14-1 按P开始新游戏 :鉴于游戏《外星人入侵》使用键盘来控制飞船,最好让玩家也能够通过按键来开始游戏。请添加让玩家在按P时开始游戏的代码。

alien-invasion.py

import pygame

from pygame.sprite import Group
from pygame.locals import *
from settings import Settings
from ship import Ship
from game_stats import Gamestats
from button import Button
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")

	#创建一个用于游戏统计信息的实例
	stats = Gamestats(ai_settings)

	#创建一艘飞船、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(screen, ai_settings)

	bullets = Group()
	aliens = Group()
	#创建一个外星人群
	gf.create_fleet(ai_settings, screen, ship, aliens)

	#创建Play按钮
	play_button = Button(ai_settings, screen, "Play")



	#开始游戏的主循环
	while True:
		gf.check_events(ai_settings, screen, ship, bullets, stats, play_button, aliens)

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

run_game()

game_functions.py

import sys

import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def check_events(ai_settings, screen, ship, bullets, stats, play_button, aliens):
	"""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, stats, aliens)
		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(stats, play_button, mouse_x, mouse_y, aliens, bullets, ai_settings, screen, ship)

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_keydown_events(event, ai_settings, screen, ship, bullets, stats, aliens):
	"""响应按键"""
	if event.key == pygame.K_RIGHT:
	#向右移动飞船
		ship.moving_right = True

	elif event.key == pygame.K_LEFT:
	#向左移动飞船
		ship.moving_left = True

	elif event.key == pygame.K_SPACE:
		file_bullets(ai_settings, screen, ship, bullets)

	elif event.key == pygame.K_p:
		if not stats.game_active:
			start_game(stats, aliens, bullets, ai_settings, screen, ship)

	elif event.key == pygame.K_q:
		sys.exit()

def start_game(stats, aliens, bullets, ai_settings, screen, ship):
	"""开始游戏"""
	#隐藏光标
	pygame.mouse.set_visible(False)
	#重置游戏统计信息
	stats.reset_stats()
	stats.game_active = True

	#清空外星人和子弹列表
	aliens.empty()
	bullets.empty()

	#创建一群新的外星人,并让飞船居中
	create_fleet(ai_settings, screen, ship, aliens)
	ship.center_ship()

def check_play_button(stats, play_button, mouse_x, mouse_y, aliens, bullets, ai_settings, screen, ship):
	"""在玩家单击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:
		start_game(stats, aliens, bullets, ai_settings, screen, ship)

def file_bullets(ai_settings, screen, ship, bullets):
	"""发射子弹"""
	#创建一颗子弹,并将其加入到编组bullets中
	if len(bullets) < ai_settings.bullet_allowed:
		new_bullet = Bullet(ai_settings, screen, ship)
		bullets.add(new_bullet)

def get_numble_alien_x(ai_settings, alien_width):
	"""计算每行可容纳多少外星人"""
	available_space_x = ai_settings.screen_width - 2 * alien_width
	numble_aliens_x = int(available_space_x / (2 * alien_width))
	return numble_aliens_x

def get_numble_rows(ai_settings, ship_height, alien_height):
	"""计算屏幕可以存储多少行外星人"""
	available_space_y = ai_settings.screen_height - 3 *alien_height - ship_height
	nublle_rows = int(available_space_y / (2 * alien_height))
	return nublle_rows

def creat_alien(ai_settings, screen, aliens, alien_numble, row_numble):
	"""创建一个外星人群,并将其放入当前行"""
	alien = Alien(screen, ai_settings)
	alien_width = alien.rect.width
	alien.x = alien_width + 2 * alien_width * alien_numble
	alien.rect.x = alien.x
	alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numble
	aliens.add(alien)


def create_fleet(ai_settings, screen, ship, aliens,):
	"""创建外星人群"""
	"""创建一个外星人,并计算一行可以容纳多少个外星人"""
	alien = Alien(screen, ai_settings)
	numble_aliens_x = get_numble_alien_x(ai_settings, alien.rect.width)
	numble_rows = get_numble_rows(ai_settings, ship.rect.height, alien.rect.height)

	#创建第一行外星人
	for row_numble in range(numble_rows):
		for alien_numble in range(numble_aliens_x):
			creat_alien(ai_settings, screen, aliens, alien_numble, row_numble)

def update_screen(ai_settings, screen ,ship, aliens, bullets, stats, play_button):
	#每次循环时都会重绘屏幕
	screen.fill(ai_settings.bg_color)

	#在飞船和外星人后面重绘所有子弹
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()
	aliens.draw(screen)

	#如果游戏处于非激活状态,就绘制Play按钮
	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, ship, aliens, bullets):
	"""更新子弹位置,并删除已消失的子弹"""

	"""更新子弹位置"""
	bullets.update()

