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

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