一定的空间
def prep_ships(self):
"""显示还余下多少飞船"""
self.ships = Group() # 用来存储飞船实例
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_game)
ship.rect.x = 10 + ship_number * ship.rect.width
# 让飞船编组都位于屏幕左边缘,且没艘飞船得左边距都为10像素
ship.rect.y = 10
# y坐标设置为距离屏幕上边缘10像素,让所有飞船都出现在屏幕的左上角
self.ships.add(ship)
# 将每艘新飞船都添加到ships编组中
button
import pygame.font # 让pygame能够将文本渲染到屏幕上
class Button:
"""为游戏创建按钮的类"""
def __init__(self, ai_game, msg): # msg是要在按钮中显示的文本
"""初始化按钮的属性"""
self.screen = ai_game.screen
self.screen_rect = ai_game.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, 135, 0) # 将按钮设置为深绿色
self.text_color = (255, 255, 255) # 并通过设置text_color让文本为白色
# 实参none让pygame使用默认字体,而48指定了文本的字号
self.font = pygame.font.SysFont(None, 48)
# 创建按钮的rect对象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮的标签只需创建一次
self._prep_msg(msg)
def _prep_msg(self, msg):
"""将msg渲染为图像,并使其在按钮上居中"""
# pygame处理文本的方式是,将要显示的字符串渲染为图像,最后,调用_prep_msg()来处理这样的渲染
self.msg_image = self.font.render(msg, True, self.text_color,
self.button_color)
# font.render()方法还接受一个布尔实参,该实参指定是否开启反锯齿功能
# 余下的两个实参分别是文本颜色和背景色
# 让文本图像在按钮上居中:根据文本图像创建一个rect,并将其center属性设置为按钮的center属性
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"""
# 调用screen.fill()来绘制表示按钮的矩形,
# 在调用screen.blit()来向它传递一副图像以及该图像相关联的rect,
# 从而在屏幕上绘制文本图像
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)