《外星人入侵》之计分功能
计分和游戏控制
我们在玩游戏时,都有计分的制度,随着分数的增长,玩家玩游戏的精神也在增长,哈哈。
并且游戏都有一个控制按钮,比如开始,或者结束。
1.添加Play按钮
我们先让游戏一开始处于非活动状态,并提示玩家单击Play按钮来开始游戏。为此,在game_stats.py中添加代码:
game_stats.py
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚开始处于非活动状态
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
1.1 创建Button类
由于Pygame没有内置创建按钮的方法,我们创建一个Button类,用于创建带标签的实心矩形,可以使用这些代码来创建任何按钮。我们保存文件名为button.py
import pygame.font #导入模块pygame.font,它让Pygame能够将文本渲染到屏幕上
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 = (0,255,0)
self.text_color = (255,255,255)
self.font = pygame.font.SysFont(None,48)
#我们使用字体来渲染渲染文本,实参None让Pygame使用默认字体,而48指定了文本的字号
#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)
#Pygame通过将你要显示的字符串渲染为图像来处理文本
然后完成prep_msg的代码:
button.py
import pygame.font
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 = (0,255,0)
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"""
#msg 要渲染为图像的文本
#font.render()将存储在msg中的文本转换为图像,然后存储在msg_image中,第二个实参指定是否开启反锯齿功能
#反锯齿功能:让文本的边缘更平滑
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
最后我们创建方法draw_button(),通过调用它来将按钮显示到屏幕上:
button.py
import pygame.font
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 = (0,255,0)
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"""
#msg 要渲染为图像的文本
#font.render()将存储在msg中的文本转换为图像,然后存储在msg_image中,第二个实参指定是否开启反锯齿功能
#反锯齿功能:让文本的边缘更平滑
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) #h绘制按钮的矩形
self.screen.blit(self.msg_image,self.msg_image_rect) #传递一幅图像与该图像关联的rect对象
1.2 在屏幕上绘制按钮
接下来我们就是用button类来创建一个play按钮,在alien_invasion.py中直接创建
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from button import Button #导入button类
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建Play按钮,并创建一个button实例
play_button = Button(ai_settings,screen,"play")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#创建一艘非飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
sys.pause()
#监视键盘和鼠标事件
gf.check_events(ai_settings,screen,ship,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,ship,bullets,aliens,play_button)
run_game()
接下来需要修改update_screen方法。
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, ship, bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
1.3 开始游戏
现在屏幕上面已经有了,play按钮,但当点击play按钮开始游戏,还需添加一些代码,以监视与这个按钮相关的鼠标事件:
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(stats,play_button,mouse_x,mouse_y)
def check_play_button(stats,play_button,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
if play_button.rect.collidepoint(mouse_x,mouse_y):
stats.game_active = True
def update_screen(ai_settings,screen,stats,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from button import Button #导入button类
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建Play按钮,并创建一个button实例
play_button = Button(ai_settings,screen,"play")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#创建一艘非飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
# sys.pause()
#监视键盘和鼠标事件
gf.check_events(ai_settings,screen,stats,play_button,ship,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,ship,bullets,aliens,play_button)
run_game()
1.4 重置游戏
前面编写的代码只处理了玩家第一次单击Play按钮的情况,而没有处理游戏结束的情况,因为没有重置导致游戏结束的条件。
为在玩家每次单击Play按钮时都重置游戏,需要重置统计信息,删除现有的外星人和子弹,创建一群新的外星人,并让飞船居中。
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
if play_button.rect.collidepoint(mouse_x,mouse_y):
#重置游戏统计信息
stats.reset_status()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from button import Button #导入button类
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建Play按钮,并创建一个button实例
play_button = Button(ai_settings,screen,"play")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
#创建一艘非飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
# sys.pause()
#监视键盘和鼠标事件
gf.check_events(ai_settings,screen,stats,play_button,ship,aliens,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,ship,bullets,aliens,play_button)
run_game()
1.5 将Play按钮切换到非活动状态
当前的play按钮存在一个问题,那就是即便Play按钮不可见,玩家单击其原来所在区域时,游戏依然会做出响应。游戏开始后,如果玩家不小心单击了Play按钮原来所处的区域,游戏将重新开始。
那怎么修改这个bug呢?我们让游戏在game_active为False时才开始:
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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:
#删除现有的子弹并新建一群外星人
bullets.empty()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
2. 提高等级
下面为游戏添加点有趣的玩法:每当玩家将屏幕上的外星人都消灭干净后,加快游戏的节奏,让游戏玩起来更难。
2.1 修改速度设置
我们首先需要重新组织settings类,将游戏设置划分成静态的和动态的两组。对于随着游戏进行而变化的设置,我们还确保它们在开始新游戏时被重置。
settings.py
class Settings():
"""存储<<外星人入侵>>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 = 800
self.screen_height = 600
self.bg_color = (230,230,230)
#飞船的设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60 , 60 , 60)
