2024年C C++最全pygame外星人入侵_pygame 中msg(1),2024年最新微信小程序页面跳转方法总结

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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



![img](https://img-blog.csdnimg.cn/img_convert/e792198f501775191daf21e4e78dd264.png)
![img](https://img-blog.csdnimg.cn/img_convert/6899a0010154e8c32769e5a78aebf6db.png)

**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!**

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