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import pygame from settings import Settings from ship import Ship from pygame.sprite import Group from game_stats import GameStats from button import Button from scoreboard import Scoreboard import game_functions as gf def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) #——控制屏幕大小 pygame.display.set_caption("aaaa") #——控制窗口标题 play_button = Button(ai_settings,screen,"Play") stats = GameStats(ai_settings) sb = Scoreboard(ai_settings,screen,stats) ship = Ship(ai_settings,screen) bullets = Group() aliens = Group() #外星人群 gf.create_fleet(ai_settings,screen,ship,aliens) 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()
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self,ai_settings,screen): super(Ship,self).__init__() self.screen = screen self.ai_settings = ai_settings self.image = pygame.image.load('ship.png') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom self.center1 = float(self.rect.centerx) self.center2 = float(self.rect.bottom) self.moving_right = False self.moving_left = False self.moving_up = False self.moving_down = False def update(self): if self.moving_right and self.rect.right < self.screen_rect.right: self.center1 += self.ai_settings.ship_speed_factor if self.moving_left and self.rect.left > 0: self.center1 -= self.ai_settings.ship_speed_factor if self.moving_up and self.rect.top > self.screen_rect.top: self.center2 -= self.ai_settings.ship_speed_factor if self.moving_down and self.rect.bottom < self.screen_rect.bottom: self.center2 += self.ai_settings.ship_speed_factor self.rect.centerx = self.center1 self.rect.bottom = self.center2 def blitme(self): self.screen.blit(self.image,self.rect) def center_ship(self): self.center1 = self.screen_rect.centerx self.center2 = self.screen_rect.bottom
import pygame from pygame.sprite import Sprite class Alien(Sprite): def __init__(self,ai_settings,screen): super(Alien,self).__init__() self.screen = screen self.ai_settings = ai_settings self.image = pygame.image.load('alien.png') self.rect = self.image.get_rect() self.rect.x = self.rect.width self.rect.y = self.rect.height self.x = float(self.rect.x) def blitme(self): self.screen.blit(self.image,self.rect) def check_edges(self): screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True elif self.rect.left <= 0: return True def update(self): self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x
import pygame from pygame.sprite import Sprite class Bullet(Sprite): def __init__(self,ai_settings,screen,ship): super(Bullet,self).__init__() self.screen = screen self.rect = pygame.Rect(0,0, ai_settings.bullet_width , ai_settings.bullet_height) self.rect.centerx = ship.rect.centerx self.rect.top = ship.rect.top self.y = float(self.rect.y) self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): self.y -= self.speed_factor self.rect.y = self.y def draw_bullet(self): pygame.draw.rect(self.screen,self.color,self.rect)
class Settings(): def __init__(self): self.screen_width = 1500 self.screen_height = 800 self.bg_color = (230,230,230) self.ship_limit = 3 self.bullet_width = 10 self.bullet_height = 15 self.bullet_color = (60,60,60) self.bullets_allowed = 5 self.fleet_drop_speed = 10 self.speedup_scale = 1.1 self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): self.ship_speed_factor = 3 self.bullet_speed_factor = 3 self.alien_speed_factor = 1 self.fleet_direction = 1 self.alien_points = 50 def increase_speed(self): self.ship_speed_factor *= self.speedup_scale self.bullet_speed_factor *= self.speedup_scale self.alien_speed_factor *= self.speedup_scale self.alien_points = int(self.alien_points * self.score_scale)
import sys import pygame from settings import Settings from bullet import Bullet from alien import Alien from time import sleep 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_UP: # ship.moving_up = True #elif event.key == pygame.K_DOWN: # ship.moving_down = 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 elif event.key == pygame.K_UP: ship.moving_up = False elif event.key == pygame.K_DOWN: ship.moving_down = False def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x,mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings , screen , stats , sb , play_button , ship , aliens , bullets , mouse_x , mouse_y) elif event.type == pygame.KEYDOWN: check_keydown_events(event,ai_settings,screen,ship,bullets) elif event.type == pygame.KEYUP: check_keyup_events(event,ship) elif event.type == pygame.KEYDOWN: check_keydown_events(event,ai_settings,screen,ship,bullets) def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets, mouse_x,mouse_y): button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y) if button_clicked and not stats.game_active: ai_settings.initialize_dynamic_settings() pygame.mouse.set_visible(False) if play_button.rect.collidepoint(mouse_x,mouse_y): stats.reset_stats() stats.game_active = True sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() aliens.empty() bullets.empty() create_fleet(ai_settings,screen,ship,aliens) ship.center_ship() def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button): screen.fill(ai_settings.