self.bullets_allowed = 5 #将在屏幕内可以存在的子弹限制为3颗
#外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
#以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
#该方法设置了飞船、子弹和外星人的初始速度
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
#fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
def increase_speed(self):
"""提高速度设置"""
#使用该方法在玩家提高一个等级时,来提高飞船、子弹和外星人的速度
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *=self.speedup_scale
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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:
#删除现有的子弹并新建一群外星人
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
2.2 重置速度
每当玩家开始新游戏时,都需要将发生了变化的设置重置为初始值,否则新游戏开始时,速度设置将是前一次游戏增加了的值:
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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:
#删除现有的子弹并新建一群外星人
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
然后我们运行程序后,就会发现,随着消灭的外星人越多,游戏的节奏越来越快,也越来越紧张…
3 记分
下面为游戏添加一个计分系统,来实时地跟踪玩家的得分,并显示最高得分、当前等级和余下的飞船数。
得分是游戏的一项统计信息,因此我们在GameStats中添加一个score属性:
game_stats.py
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚开始处于非活动状态
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
self.score = 0
3.1 显示得分
为了在屏幕上显示得分,我们创建一个新类Scoreboard,保存在scoreboard.py中:
scoreboard.py
import pygame.font
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)
#准备初始得分图像
self.prep_score()
def prep_score(self):
"""将得分转换为一副渲染的图像"""
score_str = str(self.stats.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 show_score(self):
"""在屏幕上显示得分"""
#这个方法把得分图像显示在屏幕上
self.screen.blit(self.score_image,self.score_rect)
3.2 创建记分牌
为显示得分,我们在alien_invasion.py中创建一个Scoreboard实例:
alien_invasion.py
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from button import Button #导入button类
from scoreboard import Scoreboard
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建Play按钮,并创建一个button实例
play_button = Button(ai_settings,screen,"play")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings,screen,stats)
#创建一艘非飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
# sys.pause()
#监视键盘和鼠标事件
gf.check_events(ai_settings,screen,stats,play_button,ship,aliens,bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button)
run_game()
还需要修改update_screen()
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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:
#删除现有的子弹并新建一群外星人
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
运行游戏发现屏幕右上角显示0.
3.3 在外星人被消灭时更新得分
为在屏幕上实时地显示得分,每当有外星人被击中时,我们都更新stats.score的值,在调用prep_score()更新得分图像。
settings.py
class Settings():
"""存储<<外星人入侵>>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 = 800
self.screen_height = 600
self.bg_color = (230,230,230)
#飞船的设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60 , 60 , 60)
self.bullets_allowed = 5 #将在屏幕内可以存在的子弹限制为3颗
#外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
#以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
#该方法设置了飞船、子弹和外星人的初始速度
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
#fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
#计分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置"""
#使用该方法在玩家提高一个等级时,来提高飞船、子弹和外星人的速度
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *=self.speedup_scale
也就是每击落一个外星人得50分。
在check_bullet_alien_collisions()中,每当有外星人被击落时,都更新得分:
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,ship,aliens,bullets):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
stats.score += ai_settings.alien_points
sb.prep_score()
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
有子弹撞到外星人时,Pygame返回一个字典(collisions)。然后检查这个字典是否存在,如果存在,就将得分加上一个外星人值的点数,接下来调用prep_score()来创建一副显示最新得分的新图像。
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
stats.score += ai_settings.alien_points
sb.prep_score()
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
alien_invasion.py中也应该更新:
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from button import Button #导入button类
from scoreboard import Scoreboard
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建Play按钮,并创建一个button实例
play_button = Button(ai_settings,screen,"play")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings,screen,stats)
#创建一艘非飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
# sys.pause()
#监视键盘和鼠标事件
gf.check_events(ai_settings,screen,stats,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,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button)
run_game()
3.4 将消灭的每个外星人的点数都计入得分
目前的计分值会遗漏被消灭的外星人。为了解决这个bug,我们来调整检测子弹和外星人碰撞的方式。
在check_bullet_alien_collisions()中,与外星人碰撞的子弹是字典collisions中的一个键;而与每颗子弹相关的值都是一个列表,其中包含该子弹撞到的外星人。我们遍历字典collisions,确保将消灭的每个外星人的点数都计入得分:
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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
sb.prep_score()
if len(aliens) == 0:
#删除现有的子弹并新建一群外星人
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
3.5 提高点数
settings.py
class Settings():
"""存储<<外星人入侵>>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 = 800
self.screen_height = 600
self.bg_color = (230,230,230)
#飞船的设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
#子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60 , 60 , 60)
self.bullets_allowed = 5 #将在屏幕内可以存在的子弹限制为3颗
#外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
#以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
#外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
#该方法设置了飞船、子弹和外星人的初始速度
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
#fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
#计分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置"""
#使用该方法在玩家提高一个等级时,来提高飞船、子弹和外星人的速度
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_scales)
print(self.alien_points)
3.6 将得分圆整
大多数街机风格的射击游戏都将得分显示为10的整数倍,我们的计分系统也将遵循这个原则,在设置一些规则,在大数字中添加用逗号表示的千位分隔符,我们在scoreboard.py中修改
scoreboard.py
import pygame.font
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)
#准备初始得分图像
self.prep_score()
def prep_score(self):
"""将得分转换为一副渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
#score_str = str(self.stats.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 show_score(self):
"""在屏幕上显示得分"""
self.screen.blit(self.score_image,self.score_rect)
注意:在python2.7中,round()总是返回一个小数值,因此我们使用int()来确保报告的得分为整数。如果在python3中,可省略对int()的调用
3.7 最高得分
我们将最高得分存储在GameStats中:
game_stats.py
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚开始处于非活动状态
self.game_active = False
#在任何情况下都不应该重置最高得分
self.high_score = 0
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
下面来修改Scoreboard以显示最高分
scoreboard.py
import pygame.font
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)
#准备初始得分图像
self.prep_score()
self.prep_high_score()
def prep_score(self):
"""将得分转换为一副渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
#score_str = str(self.stats.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 show_score(self):
"""在屏幕上显示得分"""
self.screen.blit(self.score_image,self.score_rect)
self.screen.blit(self.high_score_image,self.high_score_rect)
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*
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
根据最高分生成一幅图像,使其水平居中,将其top属性设置为当前得分图像的top属性。
现在方法show_score()在屏幕右上角显示当前得分,并在屏幕顶部*显示最高得分。
为了检查是否诞生新的最高分,我们在game_functions.py中添加一个新函数check_high_score():
game_function.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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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
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
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
sys.exit(0)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
def check_high_score(stats,sb):
"""检查是否诞生了新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
3.8 显示等级
想要在游戏中显示玩家的等级,需要在GameStats中添加一个表示当前等级的属性。为确保每次开始新游戏时都重置等级,在reset_stats()中初始化它:
game_stats.py
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self,ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戏刚开始处于非活动状态
self.game_active = False
#在任何情况下都不应该重置最高得分
self.high_score = 0
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
scoreboard.py
import pygame.font
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)
#准备初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
def prep_score(self):
"""将得分转换为一副渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
#score_str = str(self.stats.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 show_score(self):
"""在屏幕上显示得分"""
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)
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*
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
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, sb,play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
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_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
#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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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
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
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,ship,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.spritescollideany(ship,aliens):
print("Ship hit!!!")
