由于没有什么经验只能跟着书本,一步一步完成调试,在这过程中又遇到很多错误都一一克服啦,在此记录一下学习笔记

目录

  • **项目结构**
  • 一、环境搭建
    • 安装pygame模块
  • 二、外星人设计
    • 入侵小游戏游戏介绍
    • 编写alien_invasion.py模块
    • 创建Settings.py类
    • 创建Ship.py类
    • 创建 game_functions.py模块
    • 添加射击功能
  • 三、 创建外星人
    • 编写一个外星人Alien类
    • 让外星舰队动起来
    • 击杀外星人
    • 游戏结束
  • 四、创建游戏开始按钮
    • 添加Play按钮,创建Button类
    • 游戏加速
  • 五、对游戏计分
    • 新增scoreboard.py
    • 修改ship_hit()和check_aliens_bottom()函数
    • 运行主程序截图
  • 六、分为九个模块分别展示完整代码
    • alien.py
    • alien_invasion.py
    • bullet.py
    • button.py
    • game_functions.py
    • game_stats.py
    • scoreboard.py
    • settings.py
    • ship.py

项目结构

1.目录
2. 总体分为四部分

一、环境搭建

安装pygame模块

自行百度!!

二、外星人设计

入侵小游戏游戏介绍

1.游戏《外星人入侵》的描述: 在游戏《外星人入侵》中,玩家控制着一艘最初出现在屏幕底部中央的飞船。玩家可以使用箭头键左右移动飞船,还可使用空格键进行射击。游戏开始时,一群外星 人出现在天空中,他们在屏幕中向下移动。玩家的任务是射杀这些外星人。玩家将所有外星人都消灭干净后,将出现一群新的外星人,他们移动的速度更快。只要有外星人撞到了玩家的飞船或到达了屏幕底部,玩家就损失一艘飞船。玩家损失三艘飞船后,游戏结束

编写alien_invasion.py模块

import pygame
import game_functions as gf
from settings import Settings
from ship import Ship

def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()   # 初始化背景设置,让pygame能正常工作

    ai_settings = Settings()  # 实例化一个游戏配置类
    # 返回一个游戏窗口
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))

    pygame.display.set_caption("Alien Invasion")   # 给这个游戏窗口设置一个标题

    ship = Ship(ai_settings, screen)   # 实例化一个飞船类,传入了参数ai_settings和屏幕对象screen

    # 开始游戏的主循环
    while True:
        gf.check_events(ship)  # 用于响应游戏事件

        ship.update()   # 更新飞船状态
        gf.update_screen(ai_settings, screen, ship)  # 重绘screen

run_game()

创建Settings.py类

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 = 1200   # 游戏窗口宽度
        self.screen_height = 800   # 游戏窗口高度
        self.bg_color = (230, 230, 230)  # 游戏背景颜色
        self.ship_speed_factor = 1.5  # 飞船的移动速度

创建Ship.py类

import pygame
class Ship:
    def __init__(self, ai_settings, screen): 


        """初始化飞机并设置其初始位置"""
        self.screen = screen
        self.ai_settings = ai_settings
        # 加载飞机图片并获取其外接矩形
        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中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom
        # 自定义一个能存储浮点数的临时变量,x坐标
        self.center = float(self.rect.centerx)
        # 标志,用于表示是否正在向某个方向移动
        self.moving_right = False
        self.moving_left = False
    def update(self):
        """根据移动标志调整飞船的位置"""
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.center += self.ai_settings.ship_speed_factor
        if self.moving_left and self.rect.left > 0:
            self.center -= self.ai_settings.ship_speed_factor
        # 用临时变量更新rect的centerx,截取截取整数部分
        self.rect.centerx = self.center
    def blitme(self):
        """在指定位置绘制飞船"""
        self.screen.blit(self.image, self.rect)

注:
self.moving_right和self.moving_left标志,用于表示飞船是否正在移动,用于实现飞船在不松开按键下连续移动。
udpate()方法,用于增减飞船的中心位置x坐标(因为飞船只能在底部移动,所以不用改y坐标),并防止飞船移动出游戏窗口。
重写了blitme()函数,用于绘制飞船

