alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
# 表示单个外星人的类
def __init__(self, ai_setting, screen):
super(Alien, self).__init__()
self.screen = screen
self.ai_setting = ai_setting
# 加载外星人图像
self.image = pygame.image.load('images/realPig.bmp')
self.rect = self.image.get_rect()
# self.screen_rect = screen.get_rect()
# 外星人初始位置
# self.rect.x = self.screen_rect.centerx
# 左边距设置为外星人的宽度
self.rect.x = self.rect.width
# 上边距设置为外星人的高度
self.rect.y = self.rect.height
# 存储外星人准确位置
self.x = float(self.rect.x)
def biltme(self):
self.screen.blit(self.image, self.rect)
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
def update(self):
# 向右移动外星人
self.x += self.ai_setting.alien_speed_factor * self.ai_setting.fleet_direction
self.rect.x = self.x
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
# 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,再设置正确的位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
# 将子弹的centerx设置为飞船的rect.centerx
self.rect.centerx = ship.rect.centerx
# 子弹从飞船顶部射出
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
self.y -= self.speed_factor
# 更新表示子弹的rect位置
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
button.py
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.height = 200, 50
self.button_color = (255, 230, 230)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# 创建按钮的rect对象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮的便签只需创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
# 将msg渲染成图像 并使其按钮上居中
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
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event, ship, ai_settings, screen, bullets):
# 响应按下按键
# 右箭头键-向右
if event.key == pygame.K_RIGHT:
ship.moving_right = True
# 左箭头键-向左
elif event.key == pygame.K_LEFT:
ship.moving_left = True
# 空格开火
elif event.key == pygame.K_SPACE:
fire_bullet(ship, ai_settings, screen, bullets)
# 按q退出程序
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ship, ai_settings, screen, bullets):
# 玩家按空格键时发射子弹
# 创建一颗子弹,并将其加入编组
if len(bullets) <= ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
# 响应松开按键和鼠标事件
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_DOWN:
# check_keydown_events(event, ship, ai_settings, screen, bullets)
def check_events(ship, ai_settings, screen, bullets, stats, play_button, aliens):
# 监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 按下按键
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ship, ai_settings, screen, bullets)
# 松开按键
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
# 点击开始按钮
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, aliens, screen, ship, stats, bullets, play_button, mouse_x, mouse_y)
def check_play_button(ai_settings, aliens, screen, ship, stats, bullets, play_button, mouse_x, mouse_y):
# 玩家点击play开始游戏
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 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,并将飞船放倒屏幕底端中央
creat_fleet(ai_settings, screen, aliens, ship)
ship.center_ship()
def get_number_alien_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):
# 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 creat_alien(ai_settings, screen, aliens, alien_number, row_number):
# 创建一个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 + 1.5 * alien.rect.height * row_number
aliens.add(alien)
def creat_fleet(ai_settings, screen, aliens, ship):
'''创建外星人群'''
alien = Alien(ai_settings, screen)
# alien_width = alien.rect.width
number_aliens_x = get_number_alien_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# 创建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
creat_alien(ai_settings, screen, aliens, alien_number, row_number)
def update_screen(ai_settings, screen, ship, bullets, aliens, play_button, stats):
# 每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
# 在飞机和外星人后绘制子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
# alien.biltme()
# 对编组调用draw()时,Python自动绘制编组的每个元素,绘制位置由元素的属性rect决定
aliens.draw(screen)
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(bullets, aliens, ai_settings, screen, ship):
