前言
代码来源《python编程从入门到实践》Eric Matthes 署 袁国忠 译
使用软件:PyCharm Community Editor 2022
目的:记录一下按照书上敲的代码
alien_invasion.py
游戏的一些初始化设置,界面的大小,标题
import sys
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStatsdef run_game():# 初始化游戏并创建一个屏幕对象pygame.init()ai_settigns = Settings()# 里面是一个元组screen = pygame.display.set_mode((ai_settigns.screen_width, ai_settigns.screen_height))# 窗口尺寸,宽高# screen=pygame.display.set_mode((1200,800))# 窗口标题pygame.display.set_caption("Alien Invasion")#创建一个用于存储游戏统计信息的实例stats=GameStats(ai_settigns)# 设置背景色# bg_color=(230,230,230)# 创建一艘飞船、一个子弹编组和一个外星人编组ship = Ship(ai_settigns, screen)# 创建一个用于存储子弹的编组bullets = Group()# 创建一个外星人# alien=Alien(ai_settigns,screen)aliens = Group()# 创建外星人群gf.create_fleet(ai_settigns, screen, ship, aliens)# 开始游戏的主循环while True:gf.check_events(ai_settigns, screen, ship, bullets)if stats.game_active:ship.update()gf.update_bullets(ai_settigns, screen, ship, aliens, bullets)gf.update_aliens(ai_settigns,stats,screen,ship, aliens,bullets)# print(len(bullets))gf.update_screen(ai_settigns, screen, ship, aliens, bullets)# 监视键盘和鼠标事件# for event in pygame.event.get():# if event.type==pygame.QUIT:# sys.exit()# 每次循环都重绘屏幕# screen.fill(bg_color)# screen.fill(ai_settigns.gb_color)# ship.blitme()# 让最近绘制的屏幕可见# pygame.display.flip()run_game()
game_functions.py
游戏主体
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleepdef check_keydown_events(event, ai_settings, screen, ship, bullets):# 响应按键if event.key == pygame.K_RIGHT:ship.moving_right = Trueelif event.key == pygame.K_LEFT:ship.moving_left = Trueelif event.key == pygame.K_SPACE:fire_bullet(ai_settings, screen, ship, bullets)# 按下键盘上的q键同样关闭游戏界面(需要是英文状态下)elif event.key == pygame.K_q:sys.exit()def check_keyup_events(event, ship):# 响应松开if event.key == pygame.K_RIGHT:ship.moving_right = Falseelif event.key == pygame.K_LEFT:ship.moving_left = Falsedef 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()elif event.type == pygame.KEYDOWN:# if event.key == pygame.K_RIGHT:# ship.moving_right = True# elif event.key == pygame.K_LEFT:# ship.moving_left = Truecheck_keydown_events(event, ai_settings, screen, ship, bullets)elif event.type == pygame.KEYUP:# if event.key == pygame.K_RIGHT:# ship.moving_right = False# elif event.key == pygame.K_LEFT:# ship.moving_left = Falsecheck_keyup_events(event, ship)def update_screen(ai_settings, screen, ship, aliens, bullets):# 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.gb_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)# 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,并删除已经消失的子弹# 更新子弹的位置bullets.update()# 删除已经消失的子弹for bullet in bullets.copy():if bullet.rect.bottom <= 0:bullets.remove(bullet)# 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check_bullet_alien_collision(ai_settings, screen, ship, aliens, bullets)def check_bullet_alien_collision(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 create_fleet(ai_settings, screen, ship, aliens):# 创建一个外星人群# 创建一个外星人,并计算每行可容纳多少个外星人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)# 创建外星人群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_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available_space_x = ai_settings.screen_width - 2 * alien_widthnumber_aliens_x = int(available_space_x / (2 * alien_width))return number_aliens_xdef 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# 外星人间距为外星人的宽度alien = Alien(ai_settings, screen)alien_width = alien.rect.widthalien.x = alien_width + 2 * alien_width * alien_numberalien.rect.x = alien.xalien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numberaliens.add(alien)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_rowsdef update_aliens(ai_settings, stats, screen, ship, aliens, bullets):# 检查是否有外星人位于屏幕边缘,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):print("Ship hit!!!")