创建 game_functions.py模块

import sys
import pygame
def check_keydown_event(event, ship):
    """响应按下按键"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = True
    if event.key == pygame.K_LEFT:
        ship.moving_left = True 
def check_keyup_event(event, ship):
    """响应松开按键"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right = False
    if event.key == pygame.K_LEFT:
        ship.moving_left = False

def check_events(ship):
    """响应按键和鼠标事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_event(event, ship)

        elif event.type == pygame.KEYUP:
            check_keyup_event(event, ship)

def update_screen(ai_settings, screen, ship):
    """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)
    ship.blitme()

    # 让最近绘制的屏幕可见
    pygame.display.flip()

注:
在pygame中,用K_RIGHT,K_LEFT表示方向按键,其实键盘上每个键在pygame中都有所对于,以K_开头。check_keydown_event()函数和check_keyup_event()函数都是对下面的check_event()的进一步简化,这两个函数的代码均可以放在check_event()中,但这样代码将会很臃肿,结构不清晰

添加射击功能

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):  # 使用精灵
    """一个对飞船发射的子弹进行管理的类"""

    def __init__(self, ai_settings, screen, ship):
        """在飞船所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   # 从飞机的中央位置射出
        self.rect.top = ship.rect.top           # 从飞机的顶部射出

        # 存储用浮点数表示的子弹位置,因为子弹只在y轴上运动,所以不需要x坐标
        self.y = float(self.rect.y)

        self.color = ai_settings.bullet_color   # 子弹颜色
        self.speed_factor = ai_settings.bullet_speed_factor   # 子弹速度

    def update(self):
        """向上移动子弹"""
        # 更新表示子弹位置的浮点数值
        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)

三、 创建外星人

编写一个外星人Alien类

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("images/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 blitme(self):
        """在指定位置绘制外星人"""
        self.screen.blit(self.image, self.rect)

改game_functions.py模块

def create_fleet(ai_settings, screen, ship, aliens):
    """创建外星舰队"""
    alien = Alien(ai_settings, screen)
    # 计算每行能放多少个
    number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
    # 计算能放多少行
    number_rows = get_number_rows(ai_settings, ship.rect.height,
                                  alien.rect.height) 

    # 嵌套循环创建外星舰队
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            # 创建外星人并将其加入舰队
            create_alien(ai_settings, screen, aliens, alien_number, row_number)

def get_number_aliens_x(ai_settings, alien_width):
    """计算每行可容纳多少个外星人"""
    # 左右两侧留出一个外星人的宽度
    available_space_x = ai_settings.screen_width - 2 * alien_width
    # 列间距为一个外星人宽度
    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):
    """创建一个外星人并将其放在当前行"""
    alien = Alien(ai_settings, screen)
    # 下面就是根据上面的公式计算每一个外星人在窗口中的位置(这是左上角的坐标)
    alien.x = alien.rect.width * (1 + 2 * alien_number)
    alien.rect.x = alien.x
    alien.rect.y = alien.rect.height * (1 + 2 * row_number)
    aliens.add(alien)

# 修改update_screen()函数
def update_screen(ai_settings, screen, ship, bullets,
 aliens):
   # 绘制外星人,放在绘制子弹的代码后面,让外星人的图像覆盖掉子弹的图像
    aliens.draw(screen)

让外星舰队动起来

.补充settings.py模块
class Settings:
    def __init__(self):
     
        self.fleet_drop_speed = 10
        # 外星舰队方向标志:1向右,-1向左
        # 也可以用如left, right之类的标志,但这样会很麻烦
        self.fleet_direction = 1

击杀外星人

修改game_functions.py

def update_bullets(bullets, aliens, ship, screen, ai_settings):
  

    check_bullet_alien_collisions (ai_settings, screen, ship, aliens, bullets)

def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets):
    """检测是否有子弹击中了外星人,如果有,就删除相应的子弹和外星人"""
    # 下一篇中我们将用该变量实现分数统计
    collisions = pygame.sprite.groupcollide (bullets, aliens, True, True)

    # 如果外星人被消灭光,则生成新的外星人舰队
    if len (aliens) == 0:
        # 删除现有的子弹并创建新的舰队
        bullets.empty ()
        create_fleet (ai_settings, screen, ship, aliens)
注:sprite.groupcollide()方法用于检测对象之间的碰撞它将bullets中的每个子弹的rect与aliens中的每个外星人的rect进行比较,并返回一个字典。

