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外星人游戏

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alien_invasion.py

import pygame
from pygame.sprite import Group
import game_functions as gf
from settings import Settings
from ship import Ship
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard


import pygame
from pygame.sprite import Sprite
import pygame
from pygame.sprite import Sprite
import pygame.font
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
import pygame.font
from pygame.sprite import Group
from ship import Ship
import pygame
from pygame.sprite import Sprite



def run_game():

    # 初始化pygame、设置、屏幕对象
    pygame.init()

    '''Settings类  实例化一个ai_settings '''
    ai_settings = Settings()

    # 创建一个显示窗口,所有图形元素都在窗口中绘制
    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")

    # 创建一个用于存储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)

    # 设置背景色
    screen.fill(ai_settings.bg_color)

    # 创建一艘飞船
    ship = Ship(ai_settings, screen)

    # 创建一个用于存储的编组
    bullets = Group()

    # 创建一个用于存储的编组
    aliens = Group()

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

    # 开始游戏的主循环
    while True:

        """响应按键和鼠标事件"""
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
        if stats.game_active:
            """更新飞机状态"""
            ship.update()
            """更新子弹状态"""
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
            """更新外星人状态"""
            gf.update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets)
        """更新屏幕"""
        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):
        """初始化外星人并设置其初始位置"""
        super(Alien, self).__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.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

        # 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.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
        # 更新表示子弹位置的rect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('arial', 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"""
        # 调用font.render()将存储在msg中的文本转换为图像,然后将图像存储在msg_image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):

    """响应按下"""
    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:
        # 发射一颗子弹
        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()
        # 检测KEYDOWN事件
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_settings, screen, ship, bullets)
        # 检测KEYUP事件
        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按钮时开始新游戏"""
    # collidepoint(x,y) 测试一个点是否在举证中
    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

        # 重置计分牌图像
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        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,并让飞船居中
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()


def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """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)
    print(len(bullets))
    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):
    """响应子弹和外星人发生碰撞"""
    # 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
    # 方法groupcollide()是检测两个精灵组中精灵们的矩形冲突, True和False表示是否让矩阵消失。
    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:
        # 删除现有的子弹并创建新的一群外星人
        # 如果整群外星人都被消灭,就提高一个等级

        bullets.empty()
        ai_settings.increase_speed()

        # 提高等级
        stats.level += 1
        sb.prep_level()

        create_fleet(ai_settings, screen, ship, aliens)


def fire_bullet(ai_settings, screen, ship, bullets):
    # 如果还没达到子弹上限,就创建一颗子弹,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 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 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 create_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 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
    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)
    # 创建第一行外星人  创建N行外星人
    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_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 check_alines_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """检查是否有外星人到达屏幕底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 像飞船被装到一样进行处理
            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得分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()


def change_fleet_direction(ai_settings, aliens):
    """将整群外星人下移,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 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """响应被外星人撞到的飞窜"""
    if stats.ships_left > 0:
        # 将ships_left减1
        stats.ships_left -= 1
        #更新计分牌
        sb.prep_ships()
        # print(stats.ships_left, '------------------------------')
        # 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
        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, sb, screen, ship, aliens, bullets):
    """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)
    check_alines_bottom(ai_settings, screen, sb, screen, ship, aliens, bullets)


def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
    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()
    # 绘制一个飞船
    ship.blitme()
    # 绘制外星人
    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()

game_stats.py

class GameStats():
    """跟踪游戏的统计信息"""
    def __init__(self, ai_settings):
        """初始化统计信息"""
        self.ai_settings = ai_settings
        self.reset_stats()
        # 游戏启动时处于非活动状态
        self.game_active = False
        # 在任何情况下都不应重置最高得分
        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():

def __init__(self, ai_settings, screen, stats):
    # 初始化显示得分设计的属性
    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, 48)

    # 准备初始得分图像
    # 准备最高得分的图像
    # 准备当前等级的图像
    self.prep_score()
    self.prep_high_score()
    self.prep_level()
    self.prep_ships()

def prep_score(self):
    score_str = str(self.stats.score)
    # 将得分显示为10的整数倍
    round_score = int(round(self.stats.score, -1))
    # score_str = "{:,}".format(round_score)
    score_str = format(round_score, ',')
    self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
    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):
    """将最高得分转换为渲染的图像"""
    high_score = int(round(self.stats.high_score, -1))
    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)
    # 居中
    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(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"""
    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《外星人入侵》的所有设置"""

    def __init__(self):
        """初始化游戏的设置(游戏外观、飞船速度。。。)"""
        """分为静态、动态两部分"""
        # 屏幕设置
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)
        # 飞船设置
        # self.ship_speed_factor = 3
        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.bullets_allowed = 8
        # 外星人设置
        # self.alien_speed_factor = 1
        self.fleet_drop_speed = 10

        # 以什么样的速度加快游戏节奏
        self.speed_scale = 3
        # 提高外星人分数
        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
        self.bullet_width = 10
        self.alien_points = 50

        # fleet_direction为1表示向右移,-1表示向左移
        self.fleet_direction = 1

    def increase_speed(self):
        self.ship_speed_factor *= self.speed_scale
        self.bullet_speed_factor *= self.speed_scale
        self.alien_speed_factor *= self.speed_scale
        self.bullet_width *= self.speed_scale
        self.alien_points = int(self.alien_points * self.speed_scale)
       # print(self.alien_points)

ship.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):

    def __init__(self, ai_settings, screen):
        """初始化飞船并设置其外接矩阵"""
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = 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)

        self.moving_right = False
        self.moving_left = False

    def update(self):
        """根据移动标志调整飞船的位置"""
        # 更新飞船的center值,而不是rect
        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
        # 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