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) sb.show_score() if not stats.game_active: play_button.draw_button() pygame.display.flip() def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets): bullets.update() 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): if stats.score > stats.high_score: stats.high_score = stats.score with open('High score.txt','w') as file_object: file_object.write(str(stats.high_score)) sb.prep_high_score() def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets): collisions = pygame.sprite.groupcollide(bullets,aliens,True,True) if collisions: for aliens in collisions.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats,sb) if len(aliens) == 0: bullets.empty() ai_settings.increase_speed() stats.level += 1 sb.prep_level() create_fleet(ai_settings,screen,ship,aliens) def fire_bullet(ai_settings,screen,ship,bullets): if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings,screen,ship) bullets.add(new_bullet) def get_number_aliens_x(ai_settings,alien_width): available_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(available_space_x / (2 * alien_width)) return number_aliens_x def get_number_rows(ai_settings,ship_height,alien_height): available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(available_space_y / (1.5 * alien_height)) return number_rows def create_alien(ai_settings,screen,aliens,alien_number,row_number): alien = Alien(ai_settings,screen) alien_width = alien.rect.width alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 1.4 * alien.rect.height * (row_number+0.6) aliens.add(alien) def create_fleet(ai_settings,screen,ship,aliens): alien = Alien(ai_settings,screen) number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width) number_rows = get_number_rows(ai_settings,ship.rect.height, alien.rect.height) for row_number in range(number_rows): for alien_number in range(number_aliens_x): create_alien(ai_settings,screen,aliens,alien_number, row_number) def check_fleet_edges(ai_settings,aliens): for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings,aliens) break def change_fleet_direction(ai_settings,aliens): for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def check_aliens_bottom(ai_settings , screen , stats , sb , ship , aliens , bullets): screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets) break def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets): check_fleet_edges(ai_settings,aliens) aliens.update() if pygame.sprite.spritecollideany(ship,aliens): ship_hit(ai_settings , screen , stats , sb , ship , aliens , bullets) check_aliens_bottom(ai_settings , screen , stats , sb , ship , aliens , bullets) def ship_hit(ai_settings , screen , stats , sb , ship , aliens , bullets): if stats.ships_left > 0: stats.ships_left -= 1 sb.prep_ships() aliens.empty() bullets.empty() create_fleet(ai_settings,screen,ship,aliens) ship.center_ship() sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True)
with open('High score.txt') as ob: high_score = int(ob.read()) class GameStats(): def __init__(self,ai_settings): self.ai_settings = ai_settings self.reset_stats() self.game_active = False self.high_score = high_score def reset_stats(self): self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
import pygame.font class Button(): def __init__(self,ai_settings,screen,msg): self.screen = screen self.screen_rect = screen.get_rect() self.width,self.height = 200,50 self.button_color = (0,250,0) self.text_color = (255,255,255) self.font = pygame.font.SysFont(None,48) self.rect = pygame.Rect(0,0,self.width,self.height) self.rect.center = self.screen_rect.center self.prep_msg(msg) def prep_msg(self,msg): self.msg_image = self.font.render(msg,True,self.text_color, self.button_color) self.msg_image_rect = self.msg_image.get_rect() self.msg_image_rect.center = self.rect.center def draw_button(self): self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): def __init__(self,ai_settings,screen,stats): self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats self.text_color = (30,30,30) self.font = pygame.font.SysFont(None,48) self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_high_score(self): high_score = int(round(self.stats.high_score,-1)) high_score_str = "{:,}".format(high_score) self.high_score_image = self.font.render(high_score_str,True,self.text_color, self.ai_settings.bg_color) self.high_score_rect = self.high_score_image.get_rect() self.high_score_rect.centerx = self.screen_rect.centerx self.high_score_rect.top = self.score_rect.top def prep_score(self): rounded_score = int(round(self.stats.score,-1)) score_str = "{:,}".format(rounded_score) self.score_image = self.font.render(score_str,True,self.text_color, self.ai_settings.bg_color) self.score_rect = self.score_image.get_rect() self.score_rect.right = self.screen_rect.right - 20 self.score_rect.top = 20 def prep_ships(self): self.ships = Group() for ship_number in range(self.stats.ships_left): ship = Ship(self.ai_settings,self.screen) ship.rect.x = 10 + ship_number * ship.rect.width ship.rect.y = 10 self.ships.add(ship) def prep_level(self): self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color) self.level_rect = self.level_image.get_rect() self.level_rect.right = self.score_rect.right self.level_rect.top = self.score_rect.bottom + 10 def show_score(self): self.screen.blit(self.score_image,self.score_rect) self.screen.blit(self.high_score_image,self.high_score_rect) self.screen.blit(self.level_image, self.level_rect) self.ships.draw(self.screen)
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