2.修改alien_invasion.py

游戏结束

  1. 创建GameStats类,存放在game_stats.py文件中
class GameStats:
    """跟踪游戏的统计信息"""
    def __init__(self, ai_settings):
        """初始化统计信息"""
        # 用于控制游戏启动与否
        self.game_active = True
        self.ai_settings = ai_settings
        self.reset_stats()
    def reset_stats(self):
        """初始化在游戏运行期间可能变化的统计信息"""
        # 重置飞船数
        self.ships_left = self.ai_settings.ship_limit
  1. 修改settings.py
class Settings:
    def __init__(self):
       """初始化游戏的设置"""
        # 屏幕设置
      
        # 设置飞船数量限制
        self.ship_limit = 3
        

  1. 响应飞船与外星人的碰撞,修改game_functions.py
 # 增加了参数和碰撞检测
def update_aliens(ai_settings, aliens, ship, screen, bullets, stats):
    -- snip --
    # 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, ship, aliens, bullets)

    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets
  1. 修改主程序alien_invasion.py类
 # 开始游戏的主循环
while True:
    gf.check_events (ai_settings, screen, ship, bullets)
    # 决定程序运行时该执行的部分
    if stats.game_active:
        ship.update ()
        gf.update_bullets (bullets, aliens, ship, screen, ai_settings)
        gf.update_aliens (ai_settings, aliens, ship, screen, bullets, stats)

    gf.update_screen (ai_settings, screen, ship, bullets, aliens)

四、创建游戏开始按钮

添加Play按钮,创建Button类

  1. 这个类放在button.py模块中
import pygame
class Button:
    def __init__(self, ai_settings, screen, msg):
        """初始化按钮属性"""
        self.screen = screen
        self.screen_rect = screen.get_rect ()
        # 设置按钮尺寸和其他属性
        self.width, self.height = 200, 50  # 解包,平行赋值
        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"""
        self.msg_image = self.font.render (msg, True, self.text_color, self.button_color)
        self.msg_image_rect = self.msg_image.get_rect ()
        self.msg_image_rect.center = self.rect.center
    def draw_button(self) 

        # 绘制一个用颜色填充的按钮,再绘制文本
        self.screen.fill (self.button_color, self.rect)
        self.screen.blit (self.msg_image, self.msg_image_rect)

游戏加速

修改setting类

class Settings:
    def __init__(self):
        -- snip --
        # 以什么样的速度提节奏
        self.speedup_scale = 1.1
        # 前面有四个属性放到了该方法中
        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
        # 外星舰队方向标志:1向右,-1向左
        self.fleet_direction = 1
    def increase_speed(self):
        """提高速度"""
        self.ship_speed_factor *= self.speedup_scale
        self.bullet_speed_factor *= self.speedup_scale
        self.alien_speed_factor *= self.speedup_scale

注:需要修改的四个参数放到了initialize_dynamic_settings()方法中,increase_speed()方法用于动态改变游戏参数

五、对游戏计分

新增scoreboard.py

import pygame
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)
        # 生成当前得分、最高得分、当前等级和当前剩余的飞船数
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()
    def prep_score(self):
        """将得分转换为图片"""
        rounded_score = round(self.stats.score, -1)
        # 在得分中插入逗号
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(score_str, True, self.text_color,
                                            self.ai_settings.bg_color)
        # 将得分放在屏幕右上角
        self.score_rect = self.score_image.get_rect()
        self.score_rect.right = self.screen_rect.right - 20
        self.score_rect.top = 20
    def prep_high_score(self):
        """将最高得分转化为图像"""
        high_score = 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):
        """将等级转化为图像"""
          self.level_image = self.font.render(str(self.stats.level), True, self.text_color,
                                            self.ai_settings.bg_color)
        # 将等级放在得分下方
        self.level_rect = self.level_image.get_rect()
        self.level_rect.right = self.score_rect.right
        self.level_rect.top = self.score_rect.bottom + 10
    def prep_ships(self):
        """显示还余下多少艘飞船"""
        self.ships = Group()
        for ship_number in range(self.stats.ships_left):
            ship = Ship(self.ai_settings, self.screen)
            ship.rect.x = 10 + ship_number * ship.rect.width
            ship.rect.y = 10
            self.ships.add(ship)
    def show_score(self):
        """在屏幕上显示得分板"""
        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)

