pygame之外星人入侵

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链接:https://pan.baidu.com/s/1eEYVlLM6DQYyGAFh4l-s9g
提取码:g3mj

主程序alien_vasion

import pygame
import sys

from settings import Settings
from ship import Ship
from alien import Alien
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from game_stats import GameStats
from scoreboard import Scoreboard

import game_functions as gf

#加载背景图片
bg=pygame.image.load('images/背景.jpg')

#获取背景图片矩形
bgposition=bg.get_rect()

#初始化混音器
pygame.mixer.init()
#设置背景音乐
pygame.mixer.music.load('images/背景音乐.mp3')
#设置背景音乐音量大小
pygame.mixer.music.set_volume(0.2)
#设置背景音乐播放次数(-1  无限次播放)
pygame.mixer.music.play(loops=-1)

#载入效果音乐
run_sound=pygame.mixer.Sound('images/射击音效.wav')
#载入效果音乐音量大小
run_sound.set_volume(0.2)

# 加载飞船图片
img = pygame.image.load('images/space-shuttle.png')
# 获取图片矩形
position = img.get_rect()


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play按钮
    play_button=Button(ai_settings,screen,"play")
    

    #创建一个用于游戏统计信息的实例,并创建记分牌
    stats=GameStats(ai_settings)
    sb=Scoreboard(ai_settings,screen,stats)
    
    #创建一艘飞船
    ship=Ship(ai_settings,screen)

    #创建子弹
    bullets=Group()
    aliens=Group()

    #创建外星人群
    gf.creat_fleet(ai_settings,screen,ship,aliens)

    #开始游戏的主循环
    while True:

        gf.check_events(ai_settings,screen,stats,sb,play_button,ship,
                        aliens,bullets,run_sound )

        if stats.game_active:
            ship.update(position)
            gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
            gf.update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets)
            
        gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button,bg,bgposition)
        
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):
        '''初始化外星人并设置其初始设置'''
        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('images/alien.png')
        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

        #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):
        '''向右或向左移动外星人'''
        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):
    '''一个对飞船发射的子弹进行管理的类'''

    def __init__(self,ai_settings,screen,ship):
        '''在飞船所处的位置创造一个子弹对象'''
        super().__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.rect.centerx=ship.rect.centerx
        self.rect.top=ship.rect.top

        #存储用小数表示的子弹位置
        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'''
        #更新表示子弹位置的小数值
        self.y-=self.speed_factor
        #更新表示子弹的rect的位置
        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):
        '''初始化按钮的属性'''
        self.screen=screen
        self.screen_rect=screen.get_rect()

        #设置按钮的属性和其它值
        self.width,self.height=200,50
        self.button_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,并使其在按钮上剧中'''
        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,在绘制文本'''
        self.screen.fill(self.button_color,self.rect)
        self.screen.blit(self.msg_image,self.msg_image_rect)

game_functions.py

import sys

import pygame

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

def check_keydown_events(event,ai_settings,screen,ship,bullets,run_sound):
    '''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_UP:
        ship.moving_up=True
    elif event.key==pygame.K_DOWN:
        ship.moving_down=True
    elif event.key==pygame.K_SPACE:
        run_sound.play(loops=0)
        fire_bullet(ai_settings,screen,ship,bullets)
    elif event.key==pygame.K_q:
        sys.exit()
        
def fire_bullet(ai_settings,screen,ship,bullets):
    '''如果还没到达限制就发射一颗子弹'''
    #创建新子弹,并将其加入到编组bullets中
    if len(bullets)<ai_settings.bullets_allowed:
        new_bullet=Bullet(ai_settings,screen,ship)
        bullets.add(new_bullet)

        
        
def check_keyup_events(event,ship):
    '''响应松键'''
    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,run_sound):
    '''响应鼠标和按键事件'''
    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,run_sound)

        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):
    '''在玩家单击play键时开始新游戏'''
    button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not stats.game_active:
        #重置游戏统计信息
        stats.reset_stats()
        stats.game_active=True

        #重置游戏设置
        ai_settings.initialize_dynamic_settings()

        #重置记分牌图像
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()

        #隐藏光标
        pygame.mouse.set_visible(False)

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

        #创建一群新的外星人,并让飞船居中
        creat_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()
                
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button,bg,bgposition):
    '''更新屏幕上的图案,并切换到新屏幕'''
    #每次循环时都重绘屏幕
    #screen.fill(ai_settings.bg_color)
    screen.blit(bg, bgposition)
    
    #在飞船和外星人后面重绘所有的子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)

    #显示得分
    sb.show_score()

    #如果游戏处于非活动状态,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,stats,sb,ship,aliens,bullets):
    '''更新子弹的位置,并删除已消失的子弹'''
    #更新子弹的位置
    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,stats,sb,ship,aliens,bullets)

def check_bullet_alien_collisions(ai_settings,screen,stats,sb,
                                  ship,aliens,bullets):
    '''相应子弹和外星人的碰撞'''
    #删除所有发生碰撞的外星人和子弹
    collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)

