#alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,ai_settings,screen):
super().__init__()
self.screen=screen
self.ai_settings=ai_settings
self.image=pygame.image.load('image/alien.bmp')
self.rect=self.image.get_rect()
#每个外星人最初都在屏幕左上角附近
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):
self.screen.blit(self.image,self.rect)
# -*- coding: utf-8 -*-
from settings import Settings
from ship import Ship
import pygame
from pygame.sprite import Group
from alien import Alien
import game_functions as gf
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings=Settings()
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#设置游戏背景色
bg_color=(230,230,230)
#创建一艘飞船
ship=Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets=Group()
aliens=Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏主循环
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings,screen,ship,aliens,bullets)
run_game()
# -*- coding: utf-8 -*-
import sys
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,ai_settings,screen,ship,bullets):
#响应按键
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:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key==pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
if len(bullets)
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship):
#响应松开
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):
#"""监视键盘和鼠标事件"""
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:
check_keyup_events(event,ship)
def update_screen(ai_settings,screen,ship,aliens,bullets):
#"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都会重绘屏幕
screen.fill(ai_settings.bg_color)
ship.blitme()
aliens.draw(screen)
#对编组调用draw()时,pygame自动绘制编组的每个元素,绘制位置由元素的属性rect决定。
在这里,aliens.draw(screen)在屏幕上绘制编组中的每个外星人
#在飞船和所有外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(bullets):
#"""更新子弹的位置,并删除已消失的子弹
bullets.update()
#删除已消失的子弹
for bullet in bullets.copy(): #遍历副本
if bullet.rect.bottom<=0:
bullets.remove(bullet)
def get_number_aliens_x(ai_settings,alien_width):
#计算每行可容纳多少个外星人
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):
#计算屏幕可容纳多少行外星人
avaliable_space_y=(ai_settings.screen_height-3*alien_height-ship_height)
number_rows=int(avaliable_space_y/(2*alien_height))
return number_rows
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen)
alien_width=alien.rect.width
alien_height=alien.rect.height
alien.rect.x=alien_width+2*alien_width*alien_number
alien.rect.y=alien_height+2*alien_height*row_number
aliens.add(alien)
def create_fleet(ai_settings,screen,ship,aliens):
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)
#创建外星人群
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)