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第一次发博客,有点紧张,完全不知道怎么写。所有代码全部都是全的哈,可以直接下载哈
先上效果图:
手把手照着书上的代码敲完了,效果图如上:
这是alien_invasion.py的全部代码。(ps:每个文件名字需要注意一下,不要写错了)
- import sys
- import pygame
- from pygame.sprite import Group
- from settings import Settings
- from game_stats import GameStats
- from scoreboard import Scoreboard
- from button import Button
- from ship import Ship
- from alien import Alien
- import game_functions as gf
- def run_game():
- #初始化pygame设置和屏幕对象
- pygame.init()
- ai_settings = Settings()
- screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
- pygame.display.set_caption("Alien Invasion")
- play_button = Button(ai_settings,screen,"Play")
- stats = GameStats(ai_settings)
- sb = Scoreboard(ai_settings,screen,stats)
- #创建一艘飞船
- ship = Ship(ai_settings,screen)
- bullets = Group()
- aliens = Group()
-
- gf.create_fleet(ai_settings,screen,ship,aliens)
-
- #开始游戏的主循环
- while True:
- #监视鼠标和键盘事件
- gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
- if stats.game_active:
- ship.update()
- gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
- gf.update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets)
-
- # 每次循环时都重绘屏幕
- gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
-
- run_game()
不多说,全是干货,game_stats.py
- class GameStats():
-
- def __init__(self,ai_settings):
- self.ai_settings = ai_settings
- self.reset_stats()
- self.game_active = False
- self.high_score = 0
-
- def reset_stats(self):
- self.ships_left = self.ai_settings.ship_limit
- self.score = 0
- self.level = 1
scoreboard.py代码如下:
- import pygame.font
- from pygame.sprite import Group
- from ship import Ship
-
- class Scoreboard():
-
- def __init__(self,ai_settings,screen,stats):
- self.screen = screen
- self.screen_rect = screen.get_rect()
- self.ai_settings = ai_settings
- self.stats = stats
-
- self.text_color = (30,30,30)
- self.font = pygame.font.SysFont(None,48)
-
- 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)
-
- self.score_rect = self.score_image.get_rect()
- self.score_rect.right = self.screen_rect.right - 20
- self.score_rect.top = 20
-
- def 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):
- 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)
-
- 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):
- self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
-
- 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):
- self.ships = Group()
- for ship_number in range(self.stats.ships_left):
- ship = Ship(self.ai_settings,self.screen)
- ship.rect.x = 10 + ship_number * ship.rect.width
- ship.rect.y = 10
- self.ships.add(ship)
button.py
- import pygame.font
-
- class Button():
-
- def __init__(self,ai_settings,screen,msg):
- self.screen = screen
- self.screen_rect = screen.get_rect()
-
- self.width,self.height = 200,50
- self.button_color = (0,255,0)
- self.text_color = (255,255,255)
- self.font = pygame.font.SysFont(None,48)
-
- self.rect = pygame.Rect(0,0,self.width,self.height)
- self.rect.center = self.screen_rect.center
-
- 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.center
-
- def draw_button(self):
- self.screen.fill(self.button_color,self.rect)
- self.screen.blit(self.msg_image,self.msg_image_rect)
alien.py
- import pygame
- from pygame.sprite import Sprite
-
- class Alien(Sprite):
-
- def __init__(self,ai_settings,screen):
- super(Alien, self).__init__()
- self.screen = screen
- self.ai_settings = ai_settings
-
- self.image = pygame.image.load(r"\alien.bmp")
- self.rect = self.image.get_rect()
-
- self.rect.x = self.rect.width
- self.rect.y = self.rect.height
-
- self.x = float(self.rect.x)
-
- def blitme(self):
- self.screen.blit(self.image,self.rect)
-
- def check_edges(self):
- screen_rect = self.screen.get_rect()
- if self.rect.right >= screen_rect.right:
- return True
- elif self.rect.left <=0:
- return True
-
- def update(self):
- self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
- self.rect.x = self.x
game_function.py
- import sys
- from time import sleep
- import pygame
- from bullet import Bullet
- from alien import Alien
-
- def check_keydown_events(event,ai_settings,screen,ship,bullets):
- 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_SPACE:
- fire_bullet(ai_settings,screen,ship,bullets)
-
- def fire_bullet(ai_settings,screen,ship,bullets):
- if len(bullets) < ai_settings.bullets_allowed:
- new_bullet = Bullet(ai_settings,screen,ship)
- bullets.add(new_bullet)
-
- def check_keyup_events(event,ship):
- if event.key == pygame.K_RIGHT:
- # 向右移动飞船
- ship.moving_right = False
- elif event.key == pygame.K_LEFT:
- ship.moving_left = False
-
- def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- sys.exit()
-
- 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)
-
- 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 check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
- button_cliked = play_button.rect.collidepoint(mouse_x,mouse_y)
- if button_cliked and not stats.game_active:
- ai_settings.initialize_dynamic_settings()
- pygame.mouse.set_visible(False)
- stats.reset_stats()
- stats.game_active = True
-
- sb.prep_score()
- sb.prep_high_score()
- sb.prep_level()
- sb.prep_ships()
-
- aliens.empty()
- bullets.empty()
-
- create_fleet(ai_settings,screen,ship,aliens)
- ship.center_ship()
-
- def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
