代码:
settings:
class Settings():#存储游戏所有设置的类def __init__(self):#"""初始化游戏的设置"""#屏幕设置self.screen_width = 1200self.screen_height = 800self.bg_color = (135, 206, 235)#天蓝色# 飞船的设置self.ship_speed_factor = 1.5self.ship_limit = 1#子弹设置self.bullet_speed_factor = 3 self.bullet_width = 2 #这里更改子弹的宽度self.bullet_height = 30self.bullet_color = 0,255,255self.bullets_allowed = 5 #这里更改子弹的个数# 外星人设置self.fleet_drop_speed = 10 #默认10# 以什么样的速度加快游戏节奏self.speedup_scale = 1.5#分数的提高速度self.score_scale = 1.5#动态变化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 = 1.5self.bullet_speed_factor = 3self.alien_speed_factor = 1# fleet_direction为1表示向右;为-1表示向左self.fleet_direction = 1#积分self.alien_points = 100def increase_speed(self):#提高速度设置self.ship_speed_factor *= self.speedup_scaleself.bullet_speed_factor *= self.speedup_scaleself.alien_speed_factor *= self.speedup_scaleself.alien_points = int(self.alien_points * self.score_scale)print(self.alien_points)
button:
import pygame.fontclass Button():def __init__(self, ai_settings, screen, msg):#"""初始化按钮的属性"""self.screen = screenself.screen_rect = screen.get_rect()#设置按钮的尺寸和其他属性self.width, self.height = 200, 50self.button_color = (235, 235, 235)self.text_color = (0, 0, 0)self.font = pygame.font.SysFont(None, 48)#创建按钮的rect对象,并且让它居中self.rect = pygame.Rect(0, 0, self.width, self.height)self.rect.center = self.screen_rect.center#按钮的标签只需要创建一次self.prep_msg(msg)def prep_msg(self, msg):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.centerdef 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.msg_image, self.msg_image_rect)
bullet:
import pygamefrom pygame.sprite import Sprite class Bullet(Sprite):#"""一个对飞船发射的子弹进行管理的类"""#"""Bullet类继承了我们从模块pygame.sprite中导入的Sprite类"""def __init__(self, ai_settings, screen, ship):#"""在飞船所处的位置创建一个子弹对象"""# """为创建子弹实例,需要向__init__()传递#ai_settings、screen和ship实例,还调用了super()来继承Sprite。#"""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#我们创建了子弹的属性rect。子弹并非基于图像的,因此我们必须使用pygame.Rect()#类从空白开始创建一个矩形#"""self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)self.rect.centerx = ship.rect.centerx #将子弹的centerx设置为飞船的rect.centerxself.rect.top = ship.rect.top #子弹的rect的top属性设置为飞船的rect的top属性#存储用小数表示的子弹位置self.y = float(self.rect.y)self.color = ai_settings.bullet_colorself.speed_factor = ai_settings.bullet_speed_factordef update(self):#"""向上移动子弹"""#更新表示移动子弹的位置的小数值self.y -= self.speed_factor#更新表示子弹的rect的位置self.rect.y = self.ydef draw_bullet(self):#"""在屏幕上绘制子弹"""pygame.draw.rect(self.screen, self.color, self.rect)
game_functions:
import sysimport pygamefrom bullet import Bulletfrom alien import Alienfrom time import sleepdef check_keydown_events(event, ai_settings,screen,ship,bullets):#"""响应按键"""if event.key == pygame.K_RIGHT:#向右→移动ship.moving_right = Trueelif event.key == pygame.K_LEFT:#向左移动ship.moving_left = Trueelif event.key == pygame.K_SPACE:# 创建一颗子弹,并将其加入到编组bullets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.moving_right = Falseelif event.key == pygame.K_LEFT:ship.moving_left = Falsedef check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets):"""响应和鼠标按键"""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)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):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stats.reset_start()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_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,play_button):#"""更新屏幕的图像,并且切换到新的屏幕"""#每次循环时都会重新绘屏screen.fill(ai_settings.bg_color)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,并且删除已消失的子弹#在for循环中,不应从列表或编组中删除条目,因此必须遍历编组的副本。#我们使用了方法copy()来设置for循环#"""bullets.update()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):#检查子弹是否打中飞机collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)if len(aliens) == 0:#删除现有的子弹并新建一群外星人bullets.empty()ai_settings.increase_speed() #新游戏加速#print(ai_settings.alien_speed_factor)create_fleet(ai_settings, screen, ship, aliens)stats.level += 1sb.prep_level()if collisions:for aliens in collisions.values():stats.score += ai_settings.alien_points * len(aliens)sb.prep_score()check_high_score(stats, sb)def fire_bullet(ai_settings, screen, ship, bullets):#"""如果还没有到达限制,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 create_fleet(ai_settings, screen, ship, aliens):#"""创建外星人群"""#创建一个外星人并且计算一行可以容纳多少个外星人#外星人间距为外星人的宽度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)#创建第一行外星人for row_number in range(number_rows):for alien_number in range(number_aliens_x):#创建一个外星人,并将其加入当前行列create_alien(ai_settings, screen, aliens, alien_number, row_number)def get_number_aliens_x(ai_settings, alien_width):"""计算每行可以容纳多少飞机"""available_space_x = ai_settings.screen_width - 2 * alien_widthnumber_aliens_x = int(available_space_x / (2 * alien_width))return number_aliens_xdef create_alien(ai_settings, screen, aliens, alien_number, row_number): #这里的row_number来自哪里?