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_fleet_edges(ai_settings, aliens):# 有外星人到达边缘采取相应的措施for alien in aliens.sprites():if alien.check_edges():change_fleet_direction(ai_settings, aliens)breakdef change_fleet_direction(ai_settings, aliens):# 将整群外星人下移,并改变他们的方向for alien in aliens.sprites():alien.rect.y += ai_settings.fleet_drop_speedai_settings.fleet_direction *= -1def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):# 响应被外星人撞到的飞船if stats.ships_left > 0:# 将ships_letf减1stats.ships_left -= 1# 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,并将飞船放到屏幕底端中央create_fleet(ai_settings, screen, ship, aliens)ship.center_ship()# 暂停sleep(0.5)else:stats.game_active = Falsedef 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:# 向飞船被撞到一样进行处理ship_hit(ai_settings, stats, screen, ship, aliens, bullets)break
settings.py
游戏的一些初始化数据的储存,子弹的速度,大小,屏幕的大小
class Settings():# 储存《外星人入侵》所设置的类def __init__(self):# 初始化游戏的设置# 屏幕设置self.screen_width = 1200self.screen_height = 800self.gb_color = (230, 230, 230)# 飞船设置# 位置self.ship_speed_factor = 1.5self.ship_limit = 3# 子弹设置(宽高,颜色)self.bullet_speed_factor = 1 # 速度self.bullet_width = 3 # 宽度self.bullet_height = 15 # 高度self.bullet_color = 60, 60, 60 # 颜色self.bullets_allowed = 3# 外星人设置self.alien_speed_factor = 1self.fleet_drop_speed = 10# fleet_direction为1表示向右移,为-1表示向左移self.fleet_direction = 1
ship.py
飞船的初始化信息和移动
import pygameclass Ship():def __init__(self, ai_settings, screen):# 初始化飞船并设置其初始位置self.screen = screenself.ai_settings = ai_settings# 加载飞船图像并获取外接矩形self.image = pygame.image.load('images/ship.png')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.centerxself.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 = Falseself.moving_left = Falsedef 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:# 增加不能越界的条件if self.moving_right and self.rect.right < self.screen_rect.right:# self.rect.centerx += 1self.center += self.ai_settings.ship_speed_factor# elif self.moving_left:if self.moving_left and self.rect.left > 0:# self.rect.centerx -= 1self.center -= self.ai_settings.ship_speed_factor# 根据self.center更新rect对象self.rect.centerx = self.centerdef 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
alien.py
外星人的初始信息和移动
import pygame
from pygame.sprite import Spriteclass 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起始位置super(Alien, self).__init__()self.screen = screenself.ai_settins = ai_settings# 加载外星人图像,并设置其rect属性self.image = pygame.image.load('images/alien.png')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.widthself.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 update(self):# 向右、左移动外星人# self.x += self.ai_settins.alien_speed_factorself.x += (self.ai_settins.alien_speed_factor * self.ai_settins.fleet_direction)self.rect.x = self.xdef check_edges(self):# 如果外星人位于屏幕边缘,就返回Truescreen_rect = self.screen.get_rect()if self.rect.right >= screen_rect.right:return Trueelif self.rect.left <= 0:return True
bullet.py
子弹的显示
import pygame
from pygame.sprite import Spriteclass Bullet(Sprite):# 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,在设置正确的位置self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)self.rect.centerx = ship.rect.centerxself.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_colorself.speed_factor = ai_settings.bullet_speed_factordef 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.ydef draw_bullet(self):# 在屏幕上绘制子弹pygame.draw.rect(self.screen, self.color, self.rect)
game_stats.py
游戏是否结束
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_settingsself.reset_stats()# 游戏刚启动时处于活动状态self.game_active=Truedef 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
我们的飞船和下面的飞船相撞或者撞到下面的墙都会输出:“Ship hit!!!”
总结
主要是记录一下这个,毕竟敲了这么久了,不过还是要理解。