    #删除发生碰撞的子弹和外星人
    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:
        #删除所有的外星人,并创建一个新的外星人群
        bullets.empty()
        ai_settings.increase_speed()

        #提高等级
        stats.level+=1
        sb.prep_level()
        
        creat_fleet(ai_settings,screen,ship,aliens)

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个外星人
    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):
            creat_alien(ai_settings,screen,aliens,alien_number,
                        row_number)
  
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 creat_alien(ai_settings,screen,aliens,alien_number,row_number):
    '''创建一个外星人并将其放在当前行'''
    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 get_number_rows(ai_settings,ship_height,alien_height):
    '''计算屏幕可容纳多少行外星人'''
    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 check_fleet_edges(ai_settings,aliens):
    '''有外星人到达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):
    '''将整群外星人下移,并改变外星人的方向'''
    for alien in aliens.sprites():
        alien.rect.y+=ai_settings.fleet_drop_speed
    ai_settings.fleet_direction*=-1
    
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
    '''检查是否有外星人位于屏幕边缘,并更新外星人群中所有外星人的位置'''
    check_fleet_edges(ai_settings,aliens)
    aliens.update()

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

    #检查是否有外星人到达屏幕底端
    check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
        
def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
    '''响应被外星人撞到的飞船'''
    if stats.ships_left>0:
        #将ship_left减1
        stats.ships_left-=1

        #更新记分牌
        sb.prep_ships()

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

        #创建一群新的外星人,并将飞船放到屏幕底端中央
        creat_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,screen,stats,sb,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:
            #像飞船被撞到一样处理
            ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
            break

def check_high_score(stats,sb):
    '''检查是否诞生了新的最高分'''
    with open('F:\\alien_invasion\\Highest Score.txt','r') as file_object3:
            high_score=int(file_object3.read())
    if stats.score>stats.high_score:
        stats.high_score=stats.score
        
        #将最高分存到文件'High Score'中
        with open('F:\\alien_invasion\\Highest Score.txt','w') as file_object:
            file_object.write(str(stats.high_score))
            
        sb.prep_high_score()

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(None,20)

        #准备包含最高得分和当前得分,当前等级的图像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()
        
    def prep_score(self):
        '''讲得分渲染成一幅图像'''
        rounded_score=int(round(self.stats.score,-1))
        score_str='Current Score:'
        score_str+="{:,}".format(rounded_score)
        self.score_image=self.font.render(score_str,True,self.text_color,
                                          self.ai_settings.bg_color)

        #将得分放在屏幕左上角
        self.score_rect=self.score_image.get_rect()
        self.score_rect.right=self.screen_rect.right-20
        self.score_rect.top=20

    def show_score(self):
        '''在屏幕上显示当前得分和最高得分'''
        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)

    def prep_level(self):
        '''将等级转换成渲染的图像'''
        self.level_image=self.font.render('Level:'+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_high_score(self):
        '''将最高得分转换为渲染的图像'''
        with open('F:\\PyCharm Community Edition 2019.2.5\\untitled\\alien_invasion\\Highest Score.txt','r') as file_object2:
            high_score=int(file_object2.read())
        print(high_score)
        high_score_str='Highest Score:'
        high_score_str+="{:,}".format(high_score)
        self.high_score_image=self.font.render(high_score_str,
                                    True,self.text_color,self.ai_settings.bg_color)

        #将最高得分放在屏幕底部中央
        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_ships(self):
        '''显示还剩下多少飞船'''
        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)
            
 

settings.py

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

    def __init__(self):
        '''初始化游戏的设置'''
        self.screen_width=1200
        self.screen_height=600
        self.bg_color=(230,230,230)
        
        #飞船的速度
        self.ship_limit=3

        #子弹设置
        self.bullet_width=3
        self.bullet_height=10
        self.bullet_color=200,0,0
        self.bullets_allowed=3

        #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

        #外星人点数的提高速度
        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_factor=3
        self.bullet_speed_factor=10
        self.alien_speed_factor=1

        #flee_direction为1时表示向右,为-1时表示向左
        self.fleet_direction=1

        #计分
        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):

    def __init__(self,ai_settings,screen):
        '''初始化飞船,并初始化设置'''
        super().__init__()
        self.screen=screen
        self.ai_settings=ai_settings

        #加载飞船图像并获取外接图形
        self.image=pygame.image.load('images/space-shuttle.png')
        self.rect=self.image.get_rect()
        self.screen_rect=screen.get_rect()



        #移动标志
        self.moving_right=False
        self.moving_left=False
        self.moving_up = False
        self.moving_down = False

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

        #在飞船的属性center中存储小数值
        self.center=float(self.rect.centerx)
        
    def update(self,position):
        '''根据移动标志调整飞船的位置'''
        #更新self.center值,而不是self.rect.centerx的值
        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>0:
            self.center-=self.ai_settings.ship_speed_factor
        if self.moving_up:
            position=position.move([0,-2])
        if self.moving_down:
            position=position.move([0,2])
            
        #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
        

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