python编程:从入门到实践 14章 14.1题

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.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起始位置"""
        super(Alien, self).__init__()
        self.screen=screen
        self.ai_settings=ai_settings

        """加载外星人照片,设置rect值"""
        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的左上角附近"""
        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)

    def check_edge(self):
        """如果外星人位于屏幕边缘,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


    def update(self):
        self.x+=(self.ai_settings.alien_speed_factor *
                    self.ai_settings.fleet_direction)
        self.rect.x=self.x

#alien_invision.py
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button

def run_game():
    #初始化游戏并创建一个屏幕对象
    pygame.init()
    ai_settings=Settings()
    #子弹组
    bullets=Group()
    aliens=Group()
    screen=pygame.display.set_mode(
        (ai_settings.screen_width,ai_settings.screen_height))
    #创建一艘飞船
    ship=Ship(ai_settings,screen)

    gf.create_fleet(ai_settings,screen,ship,aliens)
    pygame.display.set_caption("Alien Invision")

    #创建Play按钮
    play_button=Button(screen,'Play')

    #创建一个存储游戏统计信息的实例
    stats=GameStats(ai_settings)

    while True:
        #监听鼠标和键盘事件
        gf.check_event(ai_settings,screen,ship,bullets,stats, play_button)

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

run_game()

#game_stats.py
class GameStats():
    def __init__(self,ai_settings):
        self.ai_settings=ai_settings
        self.reset_stats()
        self.game_active=False


    def reset_stats(self):
        self.ship_left=self.ai_settings.ship_limit


#button.py
import pygame;

class Button():

    def __init__(self,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=(0,255,0)
        self.text_color=(255,255,255)
        self.font=pygame.font.SysFont(None,48)

        #创建按钮的rect对象,并使它居中
        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渲染橙图像,并使它在按钮上居中(文本颜色,背景色)"""
        self.mag_image=self.font.render(msg,True,self.text_color,self.button_color)
        self.mag_rect=self.mag_image.get_rect()
        self.mag_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.mag_image,self.mag_rect)



#game_function.py
import pygame
import sys
from bullet import Bullet
from alien import Alien
from time import sleep
from button import Button

#函数check_events() 不需要任何形参
def check_event(ai_settings,screen,ship,bullets,stats, play_button):
    """响应键盘和鼠标事件"""
    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, stats)
        elif event.type == pygame.KEYUP:
            check_keyup_event(event, ship)
        elif event.type==pygame.MOUSEBUTTONDOWN:
            #pygame.mouse.get_pos() ,它返回一个元组,其中包含玩家单击时鼠标的x 和y 坐标
            mouse_x,mouse_y=pygame.mouse.get_pos()
            check_play_button(stats, play_button, mouse_x, mouse_y)

def check_play_button(stats,play_button,mouse_x,mouse_y):
    """在玩家单击Play按钮时开始新游戏"""
    #将这些值传递给函数check_play_button(),而这个函数使用collidepoint()
    #  检查鼠标单击位置是否在Play按钮的rect 内
    start_game(play_button, mouse_x, mouse_y, stats)

def start_game(play_button,mouse_x,mouse_y,stats):
    if play_button.rect.collidepoint(mouse_x,mouse_y):
        stats.game_active=True


def check_keydown_events(event,ai_settings,screen,ship,bullets,stats):
        if event.key == pygame.K_RIGHT:
            ship.moving_right = True
        if event.key == pygame.K_LEFT:
            ship.moving_left = True
        if event.key == pygame.K_SPACE:
            fire_bullets(ai_settings, screen, ship, bullets)
        if event.key==pygame.K_p:
            stats.game_active = True
        elif event.key==pygame.K_q:
            sys.exit()


def check_keyup_event(event,ship):
        if event.key == pygame.K_RIGHT:
            ship.moving_right = False
        if event.key == pygame.K_LEFT:
            ship.moving_left = False



def update_screen(ai_settings,screen,ship,aliens,bullets,stats,play_button):
    #每次循环时重新绘制屏幕,背景色填充屏幕
    screen.fill(ai_settings.bg_color)
    for bullet in bullets:
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)

    #如果游戏处于非活动状态,就会显示Play按钮
    if stats.game_active==False:
        play_button.draw_button()