- """更新屏幕上的图像"""
- screen.fill(ai_settings.bg_color)
- for bullet in bullets.sprites():
- bullet.draw_bullet()
- ship.blitme()
- aliens.draw(screen)
- sb.show_score()
-
- 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):
- bullets.update()
-
- # 删除已经消失的子弹
- for bullet in bullets.copy():
- if bullet.rect.bottom <= 0:
- bullets.remove(bullet)
- check_bulet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
-
- def check_bulet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
- 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:
- bullets.empty()
- ai_settings.increase_speed()
- stats.level += 1
- sb.prep_level()
- create_fleet(ai_settings,screen,ship,aliens)
-
-
- def get_number_aliens_x(ai_settings,alien_width):
- available_space_x = ai_settings.screen_width - 2 * alien_width
- number_aliens_x = int(available_space_x / (2 * alien_width))
- return number_aliens_x
-
- def creat_alien(ai_settings,screen,aliens,alien_number,row_number):
- 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*row_number
- aliens.add(alien)
-
-
-
- def create_fleet(ai_settings,screen,ship,aliens):
- 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)
-
- for row_number in range(number_rows):
- for alien_number in range(number_aliens_x):
- creat_alien(ai_settings,screen,aliens,alien_number,row_number)
-
- def get_number_rows(ai_settings,ship_height,alien_height):
- available_space_y = (ai_settings.screen_height - (3*alien_height) - ship_height)
- number_rows = int(available_space_y /(2*alien_height))
- return number_rows
-
- def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
- check_fleet_edgs(ai_settings,aliens)
- aliens.update()
- 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_edgs(ai_settings,aliens):
- for alien in aliens.sprites():
- if alien.check_edges():
- change_fleet_direction(ai_settings,aliens)
- break
-
- def change_fleet_direction(ai_settings,aliens):
- for alien in aliens.sprites():
- alien.rect.y += ai_settings.fleet_drop_speed
- ai_settings.fleet_direction *= -1
-
- def ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets):
- if stats.ships_left >0:
- stats.ships_left -= 1
- sb.prep_ships()
- aliens.empty()
- bullets.empty()
-
- create_fleet(ai_settings,screen,ship,aliens)
- ship.center_ship()
-
- sleep(0.5)
- else:
- stats.game_active = False
- pygame.mouse.set_visible(False)
-
- def check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets):
- screen_rect = screen.get_rect()
- for alien in aliens.sprites():
- if alien.rect.bottom >= screen_rect.bottom:
- ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
- break
-
- def check_high_score(stats,sb):
- if stats.score > stats.high_score:
- stats.high_score = stats.score
- sb.prep_high_score()
ship.py
- import pygame
- from pygame.sprite import Sprite
-
- class Ship(Sprite):
-
- def __init__(self,ai_settings,screen):
- """初始化飞船并设置其初始位置"""
- super().__init__()
- self.screen = screen
- self.ai_settings = ai_settings
-
- # 加载飞船图像并湖区其外界矩形
- self.image = pygame.image.load(r"\ship.bmp")
- self.rect = self.image.get_rect()
- self.screen_rect = screen.get_rect()
-
- self.rect.centerx = self.screen_rect.centerx
- self.rect.bottom = self.screen_rect.bottom
-
- self.center = float(self.rect.centerx)
-
- # 移动标志
- self.moving_right = False
- self.moving_left = False
-
- def update(self):
- """根据移动标志调整船的位置"""
- if self.moving_right and self.rect.right < self.screen_rect.right:
- self.center += self.ai_settings.ship_speed_factor
- if self.moving_left and self.rect.left > 0:
- self.center -= self.ai_settings.ship_speed_factor
-
- self.rect.centerx = self.center
-
- def blitme(self):
- """在指定位置绘制飞船"""
- self.screen.blit(self.image,self.rect)
-
- def center_ship(self):
- self.center = self.screen_rect.centerx
settings.py
- class Settings():
- """存储外星人的所有设置的类"""
-
- def __init__(self):
- """初始化游戏的设置"""
- #屏幕设置
- self.screen_width = 1200
- self.screen_height = 600
- self.bg_color = (230,230,230)
-
- #飞船速度
- self.ship_limit = 3
-
- #子弹
-
- self.bullet_width = 500
- self.bullet_height = 15
- self.bullet_color = 60,60,60
- self.bullets_allowed = 3
-
- # 外星人设置
- self.fleet_drop_speed = 10
- self.speedup_scale = 1.1
- self.score_scale = 1.5
-
- self.initialize_dynamic_settings()
-
- def initialize_dynamic_settings(self):
-
- self.ship_speed_factor = 1.5
- self.bullet_speed_factor = 3
- self.alien_speed_factor = 1
-
- self.fleet_direction = 1
- self.alien_points = 50
-
- def increase_speed(self):
- self.ship_speed_factor *= self.speedup_scale
- self.bullet_speed_factor *= self.speedup_scale
- self.alien_speed_factor *= self.speedup_scale
-
- self.alien_points = int(self.alien_points*self.score_scale)
- print(self.alien_points)
bullet.py
- import pygame
- from pygame.sprite import Sprite
-
- class Bullet(Sprite):
-
- def __init__(self,ai_settings,screen,ship):
- super().__init__()
- self.screen = screen
-
- self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
- self.rect.centerx = ship.rect.centerx
- self.rect.top = ship.rect.top
-
- self.y = float(self.rect.y)
-
- self.color = ai_settings.bullet_color
- self.speed_factor = ai_settings.bullet_speed_factor
-
- def update(self):
- self.y -= self.speed_factor
- self.rect.y = self.y
-
- def draw_bullet(self):
- pygame.draw.rect(self.screen,self.color,self.rect)
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