更改:子弹采用爱心图片形式,飞船和外星人换成了个人照片(已打码)。改成了一个给女朋友玩儿的小游戏~
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
from game_stats import GameStas
from button import Button
from scoreboard import Scoreboard
import game_function as gf
def run_game():
# 初始化背景设置
pygame.init()
ai_settings = Settings()
# (1200,800)为元组,确定了屏幕尺寸。screen是个surface,每一次循环都将重新绘制。
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("小付付大战小周周")
#创建play按钮
play_button = Button(ai_settings,screen,"play")
#创建一个用于存储游戏统计信息的实例yijijifenpai
stats =GameStas(ai_settings)
sb = Scoreboard(ai_settings,screen,stats)
#创建一个小周周\一个用于存储子弹的编组\一个用于存储外星人的编组
ship = Ship(ai_settings,screen)
bullets = Group()
aliens = Group()
#创建外星人
#alien = Alien(ai_settings,screen)
gf.creat_fleet(ai_settings,screen,ship,aliens)
# 游戏主循环
while True:
gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
if stats.game_active:
ship.update()#在屏幕更新前更新
gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()
"""对游戏设置"""
import pygame
class Settings():
"""存储游戏所有设置的类"""
def __init__(self):
"""初始化设置"""
self.screen_width = 1200
self.screen_height = 650
# 设置背景色
self.bg_color = (255,174,201)
#飞船设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 1
# self.bullet_width = 3
#self.bullet_height = 5
# self.bullet_color = 255,0,0
self.bullets_allowed = 3
#外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
self.fleet_direction = 1 #1右移,-1左移
#游戏节奏以及点数提高速度
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 =1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
self.fleet_direction =1
# 积分
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)
print(self.alien_points)
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):
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#显示得分用的字体
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 24)
#初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将msg渲染成图像"""
round_score = round(self.stats.score,-1)#-1表示圆整到最近的10、100、1000整数倍
score_str = "Score - "+"{:,}".format(round_score)
self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
#得分放在右上角
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):
"""渲染成图像"""
high_score = round(self.stats.high_score,-1)#-1表示圆整到最近的10、100、1000整数倍
high_score_str ="HighScore - " + "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
#得分放在中央
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):
"""渲染成图像"""
self.level_image = self.font.render("Level - " +str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
#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):
"""显示还剩多少飞船"""
self.ships = Group()
for ship_number in range(self.stats.ship_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):
"""显示得分"""
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)
self.ships.draw(self.screen)
import sys
import pygame
from time import sleep
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:
# 向右移动
ship.moveing_right = True
elif event.key == pygame.K_LEFT:
# 向左移动
ship.moveing_left = True
elif event.key == pygame.K_SPACE:
#创建一颗子弹,加入编组中
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.moveing_right = False
elif event.key == pygame.K_LEFT:
# 向左移动
ship.moveing_left = False
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
# 事件循环,侦听事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
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)
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 check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""点击按钮开始游戏"""
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_high_score()
sb.prep_level()
sb.prep_ships()
#清空外星人与子弹列表
aliens.empty()
bullets.empty()
#创建外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.centre_ship()
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
"""更新屏幕上的图像,并切换新的屏幕"""
screen.fill(ai_settings.bg_color)
#重绘子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#alien.blitme()
#显示得分
sb.show_score()
#如果处于非活动状态,显示play
if not stats.game_active:
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""更新子弹位置,并删除已消失的子弹"""
bullets.update()
# 清除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
#print(len(bullets))
#检查外星人是否被击中,击中后删除子弹与外星人
check_bullet_alien_collision(ai_settings, screen, stats,sb,ship, aliens, bullets)
def check_bullet_alien_collision(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""检查外星人是否被击中,击中后删除子弹与外星人"""
collision = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collision:
for aliens in collision.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_hign_score(stats,sb)
if len(aliens) == 0:
# 删除现有子弹,加快游戏节奏,创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
creat_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
# 创建一颗子弹,加入编组中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def creat_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
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)
#创建第一行
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)
def get_number_aliens_x(ai_settings,alien_width):
# 创建一个外星人,并计算一行可容纳多少
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"""
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_alien(ai_settings,screen,aliens,alien_number,row_number):
alien = Alien(ai_settings, screen)
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)
def check_fleet_edges(ai_settings, aliens):
"""到达边缘采取的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""下移,并改变方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets):
"""响应被撞到的飞船"""
if stats.ship_left > 0:
stats.ship_left -= 1
#更新飞船
sb.prep_ships()
#清空外星人与子弹
aliens.empty()
bullets.empty()
#创建新的外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.centre_ship()
#暂停
sleep(1)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#按撞到飞船处理
ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,sb,screen,ship,aliens,bullets):
"""更新外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
#检测与飞船的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
#检查是否到达屏幕底端
check_aliens_bottom(ai_settings, stats,sb, screen, ship, aliens, bullets)
def check_hign_score(stats,sb):
"""检查是否产生最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
class GameStas():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
self.ai_settings = ai_settings
self.reset_stats()
self.game_active = False
self.score = 0
self.level = 1
#最高得分
self.high_score = 0
def reset_stats(self):
"""初始化统计信息"""
self.ship_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
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()
#设置按钮属性
self.width , self.height = 200 , 50
self.button_color = (0,0,0)
self.text_color = (255,255,255)
self.font = pygame.font.SysFont(None,48)
#让按钮居中
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渲染成图像"""
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)
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""管理子弹"""
def __init__(self,ai_settings,screen,ship):
"""在飞船处创建一个子弹对象"""
super(Bullet,self).__init__()
self.screen = screen
#在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
#self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.image = pygame.image.load('image/3.bmp')
self.rect = self.image.get_rect()
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
#小数存储子弹位置
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"""
# pygame.draw.rect(self.screen,self.color,self.rect)
self.screen.blit(self.image, self.rect)
"""管理小周周"""
from pygame.sprite import Sprite
import pygame
class Ship(Sprite):
def __init__(self,ai_settings,screen,):
"""初始化飞船并设置其初始位置"""
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
#load返回一个飞船的surface
self.image = pygame.image.load('image/2.bmp')
# 加载图像并获得外接矩形,哪怕图形本身并不是矩形
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#将图像放置在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#在飞船属性centre中存储小数值
self.centre = float(self.rect.centerx)
#移动标志
self.moveing_right =False
self.moveing_left = False
def update(self):
"""根据moveing_right调整位置
更新cenre值,更新前检查位置
"""
if self.moveing_right and self.rect.right < self.screen_rect.right:
self.centre += self.ai_settings.ship_speed_factor
if self.moveing_left and self.rect.left > 0:
self.centre -= self.ai_settings.ship_speed_factor
#根据center更新rect,只存储整数部分
self.rect.centerx = self.centre
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image,self.rect)
def centre_ship(self):
"""让飞船居中"""
self.centre = self.screen_rect.centerx
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""创建单个外星人"""
def __init__(self,ai_settings,screen,):
"""初始化外星人并设置其初始位置"""
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
# load返回一个surface,加载图像并获得外接矩形,哪怕图形本身并不是矩形
self.image = pygame.image.load('image/1.bmp')
self.rect = self.image.get_rect()
#每个外星人最初在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height * 1.5
#存储外星人的准确位置
self.x = float(self.rect.x)
def blitme(self):
"""在指定位置绘制外星人"""
self.screen.blit(self.image,self.rect)
def update(self):
"""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):
"""如果位于边缘,返回True"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.right <= 0 :
return True