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管理外星人类
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初始位置"""
super().__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 cheak\_edgs(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):
"""向左或向右移动外星人人"""
self.x += (self.ai_settings.alien_speed_factor \* self.ai_settings.fleet_direction)
self.rect.x = self.x
bullet.py
创建子弹类,将子弹存储到编组Group中
import pygame
from pygame.sprite import Sprite
class 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):
"""在飞船所处位置创建一个子弹对象"""
super().__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):
"""向上发射子弹"""
# 更新表示子弹的小数值
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
按键类,实例化按键,添加play按钮
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.hieght = 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,并将其居中
self.rect = pygame.Rect(0, 0, self.width, self.hieght)
self.rect.center = self.screen_rect.center
# 按钮的标志只需创建一次
self.prep_msg(msg)
def prep\_msg(self, msg):
"""将msg渲染为图像,并将其在按钮中居中"""
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
文件game_functions.py包含一系列函数,需要响应按键和鼠标事件,游戏大部分工作都是由它们完成的。
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def cheak\_keydowen\_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 fire\_bullet(ai_settings, screen, ship, bullets):
"""如果还没到达限制,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:
news_bullet = Bullet(ai_settings, screen, ship)
bullets.add(news_bullet)
def cheak\_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 cheak\_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.KEYDOWN:
cheak_keydowen_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
cheak_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
cheak_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
def cheak\_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"""
bullets_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if bullets_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
# 重置记分牌对象
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"""
# 每次循环都重绘屏幕
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()
aliens.draw(screen)
# 显示得分
sb.show_score()
# 如果游戏处于非活动状态,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,并删除已消失子弹"""
# 更新子弹位置
bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
cheak_bullets_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def cheak\_bullets\_alien\_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应子弹和外星人碰撞"""
# 删除发生碰撞的子弹和外星人
collections = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collections:
for aliens in collections.values():
stats.score += ai_settings.alien_points \* len(aliens)
sb.prep_score()
cheak_high_score(stats, sb)
if len(aliens) == 0:
# 如果整群外星人都被消灭,就提高一个等级
# 删除现有的子弹,加快游戏节奏,并创建一群新的外星人
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\_alien\_x(ai_settings, alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 2 \* alien_width
number_alien_x = int(available_space_x / (2 \* alien_width))
return number_alien_x
def get\_number\_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可容纳多少行机器人"""
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\_alien(ai_settings, screen, aliens, alien_number, row_number):
# 创建第一行外星人并将其加入当前行
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
# 外星人间距为外星人宽度
alien = Alien(ai_settings, screen)
number_alien_x = get_number_alien_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_alien_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def cheak\_fleet\_edges(ai_settings, aliens):
"""有外星人到达屏幕边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.cheak_edgs():
change_fleet_direction(ai_settings, aliens)
break
def change\_fleet\_direction(ai_settings, aliens):
"""将整群外星人下移,并改变它们的位置"""
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):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ships\_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,并将飞船放在屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def cheak\_aliens\_bottom(ai_settings, screen, stats, sb, 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:
# 像飞船被撞到一样进行处理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def update\_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
cheak_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 检查是否有外星人到达屏幕底端
cheak_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def cheak\_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
跟踪统计游戏信息类
class GameSrats():
"""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()
# 游戏刚启动时处于活动状态
self.game_active = False
# 在任何情况下都不应重置最高得分
self.high_score = 0
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
self.level = 1
scoreboard.py
创建scoerboard类,用来显示当前得分,最高得分,玩家等级,余下的飞船数。
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)
# 准备包含得分的初始图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep\_ships(self):
"""显示还余下多少搜飞船"""
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 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


**网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。**
**[需要这份系统化的资料的朋友,可以添加戳这里获取](https://bbs.csdn.net/topics/618668825)**
**一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!**
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
[外链图片转存中...(img-fx45VKbu-1715529775930)]
[外链图片转存中...(img-giNHUVWa-1715529775930)]
**网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。**
**[需要这份系统化的资料的朋友,可以添加戳这里获取](https://bbs.csdn.net/topics/618668825)**
**一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!**