主程序

import pygame
from pygame.sprite import Group

from settings import Settings
from game_stats import gameStats
from ship import Ship
from button import Button

import game_functions as gf


def run_game():
    #初始化背景设置
    pygame.init()

    #创建一个Settings实例,并将其储存在变量ai_settings中
    ai_settings = Settings()
    #创建一个名为screen的显示窗口,游戏的所有图形元素都在其中绘制
    screen = pygame.display.set_mode((ai_settings.screen_heigth,
                                      ai_settings.screen_width))
    pygame.display.set_caption("Aline 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数据的实例
    stats = gameStats(ai_settings)
    #创建一艘飞船,一个子弹编组,和一个外星人编组
    ship =Ship(ai_settings,screen)
    bullets = Group()
    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:
        #监视鼠标和键盘事件
        gf.check_events(ai_settings,screen,ship,bullets)

        if stats.game_active:
            # 飞船移动
            ship.update()
            #子弹移动
            gf.update_bullets(ai_settings, screen, ship, aliens,bullets)
            gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)

        #重绘屏幕
        gf.update_screen(ai_settings, screen, stats, ship, bullets, aliens, 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_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_UP:
        ship.moving_up = True
    elif event.key == pygame.K_DOWN:
        ship.moving_down = True
    elif event.key == pygame.K_q:
        sys.exit()
    #当飞船移动时也能发射子弹
    if event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, screen, ship, bullets)

def check_keyup_events(event, ship):
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    elif event.key == pygame.K_LEFT:
        ship.moving_left = False
    elif event.key == pygame.K_UP:
        ship.moving_up = False
    elif event.key == pygame.K_DOWN:
        ship.moving_down = False

def check_events(ai_settings,screen,ship, bullets):
    '''响应鼠标键盘事件'''
    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)

        elif event.type == pygame.KEYUP:
            check_keyup_events(event,ship)

def update_screen(ai_settings, screen, stats, ship, bullets, aliens, play_button):
    # 每次循环时都会重绘屏幕
    # 调用方法screen_fill()——用背景色填充屏幕
    screen.fill(ai_settings.screen_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)
    #aline.blitme()

    #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, ship, aliens, bullets):
    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))  # 显示当前在屏幕上有多少个子弹,从而核实子弹确实被删除了
    check_bullet_alien_collide(ai_settings, screen, ship, aliens, bullets)


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

def check_bullet_alien_collide(ai_settings, screen, ship, aliens, bullets):
    '''检查是否有子弹击中了外星人
        如果有,就删除相应的外星人和子弹
        遍历编组bullets中所有子弹,再遍历编组aliens中的每个外星人。
        每当子弹与外星人重叠时,groupcllid()就在它返回的字典中添加一个键值对。
        两个实参True告诉pygame删除发生碰撞的子弹和外星人
    '''

    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if len(aliens) == 0:
        # 删除现有所有子弹
        bullets.empty()
        # 当前外星人群消灭干净后,将会立刻出现一个新的外星人群
        create_fleet(ai_settings, screen, ship, aliens)

def get_number_aliens_x(ai_settings, alien_width):
    available_space_x = ai_settings.screen_heigth - 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):
    '''计算屏幕可以容纳多少行外星人'''
    #以外星人的高度来记长,减去飞船的高度和空出的外星人与飞船间的距离
    available_space_y = (ai_settings.screen_heigth - (10*alien_height) - ship_height)
    number_rows = int(available_space_y/(2*alien_height))       #number_rows为外星人的行数
    return number_rows

def crate_aline(ai_settings, screen, aliens, alien_number, rows_number):
    # 创建一个外星人并将其加入当前行
    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*rows_number
    aliens.add(alien)


def create_fleet(ai_settings, screen, ship, aliens):
    '''创建一个外星人群'''
    #创建一个外星人,并计算一行可容纳多少个外星人'''
    #外星人的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)
    #穿件外星人群
    for row_number in range(number_rows):
        #创建一个外星人
        for alien_number in range(number_aliens_x):
            crate_aline(ai_settings, screen, aliens, alien_number, row_number)

def check_fleet_edges(ai_settings, aliens):
    '''当外星人到达屏幕边缘时的应对措施'''
    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,并改变他们的方向'''
    for alien in aliens.sprites():
        alien.rect.y +=ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def ship_hit(ai_settings, stats, screen, 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

        # 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,并将飞船放到屏幕地端中央
        create_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()
        #暂停
        sleep(0.5)
    else:
        stats.game_active = False

def check_aliens_bottom(ai_setting, stats, screen, ship, aliens, bullets):
    '''检查是否有外星人到达了屏幕底部'''
    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_setting, stats, screen, ship, aliens, bullets)
            break


def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
    '''检查是否有外星人位于屏幕边缘,并更新外星人的位置'''
    check_fleet_edges(ai_settings, aliens)
    #更新外星人群中所有外星人的位置'''
    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, stats, screen, ship, aliens, bullets)

