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play.py
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play.py
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"""
目录 ------------------------------------------------------
* alien.py
* alien_invasion.py
* bullet.py
* button.py
* game_function.py
* game_stats.py
* scoreboard.py
* settings.py
* ship.py
"""
# 无限战机
# alien.py
"""
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
# 表示单个外星人的类
def __init__(self, ai_settings, screen):
# 初始化外星人并设置其起始位置
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载外星人图像,并设置其rect属性
self.image = pygame.image.load('C:\\Users\\YeShenRen\\Desktop\\python.play\\data\\play\\alien.bmp')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存储外星人的准确位置
self.x = float(self.rect.x)
def check_edges(self):
# 如果外星人位于屏幕边缘,就返回Ture
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left <= 0:
return True
def update(self):
# 向左或向右移动外星人
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
def blitme(self):
# 在指定位置绘制外星人
self.screen.blit(self.image, self.rect)
"""
# alien_invasion.py
"""
import sys
import pygame
from settings import Settings
from game_stats import GameStats
from ship import Ship
import game_function as gf
from pygame.sprite import Group
from alien import Alien
from button import Button
from scoreboard import Scoreboard
def run_game():
# 初始化游戏
pygame.init()
# 创建一个屏幕窗口
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
# 设置窗口标题
pygame.display.set_caption("Alien Invasion")
# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")
# 创建一个用于存储游戏统计信息的案例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 创建一艘飞船、一个子弹编组和一个外星人编组
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 设置背景颜色
# bg_color = (230,230,230)
# 创建一个外星人
alien = Alien(ai_settings, screen)
# 开始游戏的主循环
while True:
# 主循环检查玩家的输入
gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
# 更新飞船的位置
ship.update()
# 所有未消失的子弹的位置
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 更新外星人的位置
gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)
# 更新后的位置来绘制新屏幕
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
"""
# bullet.py
"""
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
# 一个对飞船发射子弹管理的类
def __init__(self, ai_settings, screen, ship):
# 在飞船所在处的位置创建一个子弹对象
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 存储用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
# 向上移动子弹
# 更新表示子弹位置的小数值
self.y -= self.speed_factor
# 更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
# 在屏幕上绘制子弹
pygame.draw.rect(self.screen, self.color, self.rect)
"""
# 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, 0, 255)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# 创建按钮的rect对象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮的标签只需创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
# 将msg渲染为图像,并使其在按钮上居中
# 调用font.render()将存储在msg中的文本转为图像,存储在msg_image中
self.msg_image = self.font.render(msg, True, self.text_color, self.button_color)
# 让文本图像在按钮上居中
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
# 绘制一个用颜色填充的按钮,再绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
"""
# game_function.py
"""
import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien
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)
# 输入q键,退出游戏
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings, screen, ship, bullets):
# 创建一颗子弹,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 check_keyup_events(event, ship):
# 响应松开
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
# 响应按键和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
# 返回一个元祖,包含鼠标的x和y坐标
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
# 向右移动飞船
# ship.rect.centerx += 1
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
# 在玩家单击Play按钮时开始新游戏
# collidepoint()检查鼠标单击位置是否在Play按钮的rect内
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, aliens, bullets, play_button):
# 更新屏幕上的图像,并切换到新屏幕
screen.fill(ai_settings.bg_color)
# 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()
# 显示分数
sb.show_score()
# 在屏幕上绘制编组中的每个外星人
# aliens.blitme()
aliens.draw(screen)
# 如果游戏处于非活跃状态,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,并删除已经消失的子弹
# 更新子弹的位置
bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
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):
# 检查是否有子弹击中了外星人
# 如果是这样,就删除相应的子弹和外星人
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有的子弹,加快游戏节奏,并新建一群外星人,就提高一个等级
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def get_number_aliens_x(ai_settings, alien_width):
# 计算一行可容纳多少个外星人
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
# 创建一个外星人并把其放入当前行
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):
# 创建外星人群
# 创建一个外星人,并计算一行可容纳多少个外星人
# 外星人的间距为外星人的宽度
alien = Alien(ai_settings, screen)
number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# 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 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 check_fleet_edges(ai_settings, aliens):
# 有外星人到达边缘时,采取相应措施
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
# 将ai_settings.fleet_durection的值修改为其当前值与-1的乘积
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):
# 响应被外星人撞到的飞船
if stats.ships_left > 0:
# 将ship_left减一
stats.ships_left -= 1
# 更新记分牌
sb.prep_ships()
# 清空外星人和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕低端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
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低端
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,并更新外星人群中所有外星人的位置
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查是否有外星人到达屏幕低端
check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
# print("Ship hit!!!")
def check_high_score(stats, sb):
# 检查是否诞生了新的最高得分
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
"""
# game_stats.py
"""
# 用于跟踪游戏统计信息的新类——GameStats
class GameStats():
# 跟踪游戏统计信息
def __init__(self, ai_settings):
# 初始化统计信息
self.ai_settings = ai_settings
self.reset_stats()
# 在任何情况下都不应重置最高得分
self.high_score = 0
# 游戏一开始处于非活跃状态
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
# 游戏等级
self.level = 1
"""
# 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)
# 准备初始得分图像包含最高得分
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
# 将得分转化为一幅渲染的图片
# round的第二个实参是将stats.score值整到10的整数倍
rounded_score = int(round(self.stats.score, -1))
# 一个字符串格式设置指令,在数值中插入逗号
score_str = "{:,}".format(rounded_score)
# 将字符串传递给创建图像的render()
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
# 上边缘与屏幕相距20像素
self.score_rect.top = 20
def prep_high_score(self):
# 将最高得分转化为渲染的图像
high_score = int(round(self.stats.high_score, -1))
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
# 将最高得分放在屏幕顶部中央
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
def prep_level(self):
# 将等级转换为渲染的图像
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
# 将等级放在得分下方
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.score_rect.bottom + 10
def prep_ships(self):
# 显示还剩余多少艘飞船
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_settings, self.screen)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
def show_score(self):
# 在屏幕上显示飞船和得分
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.high_score_image, self.high_score_rect)
self.screen.blit(self.level_image, self.level_rect)
# 绘制飞船
self.ships.draw(self.screen)
"""
# settings.py
"""
class Settings():
# 存储《外星人入侵》的所有设置的类
def __init__(self):
# 初始化游戏的静态设置
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
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
# 创建宽5像素,高15像素的深灰色子弹
self.bullet_speed_factor = 3
self.bullet_width = 5
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 4
# 外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 8
# fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
# 外星人的点数的提高速度
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
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
# 记分
self.alien_points = 50
def increase_speed(self):
# 提高速度设置和外星人点数
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
"""
# ship.py
"""
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
# 初始化飞船,设置其初始化位置
# 让Ship继承Sprite
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('C:\\Users\\YeShenRen\\Desktop\\python.play\\data\\play\\ship.bmp')
# 加载图片后,使用get_rect()获取surface的属性rect
self.rect = self.image.get_rect()
# 将屏幕的矩形储存
self.screen_rect = screen.get_rect()
# 将每艘新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
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
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
# self.rect.centerx += 1
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
# self.rect.centerx -= 1
# 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
"""