【有书共读05】python编程--从入门到实践13
1、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位置""" super(Alien, self).__init__() self.screen = screen self.ai_settings = ai_settings # 加载外星人图像,设置其rect属性 self.image = pygame.image.load('images/alien.bmp') self.rect = self.image.get_rect() # 每个外星人的位置都是屏幕左上角. 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): """如果外星人在屏幕边缘,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): """外星人左右移动.""" 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的图形.""" self.screen.blit(self.image, self.rect)
2、alien_invasion.py
import pygame from pygame.sprite import Group from settings import Settings from game_stats import GameStats from scoreboard import Scoreboard from button import Button from ship import Ship import game_functions as gf def run_game(): # 初始化pygame、设置和屏幕对象. pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") # 制作Play按钮. play_button = Button(ai_settings, screen, "Play") # 创建一个实例来存储游戏统计信息,以及一个记分牌. stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # 设置背景颜色. bg_color = (230, 230, 230) # 制作一个飞船、一组子弹、一组外星人. ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() # 创建一个外星人舰队. gf.create_fleet(ai_settings, screen, ship, aliens) # 开始游戏主循环 while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button) run_game()
3、bullet.py
import pygame from pygame.sprite import Sprite class Bullet(Sprite): """管理从船上发射的子弹的类.""" def __init__(self, ai_settings, screen, ship): """在飞船的当前位置创建一个bullet类.""" super(Bullet, self).__init__() self.screen = screen # 在(0,0)设置一个表示子弹的矩阵,并设置正确的位置. 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 # 存储一个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): """子弹向上移动.""" # 更新用小数表示的子弹位置. self.y -= self.speed_factor # 更新矩阵位置. self.rect.y = self.y def draw_bullet(self): """将子弹绘制到屏幕上.""" pygame.draw.rect(self.screen, self.color, self.rect)
4、 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() # 设置按钮的大小和其他属性. 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button的rect属性,并使它居中. self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center # 按钮标签只需要准备一次 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,在绘制文本. self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)
5、 game_functions.py
import sys from time import sleep import pygame from bullet import Bullet from alien import Alien def check_keydown_events(event, ai_settings, screen, ship, bullets): """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() def check_keyup_events(event, ship): """响应按键释放.""" 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): """响应按键和鼠标移动.""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event, ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP: check_keyup_events(event, ship) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_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): """当玩家点击Play按钮时,开始新游戏.""" 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() # 隐藏游戏光标 pygame.mouse.set_visible(False) # 重置游戏数据. stats.reset_stats() stats.game_active = True # 重绘得分板. sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() #清空子弹和外星人. aliens.empty() bullets.empty() # 创建一个新飞船并将其设置在中间. create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() def fire_bullet(ai_settings, screen, ship, bullets): """没有限制时,发射子弹.""" # 创建一个新子弹,并将其加入bullet group中. if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): """更新图形,并将其投影到屏幕上.""" # 每次循环,重绘屏幕. screen.fill(ai_settings.bg_color) # 重绘所有的bullet、ship和aliens. for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) # 绘制得分信息. sb.show_score() # 游戏结束重绘Play按钮. if not stats.game_active: play_button.draw_button() # 将重绘图案投影到屏幕上. pygame.display.flip() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """更新子弹位置,并将旧的子弹移出屏幕.""" # 更新子弹位置. bullets.update() # 删除已经在屏幕中消失的子弹. 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_high_score(stats, sb): """点击此处,查看最高分.""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score() def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): """响***和外星人相撞.""" # 移除所有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: # 如果整个舰队都被消灭,开始新的等级. bullets.empty() ai_settings.increase_speed() # 提升等级. stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) def check_fleet_edges(ai_settings, aliens): """响应外星人碰到边界.""" for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): """使整个舰队下降,并改变其方向.""" for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): """响应飞船被外星人击中.""" if stats.ships_left > 0: # 衰减 ships_left. stats.ships_left -= 1 # 更新得分板. sb.prep_ships() else: stats.game_active = False pygame.mouse.set_visible(True) # 清空外星人和子弹. aliens.empty() bullets.empty() # 创建一个新的舰队和一个新的飞船. create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() # 暂停. sleep(0.5) def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets): """检查是否有外星人叨叨屏幕底部.""" screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: # 认为这种情况和飞船被攻击了相同. ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) break def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): """ 检查舰队是否在边缘, 更新舰队中所有外星人的位置. """ check_fleet_edges(ai_settings, aliens) aliens.update() # 寻找飞船和外星人相撞. if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) # 寻找飞船撞在屏幕底部. check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets) def get_number_aliens_x(ai_settings, alien_width): """确定一行外星人的数量.""" 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): """确定屏幕中外星人的行数.""" 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,把它放入行中.""" 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): """创建一个满的外星人舰队""" # 创建一个外星人, 并得出一行外星人的数量. 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) # 创建按外星人舰队. 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)
6、 game_stats.py
class GameStats(): """Track statistics for Alien Invasion.""" def __init__(self, ai_settings): """初始化数据.""" self.ai_settings = ai_settings self.reset_stats() # 开始游戏. self.game_active = False # 最高分不会被重设. self.high_score = 0 def reset_stats(self): """在游戏中可能重设的初始化数据.""" self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
7、 scoreboard.py
import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): """显示分数的类.""" def __init__(self, ai_settings, screen, stats): """初始化scoreboard属性.""" self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats # 得分信息的字体设置. self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) # 图片准备. self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): """将得分信息显示在已选图片上.""" 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) # 将的饭信息显示在屏幕右上方. 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): """显示最高分.""" 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) # 将最高分放在正上方. 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): """将等级信息显示在图片上.""" self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color) # 将等级信息显示在得分下方. 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): """显示飞船剩余数量.""" 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): """在屏幕上绘制得分.""" 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)
8、 settings.py
class Settings(): """存储外星人入侵的设置信息""" def __init__(self): """初始化游戏的数据设置.""" # 屏幕设置. self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) # 飞船设置. self.ship_limit = 3 # 子弹设置. self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 3 # 外星人设置. self.fleet_drop_speed = 10 # 游戏速度设置. self.speedup_scale = 1.1 # 外星人增加速率. self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): """游戏中初始化设置.""" self.ship_speed_factor = 1.5 self.bullet_speed_factor = 3 self.alien_speed_factor = 1 # S得分. self.alien_points = 50 # 舰队方向,1代表左面,-1代表右面 self.fleet_direction = 1 def increase_speed(self): """增加速度设置和 击落外星人分值.""" 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)
9、 ship.py
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_settings, screen): """初始化飞船, 设置初始位置""" super(Ship, self).__init__() self.screen = screen self.ai_settings = ai_settings # 加载飞船图片,获取rect. self.image = pygame.image.load('images/ship.bmp') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # 开始时飞船位置,位置在底部***. self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 用小数存储飞船的位置. self.center = float(self.rect.centerx) # 是否移动的标识. self.moving_right = False self.moving_left = False def center_ship(self): """将飞船放置在***.""" self.center = self.screen_rect.centerx def update(self): """以移动标志为依据,对飞船进行移动.""" # 更新center的值. 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self.center更新rect值. self.rect.centerx = self.center def blitme(self): """绘制飞船.""" self.screen.blit(self.image, self.rect)
10、 images(文件夹)
(1)alien.bmp
(2)ship.bmp
11、 运行方式
运行alien_invasion.py即可
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