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
#sys.exit(0)
stats.game_active = False
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,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,并更新整群外星人的位置"""
check_fleet_edges(ai_settings,aliens)
aliens.update()
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)
def check_high_score(stats,sb):
"""检查是否诞生了新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
alien_invasion.py
import sys
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from button import Button #导入button类
from scoreboard import Scoreboard
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建Play按钮,并创建一个button实例
play_button = Button(ai_settings,screen,"play")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings,screen,stats)
#创建一艘非飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
#sys.pause()
#监视键盘和鼠标事件
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,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button)
run_game()
4.9 显示余下的飞船数
最后,我们来显示玩家还有多少艘飞船,使用图形的方式,为此,我们需要在屏幕左上角绘制飞船图像来指出还余下多少艘飞船。
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化位置"""
super(Ship,self).__init__()
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('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#将每艘新飞船放在屏幕底部*
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.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
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"""
#更新飞船的center值,而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
elif self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
elif self.moving_up and self.rect.up < self.screen_rect.up:
self.center += self.ai_settings.ship_speed_factor
elif self.moving_down and self.rect.down > 0:
self.center -= self.ai_settings.ship_speed_factor
#根据self.center更新rect对象
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):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
scoreboard.py
import pygame.font
from pygame.sprite import Group
from 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)
#准备初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换为一副渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
#score_str = str(self.stats.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 show_score(self):
"""在屏幕上显示得分"""
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)
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*
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
#该方法创建一个空的编组self.ships,用于存储飞船的实例
def prep_ships(self):
"""显示还余下多少艘飞船"""
self.ships = Group()
for ship_number in range(self.stats.ship_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)
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, stats,ship,bullets):
"""响应按键"""
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_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit(0)
elif event.key == pygame.K_p:
stats.game_active = True
def check_keyup_events(event,ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen, stats, sb,play_button,ship,aliens,bullets):
"""响应按键和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0) #在这里的exit()中需要传递参数,他么的,竟然这么坑吗?
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings,screen,stats,ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,ship)
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)
def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
ai_settings.initialize_dynamic_settings()
#隐藏光标
pygame.mouse.set_visible(False)
#重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
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,并让飞船居中
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重绘屏幕
screen.fill(ai_settings.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)
#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()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""更新子弹的位置,并删除已销失的子弹"""
#更新子弹的位置
bullets.update()
#删除已销失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
if len(bullets) != 0:
print(len(bullets))
#检查是否有子弹击中了外星人
#如果这样,就删除相应的子弹和外星人
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""响应子弹和外星人的碰撞"""
#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
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
#删除现有的子弹,加快游戏节奏,并创建一群新的外星人
bullets.empty()
ai_settings.increase_speed()
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
#创建新子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings,alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 * alien_width
number_alien_x = int(available_space_x / (2 * alien_width))
return number_alien_x
def get_number_rows(ai_settings,ship_height,alien_height):
"""计算屏幕可容纳多少行外星人"""
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 create_alien(ai_settings,screen,aliens,alien_number,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.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):
"""创建外星人"""
#创建一个外星人,并计算一行可容纳多少外星人
#外星人间距为外星人宽度
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)
#创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""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.spritescollideany(ship,aliens):
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
print("Ship hit!!!")
check_aliens_bottom(ai_settings,screen,stats,sb, ship,aliens,bullets)
def check_fleet_edges(ai_settings,aliens):
"""有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 ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""相应被外星人撞到的飞船"""
if stats.ships_left > 0:
#将ships_left 减1
stats.ships_left -= 1
#更新记分牌
sb.prep_ships()
#清空外星人到列表和子弹列表
aliens.empty()
bullets.empty()
#创建一群外星人,并将飞船放到屏幕底端*
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
#sys.exit(0)
#stats.game_active = False
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飞船被撞到一样进行处理
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
"""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):
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
#检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)
def check_high_score(stats,sb):
"""检查是否诞生了新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
alien_invasion.py
import sys
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
from alien import Alien
import game_functions as gf
from pygame.sprite import Group
from button import Button #导入button类
from scoreboard import Scoreboard
def run_game():
#初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建Play按钮,并创建一个button实例
play_button = Button(ai_settings,screen,"play")
#创建一个外星人
alien = Alien(ai_settings,screen)
#创建一个用于存储游戏统计信息的实例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings,screen,stats)
#创建一艘非飞船
ship = Ship(ai_settings,screen)
#创建一个用于存储子弹的编组
bullets = Group()
aliens = Group()
#创建外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
#开始游戏的主循环
while True:
#sys.pause()
#监视键盘和鼠标事件
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,stats,screen,sb,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,sb,ship,bullets,aliens,play_button)
run_game()
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