修改settings.py,设置外星人的分数,外星人分数增长的速度

class Settings:
    def __init__(self):
        -- snip --
        # 外星人点数的提高速度
        self.score_scale = 1.5
        self.initialize_dynamic_settings()
    def initialize_dynamic_settings(self):
        -- snip --
        # 记分, 每一个外星人的分数
        self.alien_points = 50
    def increase_speed(self):
        -- snip --
        # 动态增加每个外星人的分数
        self.alien_points = int(self.alien_points * self.score_scale)
  1. 修改game_stats.py
class GameStats:
    def __init__(self, ai_settings):
        -- snip --
        # 在任何情况下都不应重置最高得分
        self.high_score = 0
    def reset_stats(self):
        -- snip -- 

        self.score = 0
        self.level = 1

修改主程序alien_invasion.py

from scoreboard import Scoreboard

def run_game():
    # 创建计分板
    score = Scoreboard(ai_settings, screen, stats)
    # 开始游戏的主循环
    while True:
        # 添加score参数
        gf.check_events(ai_settings, screen, ship, bullets, stats, play_button,
                        aliens, score)
        if stats.game_active:
            ship.update()
            # 添加score参数
            gf.update_bullets(bullets, aliens, ship, screen, ai_settings, stats, score)
            # 添加score参数
            gf.update_aliens(ai_settings, aliens, ship, screen, bullets, stats, score)
        # 添加score参数
        gf.update_screen(ai_settings, screen, ship, bullets, aliens, stats,
                         play_button, score)

修改game_functions.py

 # 增加score参数
def check_events(ai_settings, screen, ship, bullets, stats, play_button, aliens, score):
    for event in pygame.event.get ():
        -- snip - -
        elif event.type == pygame.MOUSEBUTTONDOWN:
        mouse_x, mouse_y = pygame.mouse.get_pos ()
        # 增加score参数, 该函数有所改动
        check_play_button (stats, play_button, mouse_x, mouse_y, ai_settings,
                           screen, ship, aliens, bullets, score)
# 增加score参数
def update_bullets(bullets, aliens, ship, screen, ai_settings, stats, score):
    -- snip - -
    # 增加score参数,该函数有所改动
    check_bullet_alien_collisions (ai_settings, screen, ship, aliens, bullets, stats, score)
# 增加score参数
def update_aliens(ai_settings, aliens, ship, screen, bullets, stats, score):
    -- snip - -
    if pygame.sprite.spritecollideany (ship, aliens):
        # 增加score参数,该函数有所改动
        ship_hit (ai_settings, stats, screen, ship, aliens, bullets, score) 

    # 增加score参数,该函数有所改动
    check_aliens_bottom (ai_settings, stats, screen, ship, aliens, bullets, score)
# 增加score参数,该函数有所改动
def update_screen(ai_settings, screen, ship, bullets, aliens, stats, play_button, score):
    -- snip - -
    aliens.draw (screen)
    # 在if语句前面添加绘制计分板的代码
    # 显示得分
    score.show_score ()
    if not stats.game_active:
        play_button.draw_button ()

修改check_play_button()函数

# 添加了score参数
def check_play_button(stats, play_button, mouse_x, mouse_y, ai_settings, screen,
                      ship, aliens, bullets, score):
    """在玩家单机Play按钮时开始新游戏"""
    if play_button.rect.collidepoint (mouse_x,
                                      mouse_y) and not stats.game_active:
        stats.game_active = True  # 这一句不是新增的
        score.prep_score ()
        score.prep_high_score ()
        score.prep_level ()
        score.prep_ships ()

注:数列表添加了score参数,if判断中还添加了四行生成计分板的代码。之所以这里要添加这四行代码,其实是为了当你重新开始(也就是第二次及以后点击Play按钮)游戏时,计分板能正确显示