bullets.update()
# 删除消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets))
check_bullet_aliens_collisions(ai_settings, screen, ship, aliens, bullets)
def check_bullet_aliens_collisions(ai_settings, screen, ship, aliens, bullets):
# 检查是否子弹击中外星人
# 如果是这样,就删除相应的子弹和外星人
# 遍历编组bullets中的每颗子弹,再遍历编组aliens中的每个外星人
# groupcollide()就在它返回的字典中添加一个键值对
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()
creat_fleet(ai_settings, screen, aliens, ship)
def check_fleet_edges(ai_settings, aliens):
# 外星人到达边缘时采取相应的措施
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
# 将外星人整体下移,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, aliens, screen, ship, stats, bullets):
if stats.ships_left > 0:
# 响应被外星人撞到的飞船
# 将ships_left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,并将飞船放倒屏幕底端中央
creat_fleet(ai_settings, screen, aliens, ship)
ship.center_ship()
# 暂停
sleep(0.5)
else:
# 游戏切换到非活动状态
stats.game_active = False
# 重新显示光标 使其可以点击按钮
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
# 检查是否有外星人到达屏幕底端
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(ai_settings, aliens, screen, ship, stats, bullets)
break
def update_aliens(ai_settings, aliens, screen, ship, stats, bullets):
# 更新外星人群中外星人的位置
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, aliens, screen, ship, stats, 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)
game_stats.py
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 = False
def reset_stats(self):
# 初始化在游戏期间可能变化的统计信息
self.ships_left = self.ai_settings.ship_limit
pig_invasion.py
# 使用sys退出游戏
import sys
# 模块pygame包含开发游戏所需的功能
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
def run_game():
# 初始化游戏并创建一个屏幕对象
pygame.init()
# 创建Setting实例
ai_settings = Settings()
# 创建游戏窗口
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("The War")
# 创建一个用于存储游戏统计信息的实例
stats = GameStats(ai_settings)
# 创建一艘飞船
ship = Ship(ai_settings, screen)
# 创建存储子弹的编组
bullets = Group()
# 创建一只猪
# alien = Alien(ai_settings, screen)
# 创建外星人编组
aliens = Group()
gf.creat_fleet(ai_settings, screen, aliens, ship)
# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")
# 开始游戏的主循环
while True:
gf.check_events(ship, ai_settings, screen, bullets, stats, play_button,aliens)
if stats.game_active:
ship.update()
gf.update_bullets(bullets, aliens, ai_settings, screen, ship)
gf.update_aliens(ai_settings, aliens, screen, ship, stats, bullets)
gf.update_screen(ai_settings, screen, ship, bullets, aliens, play_button, stats)
run_game()
settings.py
# 设置类
class Settings():
# 存储猪头入侵所有设置的类
def __init__(self):
# 初始化游戏的设置
self.screen_width = 600
self.screen_height = 450
# 设置背景色
self.bg_color = (230, 230, 230)
# 飞船的设置
# 飞船的速度 决定飞船在每次循环时最多移动多少距离
self.ship_speed_factor = 1.5
# 子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
# 外星人设置
self.alien_speed_factor = 1
self.ship_limit = 3
self.fleet_drop_speed = 5
# fleet_direction为1表示右移
self.fleet_direction = 1
ship.py
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其外接矩形(rect对象)
self.image = pygame.image.load('images/pig.bmp')
# 加载图像后,使用get_rect()获取相应surface的属性rect
self.rect = self.image.get_rect()
# 表示屏幕的矩形
self.screen_rect = screen.get_rect()
# 将每艘新飞船放在屏幕底部中央
# 原点位于屏幕左上角 右下角的坐标(1200,800)
# 要使游戏元素居中,可设置相应的rect对象的属性center、centerx或centery
# 要使游戏元素与屏幕边缘对其,可使用属性top、bottom、left、right
# 要使元素的水平或垂直位置,可使用属性x和y 分别是相应矩形左上角的x和y坐标
# 飞船的中心的x坐标设置为屏幕的矩形的属性
self.rect.centerx = self.screen_rect.centerx
# 飞船下边缘的y坐标设置为表示屏幕的矩形的属性
self.rect.bottom = self.screen_rect.bottom
# 在飞船的属性center中存储小数
self.center = float(self.rect.centerx)
# 移动标志 初始化false
self.moving_right = False
self.moving_left = False
def update(self):
# 根据移动标志移动飞船的位置 更新飞船的center值
# self.rect.right表示飞船外接矩形的右边缘的x坐标 self.screen_rect.right屏幕右边缘
if self.moving_right and self.rect.right < self.screen_rect.right:
# self.rect.centerx += 1
self.center += self.ai_settings.ship_speed_factor
# 同理 保证飞船在屏幕内
if self.moving_left and self.rect.left > 0:
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):
# 飞船屏幕居中
self.center = self.screen_rect.centerx