主文件:test_pygame
import pygame
from test_settings import Text_settings
from test_ship import Ship
import test_game_function
from pygame.sprite import Group
from test_stats import GameStats
from test_button import Button
from test_scoreboard import Scoreboard
def run_game():
pygame.init()
ai_settings = Text_settings()
# 创建存储游戏统计信息的实例,并创建记分牌
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
# 创建play按钮
play_button = Button(screen, "Come Baby")
pygame.display.set_caption("My Game")
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
test_game_function.create_fleet(ai_settings, screen, ship, aliens)
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
while True:
test_game_function.check_events(
stats,
play_button,
aliens,
bullets,
ai_settings,
screen,
ship,sb)
if stats.game_active:
Ship.update(ship)
bullets.update()
test_game_function.update_alien(
ai_settings, stats, screen, ship, aliens, bullets,sb)
test_game_function.update_bullet(
ai_settings, screen, ship, aliens, bullets, stats,sb)
test_game_function.check_aliens_bottom(
ai_settings, stats, screen, ship, aliens, bullets)
# 每次循环重新绘制屏幕
test_game_function.update_screen(
ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
核心文件:test_game_function
import sys
import pygame
from test_bullet import Bullet
from test_alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""响应按下键"""
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_DOWN:
ship.moving_top = True
elif event.key == pygame.K_UP:
ship.moving_bottom = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应抬起键"""
if event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_DOWN:
ship.moving_top = False
elif event.key == pygame.K_UP:
ship.moving_bottom = False
def check_events(
stats,
play_button,
aliens,
bullets,
ai_settings,
screen,
ship,sb):
"""响应按键和鼠标事件"""
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)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
check_play_button(
stats,
play_button,
aliens,
bullets,
ai_settings,
screen,
ship,
mouse_pos,sb)
def check_play_button(
stats,
play_button,
aliens,
bullets,
ai_settings,
screen,
ship,
mouse_pos,sb):
"""玩家单击play时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_pos)
if button_clicked and not stats.game_active:
# 重置游戏统计信息
ai_settings.initialize_dynamic_settings()
stats.reset_stats()
stats.game_active = True
sb.prep_score()
sb.prep_level()
sb.prep_ships()
# 清空余下的外星人和子弹
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()
#隐藏光标
pygame.mouse.set_visible(False)
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
# 外星人的间距为外星人的宽度
alien = Alien(ai_settings, screen)
alien_width, alien_height = alien.rect.size
# 屏幕宽度减去2个外星人的宽度等于真实放置外星人的宽度(两个外星人的宽度用于放置左右边距)
available_space_x = ai_settings.screen_width - (alien_width * 1)
number_aliens_x = available_space_x // alien_width
# 计算屏幕可容纳多少行外星人
ship_height = ship.rect.height
available_space_y = ai_settings.screen_height - ship_height - alien_height
number_rows = available_space_y // alien_height
# 创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings, alien_number, aliens, screen, row_number)
def create_alien(ai_settings, alien_number, aliens, screen, row_number):
# 创建一个外星人并将其加入当前行
alien = Alien(ai_settings, screen)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = 50 + alien.rect.height * row_number
aliens.add(alien)
def update_alien(ai_settings, stats, screen, ship, aliens, bullets,sb):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
print("胜负乃兵家常事,大侠请从头来过")
ship_hit(ai_settings, stats, screen, ship, aliens, bullets,sb)
def check_fleet_edges(ai_settings, aliens):
"""当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 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 update_bullet(ai_settings, screen, ship, aliens, bullets,stats,sb):
# 检查子弹位置,并删除多余子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 20:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets,stats,sb)
def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets,stats,sb):
"""响应子弹和外星人碰撞"""
# 检查是否有子弹击中了外星人
# 删除发生碰撞的子弹和外星人
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:
# 删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
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:
print(stats.score)
print(stats.high_score)
stats.high_score = stats.score
sb.prep_high_score()
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets,sb):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ship_left 减1 并更新记分牌
stats.ships_left -= 1
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,并将飞船放到屏幕低端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
print("给你机会你不中用啊!")
