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