#"""创建一个外星人并把它放在当前行列"""alien = Alien(ai_settings, screen)alien_width = alien.rect.widthalien.x = alien_width + 2 * alien_width * alien_numberalien.rect.x = alien.xalien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numberaliens.add(alien)def get_number_rows(ai_settings, ship_height, alien_hight):#"""计算屏幕可以容纳几行外星人"""available_space_y = (ai_settings.screen_height - (3*alien_hight) - ship_height)number_rows = int(available_space_y / (2*alien_hight))return number_rowsdef update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):"""更新外星人的位置"""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_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)def check_fleet_edges(ai_settings, aliens):#"""有外星人撞到边缘时候采取的措施"""for alien in aliens.sprites():if alien.check_edges():change_fleet_direction(ai_settings, aliens)breakdef change_fleet_direction(ai_settings,aliens):"""整体外星人向下移动,并且改变方向"""for alien in aliens.sprites():alien.rect.y += ai_settings.fleet_drop_speedai_settings.fleet_direction *= -1def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):#"""响应被外星人撞到的飞船"""#ship_left -1if stats.ship_left > 0:stats.ship_left -=1#清空外星人列表和子弹列表aliens.empty()bullets.empty()sb.prep_ships()#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 = Falsepygame.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:#和飞船被撞处理一样ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)breakdef check_high_score(stats, sb):if stats.score > stats.high_score:stats.high_score = stats.scoresb.prep_high_score()
game_stats:
class GameStats():#游戏统计信息def __init__(self,ai_settings):#"""初始化统计信息"""self.ai_settings = ai_settingsself.reset_start()#游戏一开始就是非活动状态self.game_active = False# 在任何情况下都不应重置最高得分self.high_score = 0def reset_start(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_limitself.score = 0self.level = 1
scoreboard:
import pygame.fontfrom pygame.sprite import Groupfrom ship import Shipclass Scoreboard():#"""显示信息得分的类"""def __init__(self, ai_settings, screen, stats):self.screen = screenself.screen_rect = screen.get_rect()self.ai_settings = ai_settingsself.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 和最高得分self.prep_score()self.prep_high_score()self.prep_level()self.prep_ships()def prep_score(self):rounded_score = int(round(self.stats.score, -1))score_str = "{:,}".format(rounded_score)self.score_image = self.font.render(score_str,True, self.text_color, self.ai_settings.bg_color)#将得分放在屏幕右上角self.score_rect = self.score_image.get_rect()self.score_rect.right = self.screen_rect.right -20self.score_rect.top = 20def show_score(self):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)def prep_high_score(self):# """渲染最高分为图像"""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)#最高得分在顶部中央self.high_score_rect = self.high_score_image.get_rect()self.high_score_rect.centerx = self.screen_rect.centerxself.high_score_rect.top = self.screen_rect.topdef 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)#位置self.level_rect = self.level_image.get_rect()self.level_rect.right = self.score_rect.rightself.level_rect.top = self.score_rect.bottom + 10def prep_ships(self):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.widthship.rect.y = 10self.ships.add(ship)
ship:
import pygamefrom pygame.sprite import Spriteclass Ship(Sprite):def __init__(self, ai_settings, screen):"""初始化飞船并设置其初始位置"""super(Ship, self).__init__()self.screen = screenself.ai_settings = ai_settings#加载飞船图像并获取其外接矩形self.image = pygame.image.load('images/ship.png') #加载图像self.rect = self.image.get_rect() #获取图像的大小self.screen_rect = screen.get_rect() #获取窗口的大小#将新船放在屏幕底部中央位置self.rect.centerx = self.screen_rect.centerxself.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 = Falseself.moving_left = Falsedef 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rectif self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.ai_settings.ship_speed_factorif 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.centerdef 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
main:
#主程序文件#创建Pygame窗口响应以及用户输入import pygamefrom settings import Settingsfrom ship import Shipimport game_functions as gffrom pygame.sprite import Groupfrom alien import Alienfrom game_stats import GameStatsfrom button import Buttonfrom scoreboard import Scoreboarddef run_game():#初始化游戏并且创建一个屏幕对象pygame.init()ai_settings = Settings()screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))pygame.display.set_caption("打飞机")#创建play按钮play_button = Button(ai_settings, screen, "PLAY~")#创建一个用户存储游戏统计信息的实例stats = GameStats(ai_settings)sb = Scoreboard(ai_settings, screen, stats)#创建一艘飞船ship = Ship(ai_settings,screen)#创建一个用户存储子弹的编组bullets = Group()#创建一个外星人aliens = Group()#创建外星人群gf.create_fleet(ai_settings, screen,ship, aliens)#开始游戏主循环while True:#监视键盘和鼠标事件gf.check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets)if stats.game_active:ship.update()#删除已消失的子弹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)#让最近绘制的屏幕可见pygame.display.flip()run_game()
alien:
#alien.pyimport pygamefrom pygame.sprite import Spriteclass Alien(Sprite):def __init__(self,ai_settings, screen ):# """初始化外星人并且设置起始位置"""super().__init__()self.screen = screenself.ai_settings = ai_settings#加载外星人图像,并且设置其rect属性self.image = pygame.image.load("images/alien.png")self.rect = self.image.get_rect()#每个外星人最初都在屏幕左上角附近self.rect.x = self.rect.widthself.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 check_edges(self):# """如果外星人出于屏幕边缘,就返回True"""screen_rect = self.screen.get_rect()if self.rect.right >= screen_rect.right:return Trueelif self.rect.left <= 0:return Truedef update(self):# """向左或者右移动的外星人"""self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)self.rect.x = self.x
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