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 GameStats
def 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 sleep
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)
# 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 = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def 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 = True
check_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 = False
check_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_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def 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.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 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_rows
def 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)
break
def 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_speed
ai_settings.fleet_direction *= -1
def 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1
stats.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 = False
def 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 = 1200
self.screen_height = 800
self.gb_color = (230, 230, 230)
# 飞船设置
# 位置
self.ship_speed_factor = 1.5
self.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 = 1
self.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 pygame
class Ship():
def __init__(self, ai_settings, screen):
# 初始化飞船并设置其初始位置
self.screen = screen
self.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.centerx
self.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 = False
self.moving_left = False
def 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 += 1
self.center += self.ai_settings.ship_speed_factor
# elif self.moving_left:
if self.moving_left and self.rect.left > 0:
# self.rect.centerx -= 1
self.center -= self.ai_settings.ship_speed_factor
# 根据self.center更新rect对象
self.rect.centerx = self.center
def 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 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起始位置
super(Alien, self).__init__()
self.screen = screen
self.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.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 update(self):
# 向右、左移动外星人
# self.x += self.ai_settins.alien_speed_factor
self.x += (self.ai_settins.alien_speed_factor * self.ai_settins.fleet_direction)
self.rect.x = self.x
def check_edges(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
bullet.py
子弹的显示
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.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.y
def 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_settings
self.reset_stats()
# 游戏刚启动时处于活动状态
self.game_active=True
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
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。