【有书共读05】python编程--从入门到实践13
1、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_settings, screen):
"""初始化外星人并设置其位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载外星人图像,设置其rect属性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每个外星人的位置都是屏幕左上角.
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 check_edges(self):
"""如果外星人在屏幕边缘,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):
"""外星人左右移动."""
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
def blitme(self):
"""在指定位置绘制外星人的图形."""
self.screen.blit(self.image, self.rect) 2、alien_invasion.py
import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
import game_functions as gf
def run_game():
# 初始化pygame、设置和屏幕对象.
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 制作Play按钮.
play_button = Button(ai_settings, screen, "Play")
# 创建一个实例来存储游戏统计信息,以及一个记分牌.
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 设置背景颜色.
bg_color = (230, 230, 230)
# 制作一个飞船、一组子弹、一组外星人.
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 创建一个外星人舰队.
gf.create_fleet(ai_settings, screen, ship, aliens)
# 开始游戏主循环
while True:
gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
aliens, bullets)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
bullets)
gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens,
bullets, play_button)
run_game() 3、bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""管理从船上发射的子弹的类."""
def __init__(self, ai_settings, screen, ship):
"""在飞船的当前位置创建一个bullet类."""
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)设置一个表示子弹的矩阵,并设置正确的位置.
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
# 存储一个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):
"""子弹向上移动."""
# 更新用小数表示的子弹位置.
self.y -= self.speed_factor
# 更新矩阵位置.
self.rect.y = self.y
def draw_bullet(self):
"""将子弹绘制到屏幕上."""
pygame.draw.rect(self.screen, self.color, self.rect) 4、 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()
# 设置按钮的大小和其他属性.
self.width, self.height = 200, 50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# 创建button的rect属性,并使它居中.
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮标签只需要准备一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""将msg渲染为图像,并使其在按钮上居中"""
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,在绘制文本.
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect) 5、 game_functions.py
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
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)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event, ship):
"""响应按键释放."""
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, stats, sb, play_button, ship, aliens,
bullets):
"""响应按键和鼠标移动."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, play_button,
ship, aliens, bullets, mouse_x, mouse_y)
def check_play_button(ai_settings, screen, stats, sb, play_button, ship,
aliens, bullets, mouse_x, mouse_y):
"""当玩家点击Play按钮时,开始新游戏."""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置游戏设置.
ai_settings.initialize_dynamic_settings()
# 隐藏游戏光标
pygame.mouse.set_visible(False)
# 重置游戏数据.
stats.reset_stats()
stats.game_active = True
# 重绘得分板.
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#清空子弹和外星人.
aliens.empty()
bullets.empty()
# 创建一个新飞船并将其设置在中间.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def fire_bullet(ai_settings, screen, ship, bullets):
"""没有限制时,发射子弹."""
# 创建一个新子弹,并将其加入bullet group中.
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
play_button):
"""更新图形,并将其投影到屏幕上."""
# 每次循环,重绘屏幕.
screen.fill(ai_settings.bg_color)
# 重绘所有的bullet、ship和aliens.
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 绘制得分信息.
sb.show_score()
# 游戏结束重绘Play按钮.
if not stats.game_active:
play_button.draw_button()
# 将重绘图案投影到屏幕上.
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新子弹位置,并将旧的子弹移出屏幕."""
# 更新子弹位置.
bullets.update()
# 删除已经在屏幕中消失的子弹.
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
aliens, bullets)
def check_high_score(stats, sb):
"""点击此处,查看最高分."""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship,
aliens, bullets):
"""响***和外星人相撞."""