    #显示新屏幕
    pygame.display.flip()

def update_bullets(bullets,ai_settings,screen,ship,aliens):
    bullets.update()
    for bullet in bullets.copy():
        if bullet.rect.bottom < 0:
            bullets.remove(bullet)
    check_bullet_alien_collisions(bullets, aliens, ai_settings, screen, ship)


def check_bullet_alien_collisions(bullets,aliens,ai_settings,screen,ship):
    # 检查是否有子弹击中了外星人
    # 如果是这样,就删除相应的子弹和外星人
    colisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    # 删除现有的子弹并新建一群外星人
    if len(aliens) == 0:
        bullets.empty()
        create_fleet(ai_settings, screen, ship, aliens)


def fire_bullets(ai_settings,screen, ship,bullets):
    if len(bullets) < ai_settings.bullets_allowed:
        bullet = Bullet(ai_settings, screen, ship)
        bullets.add(bullet)


def get_number_rows(ai_settings,ship_height,alien_height):
    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 get_number_aliens_x(ai_settings,alien_width):
    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 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.x = alien_width + 2 * alien_width * alien_number
    alien.y=alien_height+2*alien_height*row_number
    alien.rect.x = alien.x
    alien.rect.y=alien.y
    aliens.add(alien)

def create_fleet(ai_settings,screen,ship,aliens):
    """创建外星人群"""
    #创建一个外星人,计算一行可以容纳多少个外星人
    #外星人的间距就是外星人的宽度
    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):
            create_alien(ai_settings, screen, aliens, alien_number,row_number)


def check_fleet_edge(ai_settings,aliens):
    for alien in aliens:
        if alien.check_edge():
            change_fleet_direction(ai_settings,aliens)
            break

def change_fleet_direction(ai_settings,aliens):
    """将全部外星人下移,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 update_aliens(ai_settings,aliens,ship,stats, screen, bullets):
    check_fleet_edge(ai_settings,aliens)#纵向位置变化
    aliens.update()#横向位置变化
    """检查外星人位置变化后是不是和飞船撞了"""
    if pygame.sprite.spritecollideany(ship,aliens):
        ship_hit(stats, ai_settings, aliens, screen, bullets, ship)
    check_aliens_bottom(stats,ai_settings,aliens,screen,bullets,ship)


def check_aliens_bottom(stats,ai_settings,aliens,screen,bullets,ship):
    """检查是否有外星人撞到了屏幕底端"""
    screen_rect=screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom>screen_rect.bottom:
            ship_hit(stats,ai_settings,aliens,screen,bullets,ship)
            break


def ship_hit(stats,ai_settings,aliens,screen,bullets,ship):
    """飞船被撞,减一"""
    if stats.ship_left>0:
        stats.ship_left -= 1
        """清空外星人和子弹"""
        aliens.empty()
        bullets.empty()

        """创建一群外星人,把飞船放到屏幕底部中央位置"""
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()

        """暂停"""
        sleep(0.5)
    else:
        stats.game_active=False



#ship.py
import pygame

class Ship():
    def __init__(self,ai_settings,screen):
        """初始化飞船并且设置它的初始位置"""
        self.screen=screen
        self.ai_settings=ai_settings
        """加载飞船图像并获取表示图像的矩形"""
        self.image=pygame.image.load("images/ship.bmp")
        self.rect=self.image.get_rect()
        self.screen_rect=screen.get_rect()
        """将每一艘新飞船放在屏幕底部的中央"""
        self.rect.centerx=self.screen_rect.centerx
        self.rect.bottom=self.screen_rect.bottom

        self.center=float(self.rect.centerx)
        self.moving_right=False
        self.moving_left=False
    def blitme(self):
        self.screen.blit(self.image,self.rect)

    def update(self):
        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
        self.rect.centerx=self.center

    def center_ship(self):
        self.center=self.screen_rect.centerx





#settings.py
class Settings():
    #存储“外星人入侵的”所有的设置类
    def __init__(self):
        self.screen_width=1200
        self.screen_height=700
        self.bg_color=(230,230,230)

        self.ship_speed_factor=1.5
        self.ship_limit = 3
        """子弹"""
        self.bullet_speed_factor=3
        self.bullet_color=60,60,60
        self.bullet_height=15
        self.bullet_width=300
        self.bullets_allowed=5
        """外星人"""
        self.alien_speed_factor=1
        self.fleet_drop_speed=30
        #fleet_direction为1表示向右移,为-1表示向左移
        self.fleet_direction=1


#bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
    def __init__(self,ai_settings,screen,ship):
        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.rect.centerx=ship.rect.centerx
        self.rect.top=ship.rect.top

        """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):
        self.y-=self.speed_factor
        self.rect.y=self.y

    def draw_bullet(self):
        pygame.draw.rect(self.screen,self.color,self.rect)

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