目录结构
外星人图片。。。我用的一哥们的微信头像。。。。
下边是所有的代码:
alien_invasion.py
import sys
import pygame
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from alien import Alien
from pygame.sprite import Group
import game_functions as gf
def run_game():
pygame.init()
ai_settings = Settings()
# 设置屏幕长宽
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
# 给游戏打开窗口命名
pygame.display.set_caption("带你一起打死韩冬兴")
# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")
# 创建一个用户存储游戏统计信息的实例
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
gf.create_fleet(ai_settings, screen, ship, aliens)
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(screen, ship, ai_settings, aliens, stats, bullets, sb)
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__()
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(
"D:\\python_work\\alien_invasion\\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
self.rect.x = self.rect.width
self.rect.y = self.rect.height
self.x = float(self.rect.x)
def blitme(self):
self.screen.blit(self.image, self.rect)
def update(self):
"""向左或者向右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
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
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""这是一个飞船发射的子弹管理的类"""
def __init__(self, ai_settings, screen, ship):
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
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的位置
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"""
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.font
class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按钮属性"""
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 = (72, 61, 139) # 设置按钮的rect对象颜色为深蓝
self.text_color = (255, 255, 255) # 设置文本的颜色为白色
# 设置了字体为默认字体,字号大小为48
self.font = pygame.font.SysFont(None, 40)
# 创建按钮rect对象,使其居中显示
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮的标签只需要创建一次
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显示"""
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,再绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
checkcode.py这个没用的,不用弄了。。。忘了删了。。。
game_functions.py
import sys
from time import sleep
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 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, 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:
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)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
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):
"""在玩家单机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:
# 重置游戏设置
ai_settings.initialize_dynamic_settings()
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 重置记分牌图像
sb.prep_score()
sb.prep_level()
sb.prep_high_score()
sb.prep_ships()
aliens.empty()
bullets.empty()
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"""
# 给屏幕填充颜色
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 显示得分
sb.show_score()
if not stats.game_active:
play_button.draw_button()
# 让最新绘制的屏幕可见
pygame.display.flip()
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()
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 check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应子弹和外星人的碰撞"""
# 检查是否有子弹击中了外星人,如果击中,就删除外星人和相应的子弹
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人,加快游戏节奏,提升一个等级
bullets.empty()
ai_settings.increase_speed()
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def create_fleet(ai_settings, screen, ship, aliens):
"""创建外星人群"""
# 创建一个外星人并计算一行可容纳多少个外星人
# 外星人的间距为外星人的宽度
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):
# 创建一个外星人并将其加入当前行
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width):
available_space_x = ai_settings.screen_width - 3 * alien_width
number_aliens_x = int(available_space_x / (3 * alien_width))
return number_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 3 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = 2 * alien.rect.height + 2 * alien.rect.height * row_number
aliens.add(alien)
def get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少行外星人"""
avalible_space_y = (ai_settings.screen_height -
(3 * alien_height) - ship_height)
number_rows = int(avalible_space_y / (3 * alien_height))
return number_rows
def update_aliens(screen, ship, ai_settings, aliens, stats, bullets, sb):
check_fleet_edges(ai_settings, aliens)
aliens.update()
# spritecollideany()方法接收一个精灵和一个编组两个实参,找到与精灵碰撞的成员后就停止遍历数组
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb)
def check_fleet_edges(ai_settings, aliens):
"""有外星人到达左右边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整群的外星人下移,并改变他们的方向"""
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, ship, aliens, bullets, sb):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
stats.ships_left -= 1
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, sb):
# 外星人要是挪到下边就删除它
for alien in aliens.sprites():
if alien.rect.bottom >= screen.get_rect().bottom:
ship_hit(ai_settings, stats, screen, ship, aliens, bullets, sb)
break
def check_high_score(stats, sb):
"""检查是否诞生了新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
game_stats.py
class GameStats():
def __init__(self, ai_settings):
self.ai_settings = ai_settings
self.reset_stats()
self.game_active = False
# 在任何情况下都不应该重置最高得分
self.high_score = 0
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
scoreboard.py
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_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
# 显示得分信息时使用的字体设置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont('stxihei', 20)
# 准备初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分渲染为一幅图像"""
rounded_score = round(self.stats.score, -1)
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(
str("当前得分: " + score_str), True, self.text_color, self.ai_settings.bg_color)
# 将得分放到屏幕右上角
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):
high_score = round(self.stats.high_score, -1)
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(
str("最高得分: " + high_score_str), True, self.text_color, self.ai_settings.bg_color)
# 将最高得分放在屏幕顶部中央
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.score_rect.top
def prep_level(self):
"""将等级转换为渲染的图像"""
self.level_image = self.font.render(
"玩家等级: " + 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):
"""显示还余下多少艘飞船"""
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):
"""在屏幕上显示得分和最高得分"""
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)
# 绘制飞船
self.ships.draw(self.screen)
settings.py
class Settings():
"""存储《带你一起打飞机》的所有设置的类"""
def __init__(self):
"""初始化游戏的静态设置"""
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (255, 255, 255)
# 飞船的设置
self.ship_limit = 3
# 子弹设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 40
# 外星人设置
self.fleet_drop_speed = 10
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
self.ship_speed_factor = 3
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction为1表示向右移动,为-1表示向左移动
self.fleet_direction = 1
# 记分
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
self.alien_points = int(self.alien_points * self.score_scale)
ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
# screen指定了飞船将会绘制在什么地方
def __init__(self, ai_settings, screen):
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图像并获取其外接矩形
self.image = pygame.image.load(
"D:\\python_work\\alien_invasion\\images\\ship.bmp")
# 这里是以矩形为单位操作游戏中的元素
self.rect = self.image.get_rect()
# 这是屏幕的矩形元素
self.screen_rect = screen.get_rect()
# 下边的意思是飞船矩形的中心x坐标等于屏幕矩形元素的中心x坐标
self.rect.centerx = self.screen_rect.centerx
# bottom代表的是矩形元素的下边缘
self.rect.bottom = self.screen_rect.bottom
# 在飞船属性center中存储小数值
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志调整飞船位置"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
# 这里centerx之存储了center的整数部分的值
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
以上就是所有代码,有问题的可以在下边问我,帮我点个赞啊