    #检查是否有外星人到达屏幕底端
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)

ship.py

import pygame

class Ship(object):
    def __init__(self,ai_settings,screen):      #参数screen指定了要将飞船绘制到什么地方

        self.screen = screen
        self.ai_settings = ai_settings
        #加载飞船图像并获取其外接矩形
        self.image = pygame.image.load(r'E:\pycharm project\飞机大战\images\ship.bmp')     #加载图像,这个函数返回一个表示飞船的surface存储到self.image中
        self.rect = self.image.get_rect()       #使用get_rect()获取相应的surface的属性rect
        self.screen_rect = screen.get_rect()

        #将每艘新飞船放在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx  #将self.rect.centerx(飞船中心的x坐标)设置为表示屏幕的矩形属性centerx
        self.rect.bottom = self.screen_rect.bottom  #将self.rect.bottom(飞船下边缘的y坐标)设置为表示屏幕的矩形的属性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       #添加属性:moving_right
        self.moving_left = False
        self.moving_up = False
        self.moving_down = False

    def update(self):
        '''根据移动标志调整飞船的位置'''
        if self.moving_right and self.rect.right<self.screen_rect.right:  #self.rect.right:返回飞船外接矩形右端的x坐标
            self.rect.centerx += self.ai_settings.ship_speed_factor                                    #self.screen_rect.right:返回屏幕右侧的坐标
        if self.moving_left and self.rect.left>0:       #与上同理
            self.rect.centerx -= self.ai_settings.ship_speed_factor

        if self.moving_up and self.rect.top>self.screen_rect.top:
            self.rect.bottom -= self.ai_settings.ship_speed_factor
        if self.moving_down and self.rect.bottom<self.screen_rect.bottom:
            self.rect.bottom += self.ai_settings.ship_speed_factor


    def blitme(self):
        '''在指定位置绘制飞船'''
        self.screen.blit(self.image,self.rect)      #根据self.rect指定的位置将图像绘制到屏幕上

    def center_ship(self):
        '''将飞船放在屏幕上居中'''
        self.center = self.screen_rect.centerx

alien.py

import pygame
from pygame.sprite import Sprite
import os

class Alien(Sprite):
    '''代表单个外星人类'''
    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.ai_settings = ai_settings
        self.screen = screen

        #加载外星人图像,并设置七rect属性
        self.image = pygame.image.load(r'E:\pycharm project\飞机大战\images\alien.bmp')
        self.rect = self.image.get_rect()  # 使用get_rect()获取相应的surface的属性rect

        #设置外星飞船的初始位置
        self.rect.x = self.rect.width
        self.rect.y= self.rect.height

        #储存外星人的准确位置
        self.x= float(self.rect.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 < screen_rect.left:
            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

    def blitme(self):
        '''在指定位置绘制外星人'''
        self.screen.blit(self.image,self.rect)

button.py

import pygame.ftfont

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 = (0,255,255)
        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,并使其在按钮上居中'''
        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)

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):       #Bullet类继承从模块pygame.sprite中导入的Sprite类
    '''一个对飞船发射的子弹进行管理'''        #通过使用精灵,可将游戏中相关的元素编组,进而同时操作编组中的所有元素
    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__()       #调用super()来继承Sprite
        self.screen = screen

        #在(0,0)处创建一个表是子弹的矩形,在设置正确的位置
        self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,ai_settings.bullet_height)   #子弹并非基于图像,则必须使用pygame.Rect()从空白创建一个矩形
        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)     #将子弹的y坐标存储为小数值

        #设置子弹颜色和速度
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        '''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)     #函数draw.rect()使用存储在self.color中
                                                                # 的颜色填充表示子弹的rect占据的屏幕

game_stats.py

'''跟踪游戏统计数据'''
class gameStats():
    def __init__(self, ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        #游戏刚启动时处于非活动状态
        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.ships_left = self.ai_settings.ship_limit

settings.py

class Settings():
    def __init__(self):
        #屏幕设置
        self.screen_heigth = 1000
        self.screen_width = 700
        self.screen_bg_color = (230,230,230)    #设置背景色
        self.ship_speed_factor = 1.5
        self.ship_limit = 3

        self.bullet_speed_factor = 1
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60,60,60
        self.bullet_num = 6

        #外星人设置
        self.alien_speed_factor = 1
        #fleet_drop_speed为有外星人撞到屏幕边缘时下降的速度
        self.fleet_drop_speed = 10
        #当fleet_direction为1时向右,为-1时向左
        self.fleet_direction = 1