	"""删除已消失的子弹"""
	for bullet in bullets.copy():
		if bullet.rect.bottom <= 0:
			bullets.remove(bullet)
	check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets)

def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
	"""响应子弹和外星人的碰撞"""
	#删除发生碰撞的外星人
	collisions = pygame.sprite.groupcollide(bullets, aliens, False, True)
	if len(aliens) == 0:
		#删除现有的子弹,并新建一群外星人
		bullets.empty()
		create_fleet(ai_settings, screen, ship, aliens)

def check_fleet_edges(ai_settings, aliens):
	"""有外星人到达边缘时采取措施"""
	for alien in aliens.sprites():
		if alien.check_edges():
			change_fleet_direction(ai_settings, aliens)
			break

def change_fleet_direction(ai_settings, aliens):
	"""将外星人群下移,并改变它们的方向"""
	for alien in aliens.sprites():
		alien.rect.y += ai_settings.fleet_drop_speed
	ai_settings.fleet_direction *= -1

def check_aliens_bottom(ai_settings, stats, screen, ship, bullets, aliens):
	"""检查是否有外星人到达了屏幕底端"""
	seceen_rect = screen.get_rect()
	for alien in aliens:
		if alien.rect.bottom >= seceen_rect.bottom:
			#像飞船被撞到一样处理
			ship_hit(ai_settings, stats, screen, ship, bullets, aliens)
			break

def ship_hit(ai_settings, stats, screen, ship, bullets, aliens, ):
	"""响应被外星人撞到的飞船"""
	if stats.ship_left > 0:
		#将ship_left减1
		stats.ship_left -= 1

		#清空子弹和外星人列表
		bullets.empty()
		aliens.empty()

		#创建一群新外星人
		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 update_aliens(ai_settings, stats, screen, ship, bullets, aliens):
	"""检查外星人是否在屏幕边缘,并更新外星人群中所有外星人的位置"""
	check_fleet_edges(ai_settings, aliens)
	aliens.update()

	#检测外星人和飞船的碰撞
	if pygame.sprite.spritecollideany(ship, aliens):
		ship_hit(ai_settings, stats, screen, ship, bullets, aliens)

	#检查外星人是否到达屏幕底端
	check_aliens_bottom(ai_settings, stats, screen, ship, bullets, aliens)

settings.py

class Settings():
	"""存储《外星人入侵》的所有设置的类"""

	def __init__(self):
		"""初始化游戏的设置"""
		self.screen_width = 1200
		self.screen_height = 800
		self.bg_color = (230, 230, 230)

		#飞船的位置
		self.ship_speed_factor = 3.5
		self.ship_limit = 3

		#子弹设置
		self.bullet_speed_factor = 3
		self.bullet_width = 3
		self.bullet_height = 15
		self.bullet_color = 60, 60, 60
		self.bullet_allowed = 100

		#外星人的设置
		self.alien_speed_factor = 1
		self.fleet_drop_speed = 300
		#fleet_direction为1时表示外星人向右移,为-1时表示外星人向左移
		self.fleet_direction = 1

game_stats.py

class Gamestats():
    """跟踪游戏统计信息"""
    def __init__(self, ai_settings):
        """初始化统计信息"""
        self.ai_settings = ai_settings
        self.reset_stats()

        #游戏刚启动时处于激活状态
        self.game_active = False

    def reset_stats(self):
        """初始化在游戏运行期间可能变化的统计信息"""
        self.ship_left = self.ai_settings.ship_limit

button.py

import pygame.font

class Button():
    """初始化按钮的属性"""
    def __init__(self, ai_settings, screen, msg):
        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.botton_color = (0, 255, 0)
        self.text_color = (255, 255, 255)
        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

        #按钮标签只需创建一次
        self.prep_meg(msg)

    def prep_meg(self, msg):
        """将msg渲染为图像,并使其有按钮上居中"""
        self.msg_image = self.font.render(msg, True, self.text_color)
        self.msg_image_rect = self.msg_image.get_rect()
        self.msg_image_rect.center = self.rect.center

    def draw_button(self):
       """创建一个用颜色填充的按钮,再绘制文本"""
       self.screen.fill(self.botton_color, self.rect)
       self.screen.blit(self.msg_image, self.msg_image_rect)

ship.py

import pygame

class Ship():
	"""初始化飞船并设置其初始位置"""
	def __init__(self, screen, ai_settings):
		self.screen = screen
		self.ai_settings = ai_settings

		#加载飞船图像并获取其外形矩形
		self.image = pygame.image.load("images/ship.bmp")
		self.rect = self.image.get_rect()
		self.screen_rect = self.screen.get_rect()

		#将每艘飞船放在屏幕底部中央
		self.rect.centerx = self.screen_rect.centerx
		self.rect.bottom = self.screen_rect.bottom

		#在飞船的属性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"""
		"""更新飞船的center值,而不是更新rect值"""
		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 > self.screen_rect.left:
			self.center -= self.ai_settings.ship_speed_factor

		#根据self.center更新rect对象
		self.rect.centerx = self.center

	def blitme(self):
		"""在指定位置绘制飞船"""
		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

alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
	"""表示单个外星人的类"""
	def __init__(self, screen, ai_settings):
		"""初始化外星人并设置其起始位置"""
		super(Alien, self).__init__()
		self.screen = screen
		self.ai_settings = ai_settings

		self.image = pygame.image.load("images/alien.bmp")
		self.rect = self.image.get_rect()

		#每个外星人最初都在屏幕左上角
		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 blitem(self):
		"""在屏幕上绘制外星人"""
		self.screen.blit(self.image, self.rect)

	def check_edges(self):
		"""如果外星人到达屏幕边缘就返回True"""
		screen_rect = self.screen.get_rect()
		if self.rect.right >= screen_rect.right or self.rect.left <= 0:
			return True

	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

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
	"""一个对飞船发射的子弹进行管理的类"""

	def __init__(self, ai_settings, screen, ship):
		super(Bullet, self).__init__()
		self.screen = screen

		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
		#更新子弹位置的小数值
		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)

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