修改update_screen()函数

# 增加了score参数
def update_screen(ai_settings, screen, ship, bullets, aliens, stats, play_button, score):
    -- snip - -
    # 增加显示得分的代码
    score.show_score ()
    if not stats.game_active:

修改update_bullets()和update_aliens()函数

def update_bullets(bullets, aliens, ship, screen, ai_settings, stats, score):
    check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, stats, score)
def update_aliens(ai_settings, aliens, ship, screen, bullets, stats, score):
 
    # 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, ship, aliens, bullets, score)
    check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets, score)

修改check_bullet_alien_collisions()函数

def check_bullet_alien_collisions(ai_settings, screen, ship, aliens, bullets, stats, score):
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            # 其实这里可以将其放到for循环之外,应为并不能立刻就呈现分数变化
            # 要等到主程序中的update_screen()中才能呈现
            score.prep_score()
        # 该函数是新增的
        check_high_score(stats, score)
    if len(aliens) == 0:
        # 删除现有的子弹并创建新的舰队
        bullets.empty()
        ai_settings.increase_speed()
        # 提高等级
        stats.level += 1
        score.prep_level()
        create_fleet(ai_settings, screen, ship, aliens)
 注:collisions是一个字典,这里子弹是键,该子弹消灭的外星人对象为值(是个列表),还新增了一	个更新最高积分的函数check_high_score()
def check_high_score(stats, score):
    """检查是否诞生了新的最高得分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        score.prep_high_score()

修改ship_hit()和check_aliens_bottom()函数

def ship_hit(ai_settings, stats, screen, ship, aliens, bullets, score):
    if stats.ships_left > 0:
        stats.ships_left -= 1
        # 更新记分牌
        score.prep_ships()

运行主程序截图

六、分为九个模块分别展示完整代码

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他位置"""
        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('images/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 blitme(self):
        """在指定位置绘制外星人"""
        self.screen.blit(self.image, self.rect)

    def check_edges(self):
        """如果外星人位于屏幕边缘,就返回True"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return True

    def update(self):
        """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

alien_invasion.py

import pygame

from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from pygame.sprite import Group
import game_functions as gf
from scoreboard import Scoreboard


def run_game():
    pygame.init()  # 初始化背景设置
    ai_settings = Settings()  # 全局设置

    screen = pygame.display.set_mode(  # 创建screen显示窗口
        (ai_settings.screen_width, ai_settings.screen_height)
    )
    pygame.display.set_caption('Alien Invasion')  # 标题
    # 新建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实例,并创建记分牌
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    # 创建飞船
    ship = Ship(ai_settings, screen)
    # 创建子弹编组
    bullets = Group()

    # 创建一个外星人
    aliens = Group()
    # 创建外星人群
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # 开始游戏主循环
    while True:
        # 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:
            # 移动飞船
            gf.update_ship(ship)
            # 更新子弹位置
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
            # 更新外星人
            gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)
        # 更新屏幕
        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)


run_game()

bullet.py

import pygame
from pygame.sprite import Sprite
import time

class Bullet(Sprite):
    '''飞船子弹进行管理'''

    def __init__(self,ai_settings,screen,ship):
        super(Bullet,self).__init__()
        self.screen = screen

        # 创建子弹矩形初始位置(0,0,3,15)分别对应lef,top,宽,高
        self.rect = pygame.Rect(0,0,
        ai_settings.bullet_width, ai_settings.bullet_height)

        self.rect.centerx = ship.rect.centerx  # 设置中心点x轴坐标跟飞船一致
        self.rect.top = ship.rect.top          # 设置y轴坐标顶部跟飞船一致