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
"""外星人到达底端"""
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_settings, stats, screen, ship, aliens, bullets)
break
def update_screen(
ai_settings, screen, stats, sb, ship, aliens, bullets, play_button ):
"""更新屏幕上的图像,并切换到新屏幕"""
screen.fill(ai_settings.bg_color)
# 重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
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()
ship.blitme()
pygame.display.flip()
设置文件:test_settings
import pygame
from pygame.sprite import Group
class Text_settings():
"""所有设置"""
def __init__(self):
"""初始化游戏的静态设置"""
self.bg_color = (230, 230, 230)
self.screen_width = 1200
self.screen_height = 800
self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))
self.ship_speed_factor = 1
self.bullet_speed_factor = 2
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullet_allowed = 100
self.alien_speed = float(0.5)
self.fleet_drop_speed = 50
#fleet_direction 为1 表示向右移,为-1表示向左移
self.fleet_direction = 1
self.ship_limit = 3
# 加快游戏节奏的速度
self.speedup_scale = 1.1
# 外星人分数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行变化的设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3.0
self.alien_speed = 1.0
#fleet_direction 为1 表示向右移,为-1表示向左移
self.fleet_direction = 1
# 记分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置和外星人分数"""
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
飞机文件:test_ship
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
super().__init__()
self.settings = ai_settings
self.screen = screen
self.image = pygame.image.load("images/ship.png")
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每艘飞船放到屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飞船的属性中存储小数值
self.centerx = float(self.rect.centerx)
self.centery = float(self.rect.top)
# 移动标志
self.moving_right = False
self.moving_left = False
self.moving_top = False
self.moving_bottom = 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.settings.screen_width:
self.centerx += self.settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.centerx -= self.settings.ship_speed_factor
if self.moving_top and self.rect.bottom < self.settings.screen_height:
self.centery += self.settings.ship_speed_factor
if self.moving_bottom and self.rect.top > 0:
self.centery -= self.settings.ship_speed_factor
# 根据self.center 更新rect对象
self.rect.centerx = self.centerx
self.rect.centery = self.centery
def center_ship(self):
"""让飞船在屏幕底端居中"""
self.centerx = self.screen_rect.centerx
# 这里源代码应该是self.centery = self.screen_rect.bottom,但因图片素材原因,发现这样做效果不好。所以改成了数字。
self.centery = 750
def blitme(self):
self.screen.blit(self.image, self.rect)
子弹文件:test_bullet
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""管理飞船发射子弹"""
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,并设置正确的位置
self.rect = pygame.Rect(
0,
0,
ai_settings.bullet_height,
ai_settings.bullet_width)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 新子弹2
self.rect1 = pygame.Rect(
0,
0,
ai_settings.bullet_height,
ai_settings.bullet_width)
self.rect1.right = ship.rect.left
self.rect1.bottom = ship.rect.bottom
# 新子弹3
self.rect2 = pygame.Rect(
0,
0,
ai_settings.bullet_height,
ai_settings.bullet_width)
self.rect2.left = ship.rect.right
self.rect2.bottom = ship.rect.bottom
# 新子弹4
self.rect3 = pygame.Rect(
0,
0,
ai_settings.bullet_height,
ai_settings.bullet_width)
self.rect3.centerx = ship.rect.centerx
self.rect3.top = ship.rect.bottom
# 储存用小数表示的子弹位置
self.y1 = float(self.rect.y)
self.y2 = float(self.rect3.y)
self.x1 = float(self.rect1.x)
self.x2 = float(self.rect2.x)
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.y1 -= self.speed_factor
self.y2 += self.speed_factor
self.x1 -= self.speed_factor
self.x2 += self.speed_factor
# 更新表示子弹位置的rect的位置
self.rect.y = self.y1
self.rect3.y = self.y2
self.rect1.x = self.x1
self.rect2.x = self.x2
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen, self.color, self.rect)
pygame.draw.rect(self.screen, self.color, self.rect1)
pygame.draw.rect(self.screen, self.color, self.rect2)
pygame.draw.rect(self.screen, self.color, self.rect3)
外星人文件:test_alien
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,ai_settings, screen):
"""初始化外星人并设置其起始位置"""
super(Alien,self).__init__()
self.screen = screen
self.settings = ai_settings
# 加载外星人图像并设置其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.width
self.rect.y = self.rect.height
# 存储外星人的精确水平位置
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 or self.rect.left <= 0:
return True
def update(self):
"""向左或向右移动外星人"""
self.x += (self.settings.alien_speed * self.settings.fleet_direction)
self.rect.x = self.x
开始按钮文件:test_button
import pygame.font
class Button():
def __init__(self, screen, msg):
self.screen = screen
self.screen_rect = self.screen.get_rect()
# 设置按钮的尺寸和其他属性
self.width, self.height = 200, 50
self.button_color = (255,153,0)
self.text_color = (0, 0, 0)
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,再绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
统计信息文件:test_stats
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self, ai_settings):
self.ai_settings = ai_settings
self.reset_stats()
self.game_active = False
# 任何情况下都不应重置最高得分
self.high_score = self.score
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
分数与等级文件:test_scoreboard
import pygame.font
from pygame.sprite import Group
from test_ship import Ship
class Scoreboard():
"""显示得分信息的类"""
def __init__(self, ai_settings, screen, stats):
"""初始化显示得分涉及的属性"""
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)
# 准备包含最高得分和当前得分的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换为一幅渲染的图像"""
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 - 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)
# 将最高得分放在屏幕顶部中央
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 = ship_number * 80
ship.rect.y = 10
self.ships.add(ship)
def show_score(self):
"""在屏幕上显示飞船和得分"""
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)
胭惜雨
2021年02月26日