# 移除所有发生碰撞的子弹和外星人.
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 如果整个舰队都被消灭,开始新的等级.
bullets.empty()
ai_settings.increase_speed()
# 提升等级.
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def check_fleet_edges(ai_settings, aliens):
"""响应外星人碰到边界."""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""使整个舰队下降,并改变其方向."""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应飞船被外星人击中."""
if stats.ships_left > 0:
# 衰减 ships_left.
stats.ships_left -= 1
# 更新得分板.
sb.prep_ships()
else:
stats.game_active = False
pygame.mouse.set_visible(True)
# 清空外星人和子弹.
aliens.empty()
bullets.empty()
# 创建一个新的舰队和一个新的飞船.
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停.
sleep(0.5)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens,
bullets):
"""检查是否有外星人叨叨屏幕底部."""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 认为这种情况和飞船被攻击了相同.
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""
检查舰队是否在边缘,
更新舰队中所有外星人的位置.
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 寻找飞船和外星人相撞.
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 寻找飞船撞在屏幕底部.
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def get_number_aliens_x(ai_settings, alien_width):
"""确定一行外星人的数量."""
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):
"""确定屏幕中外星人的行数."""
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):
"""创建一个外星人,把它放入行中."""
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):
"""创建一个满的外星人舰队"""
# 创建一个外星人, 并得出一行外星人的数量.
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)
# 创建按外星人舰队.
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(ai_settings, screen, aliens, alien_number,
row_number) 6、 game_stats.py
class GameStats():
"""Track statistics for Alien Invasion."""
def __init__(self, ai_settings):
"""初始化数据."""
self.ai_settings = ai_settings
self.reset_stats()
# 开始游戏.
self.game_active = False
# 最高分不会被重设.
self.high_score = 0
def reset_stats(self):
"""在游戏中可能重设的初始化数据."""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1 7、 scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""显示分数的类."""
def __init__(self, ai_settings, screen, stats):
"""初始化scoreboard属性."""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# 得分信息的字体设置.
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 图片准备.
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分信息显示在已选图片上."""
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color,
self.ai_settings.bg_color)
# 将的饭信息显示在屏幕右上方.
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def prep_high_score(self):
"""显示最高分."""
high_score = int(round(self.stats.high_score, -1))
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True,
self.text_color, self.ai_settings.bg_color)
# 将最高分放在正上方.
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
def prep_level(self):
"""将等级信息显示在图片上."""
self.level_image = self.font.render(str(self.stats.level), True,
self.text_color, self.ai_settings.bg_color)
# 将等级信息显示在得分下方.
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
def prep_ships(self):
"""显示飞船剩余数量."""
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 show_score(self):
"""在屏幕上绘制得分."""
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.high_score_image, self.high_score_rect)
self.screen.blit(self.level_image, self.level_rect)
# 绘制飞船.
self.ships.draw(self.screen) 8、 settings.py
class Settings():
"""存储外星人入侵的设置信息"""
def __init__(self):
"""初始化游戏的数据设置."""
# 屏幕设置.
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飞船设置.
self.ship_limit = 3
# 子弹设置.
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
# 外星人设置.
self.fleet_drop_speed = 10
# 游戏速度设置.
self.speedup_scale = 1.1
# 外星人增加速率.
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""游戏中初始化设置."""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# S得分.
self.alien_points = 50
# 舰队方向,1代表左面,-1代表右面
self.fleet_direction = 1
def increase_speed(self):
"""增加速度设置和 击落外星人分值."""
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale) 9、 ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飞船, 设置初始位置"""
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图片,获取rect.
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 开始时飞船位置,位置在底部***.
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 用小数存储飞船的位置.
self.center = float(self.rect.centerx)
# 是否移动的标识.
self.moving_right = False
self.moving_left = False
def center_ship(self):
"""将飞船放置在***."""
self.center = self.screen_rect.centerx
def update(self):
"""以移动标志为依据,对飞船进行移动."""
# 更新center的值.
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
# 用self.center更新rect值.
self.rect.centerx = self.center
def blitme(self):
"""绘制飞船."""
self.screen.blit(self.image, self.rect) 10、 images(文件夹)
(1)alien.bmp
(2)ship.bmp
11、 运行方式
运行alien_invasion.py即可
#Python#