        # 设置成小数进行计算
        self.top = float(self.rect.top)

        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor

    def update(self):
        self.top -=self.speed_factor
        self.rect.top = self.top
        print(self.rect.top)

    def draw_bullet(self):
        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"""
        self.msg_image = self.font.render(msg, True, self.text_color, self.button_color)
        self.msg_image_rect = self.msg_image.get_rect()
        self.msg_image_rect.center = self.rect.center

    def draw_button(self):
        # 绘制一个用颜色填充的按钮,再绘制文本
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

game_functions.py

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
# 监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:  # 关闭窗口退出
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_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
# 重置计分牌图像
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):
'''更新屏幕上的图片,并切换到新屏幕'''
screen.fill(ai_settings.bg_color)  # 设置背景颜色
ship.blitme()  # 绘制飞船
aliens.draw(screen)
# 循环子弹组里面的元素,进行绘制 为空时不执行
for bullet in bullets.sprites():
bullet.draw_bullet()  # 绘制子弹
# 显示得分
sb.show_score()
# 如果游戏处于非活跃状态,就显示Play按钮
if not stats.game_active:
play_button.draw_button()
# 显示最新屏幕,擦拭旧屏幕
pygame.display.flip()
# print('1')
def check_keydown_events(event, ai_settings, screen, ship, bullets):
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
'''更新子弹位置,删除子弹'''
bullets.update()  # 子弹组每个成员执行self.update()操作
for bullet in bullets.sprites():
if bullet.rect.bottom <= 0:  # 子弹出界 删除
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):
"""响应外星人和子弹的碰撞"""
# 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 * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人,加快游戏进度节奏
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def update_ship(ship):
ship.update()
def fire_bullet(ai_settings, screen, ship, bullets):
# 创建一个子弹对象 加入到子弹组
if len(bullets) < ai_settings.bullets_allowed:  # 子弹少于允许值时再生成
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 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_aliens(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其放在当期行"""
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,并计算一行可以容纳多少个外星人
# 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):
# 创建一个外星人并将其加入当前行
create_aliens(ai_settings, screen, aliens, alien_number, row_number)
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,并改变他们的运动方向"""
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):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ship_left减1
stats.ships_left -= 1
# 更新记分牌
sb.prep_ships()
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕低端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
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):
"""更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 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)
# 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)
def check_high_score(stats, sb):
"""检查是否诞生了新的最高纪录"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()

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()
# 游戏刚启动时处于非活动状态
self.game_active = False
# 在任何情况下不应该重置最高分
self.high_score = 0
self.level = 1
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

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)
# 准备初始化得分图像和当前最高分数
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换为一幅渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
# 将得分放在右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 5
def prep_high_score(self):
"""将最高得分转换为渲染图像"""
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)
# 将最高分放在屏幕最中央
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = 5
def prep_level(self):
"""将等级转换为渲染图像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
# 将得分放在右上角
self.level_rect = self.score_image.get_rect()
self.level_rect.right = self.screen_rect.right
self.level_rect.top = self.score_rect.bottom
def prep_ships(self):
"""显示还剩下多少艘飞船"""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_settings, self.screen)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
def show_score(self):
"""在屏幕上显示得分和等级"""
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():
'''存储外星人入侵中所有的设置'''
def __init__(self):
'''初始化设置'''
# 屏幕设置
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (230, 230, 230)  # 设置背景色  灰色
# 飞船设置
self.ship_limit = 3
self.ship_image_path = 'images/ship.bmp'  # 飞船图片路径
# 子弹设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3  # 允许屏幕中出现子弹的数量
# 外星人设置
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
# 计分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置,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)
print(self.alien_points)

ship.py

import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
'''飞船所有信息'''
def __init__(self,ai_settings,screen):
"""初始化飞船,并设置其起始位置"""
super(Ship,self).__init__()
self.screen=screen
self.ai_settings = ai_settings
# 加载飞船图片、获取外接矩形
self.image = pygame.image.load(self.ai_settings.ship_image_path)   # 加载图片
self.image = pygame.transform.smoothscale(self.image,(40,60))
self.rect = self.image.get_rect()   # 获取图片外接矩形
self.screen_rect = screen.get_rect()        #获取屏幕外接矩形
# 将每搜新飞船放到并木底部中心
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 设置成浮点类型
self.center = float(self.rect.centerx)      # self.rect.centerx设置不了浮点数 只能另设置一个变量进行运算
# 移动标志
self.moving_right = False
self.moving_left = False
def blitme(self):
'''在指定位置绘制飞船'''
self.screen.blit(self.image,self.rect)
def update(self):
# 向右移动飞船
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center +=self.ai_settings.ship_speed_factor
# 向左移动飞船
if self.moving_left and self.rect.left > self.screen_rect.left:
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center
def center_ship(self):
"""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx

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