接下来实现记分系统,实时跟踪得分,显示最高得分,当前等级和剩下的飞船
1.记分:这属于统计信息类
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#跟踪游戏统计信息的类
class GameStats():
def __init__(self,ai_settings):
self.ai_settings=ai_settings
self.reset_stats()
self.game_active=False #游戏活动标志
def reset_stats(self): #初始化在游戏里可能会变化的统计信息
self.ships_left=self.ai_settings.ship_limit
self.score=0 #重置的时候分数清0
新创一个计分板的类。用于显示得分,最高得分等等
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#显示当前得分,显示最高得分、等级,剩下的飞船数的类
import pygame.font
class Scoreboard():
def __init__(self,ai_settings,screen,stats):
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
#显示得分信息的字体与颜色
self.text_color=(30,30,30)
self.font=pygame.font.SysFont(None,48)
#准备得分图像的渲染
self.prep_score()
def prep_score(self): #将得分渲染为图像
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)
#将得分放在屏幕右上角
self.score_rect=self.score_image.get_rect()
self.score_rect.right=self.screen_rect.right-20
self.score_rect.top=30
def show_score(self):
self.screen.blit(self.score_image,self.score_rect)
修改设置类:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#存储外星人游戏开发的设置
class Setting():
def __init__(self):
self.screen_width=800 #设置屏幕高度宽度,背景颜色
self.screen_height=600
self.bg_color=(230,230,230)
#飞船设置
self.ship_limit=3 #设置飞船数量
#子弹设置
self.bullet_width=3
self.bullet_height=15
self.bullet_color=(0,0,255)
self.bullets_allowed=3
#外星人设置
self.fleet_drop_speed=5
self.speedup_scale=1.1 #速度变化加快游戏节奏
self.initialize_dynamic_settings()
self.score_scale=1.5 #外星人点数增高速度
def initialize_dynamic_settings(self): #设置速度
self.ship_speed_factor=1.5
self.bullet_speed_factor=1
self.alien_speed_factor=1
self.fleet_direction=1 #fleet_direction 为1表示右移,为-1表示左移
self.alien_points=50 #记分
def increase_speed(self): #提供速度
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)
修改功能模块,在响应子弹与外星人相撞的函数里,检查相撞的时候增加分数,
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
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 #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship): #响应按键松开
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,stats,play_button,ship,bullets,aliens): #响应键盘和鼠标事件
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: #监测是否放开键盘
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,play_button,ship,aliens,bullets,mouse_x,mouse_y)
#检查按钮事件
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings() #重置游戏设置
#隐藏光标
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
#清空子弹与外星人
aliens.empty()
bullets.empty()
#创建新的外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets): #更新子弹的位置,并删除已消失的子弹
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets):
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions: #加分
for aliens in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
scores.prep_score()
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
ai_settings.increase_speed()
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
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 creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
def get_number_rows(ai_settings,ship_height,alien_height):
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_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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)
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)
#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
#监测外星人和飞船的相撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
if stats.ships_left>0:
stats.ships_left-=1
aliens.empty() #清空外星人列表
bullets.empty() #清空子弹列表
#创建新的外星人,飞船放入中间
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5) #暂停
else:
stats.game_active=False
pygame.mouse.set_visible(True)
#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
def change_fleet_direction(ai_settings,aliens):
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
def update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button): # 更新屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
scores.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
主程序:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
pygame.init() #初始化,创建屏幕对象
ai_settings=Setting() #创建一个800*800的屏幕
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #对于这个窗口的命名为Alien Invasion
play_button=Button(ai_settings,screen,"play") #创建按钮实例
stats=GameStats(ai_settings) #创建一个用于存储统计信息的实例
ship=Ship(ai_settings,screen) #创建飞船
scores=Scoreboard(ai_settings,screen,stats)
bullets=Group()
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
while True:
gf.check_events(ai_settings,screen,stats,play_button,ship,bullets,aliens)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button)
run_game()
结果如下:
2.最高得分:
在统计信息类添加高分设置
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#跟踪游戏统计信息的类
class GameStats():
def __init__(self,ai_settings):
self.ai_settings=ai_settings
self.reset_stats()
self.game_active=False #游戏活动标志
self.high_score=0 #记录最高得分
def reset_stats(self): #初始化在游戏里可能会变化的统计信息
self.ships_left=self.ai_settings.ship_limit
self.score=0 #重置的时候分数清0
在计分板类添加高分设置:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#显示当前得分,显示最高得分、等级,剩下的飞船数的类
import pygame.font
class Scoreboard():
def __init__(self,ai_settings,screen,stats):
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
#显示得分信息的字体与颜色
self.text_color=(30,30,30)
self.font=pygame.font.SysFont(None,48)
#准备得分图像的渲染
self.prep_score()
self.prep_high_score()
def prep_score(self): #将得分渲染为图像
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)
#将得分放在屏幕右上角
self.score_rect=self.score_image.get_rect()
self.score_rect.right=self.screen_rect.right-20
self.score_rect.top=30
def prep_high_score(self): #将最高得分渲染为图像
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)
#将最高得分放入屏幕顶部中央
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.screen_rect.top
def show_score(self):
self.screen.blit(self.score_image,self.score_rect)
self.screen.blit(self.high_score_image,self.high_score_rect)
修改功能模块:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
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 #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship): #响应按键松开
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,stats,play_button,ship,bullets,aliens): #响应键盘和鼠标事件
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: #监测是否放开键盘
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,play_button,ship,aliens,bullets,mouse_x,mouse_y)
#检查按钮事件
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,bullets,mouse_x,mouse_y):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings() #重置游戏设置
#隐藏光标
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
#清空子弹与外星人
aliens.empty()
bullets.empty()
#创建新的外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#更新子弹的位置,并删除已消失的子弹
def update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets)
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
def check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets):
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions: #加分
for aliens in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
scores.prep_score()
check_high_score(stats,scores)
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
ai_settings.increase_speed()
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
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 creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
def get_number_rows(ai_settings,ship_height,alien_height):
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_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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)
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)
#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
#监测外星人和飞船的相撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
if stats.ships_left>0:
stats.ships_left-=1
aliens.empty() #清空外星人列表
bullets.empty() #清空子弹列表
#创建新的外星人,飞船放入中间
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5) #暂停
else:
stats.game_active=False
pygame.mouse.set_visible(True)
#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
def change_fleet_direction(ai_settings,aliens):
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
#检查高分
def check_high_score(stats,scores):
if stats.score>stats.high_score:
stats.high_score=stats.score
scores.prep_high_score()
# 更新屏幕
def update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
scores.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
运行主程序:
3.显示等级:
在统计类:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#跟踪游戏统计信息的类
class GameStats():
def __init__(self,ai_settings):
self.ai_settings=ai_settings
self.reset_stats()
self.game_active=False #游戏活动标志
self.high_score=0 #记录最高得分
def reset_stats(self): #初始化在游戏里可能会变化的统计信息
self.ships_left=self.ai_settings.ship_limit
self.score=0 #重置的时候分数清0
self.level=1
在初始化里增加等级
修改计分板:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#显示当前得分,显示最高得分、等级,剩下的飞船数的类
import pygame.font
class Scoreboard():
def __init__(self,ai_settings,screen,stats):
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
#显示得分信息的字体与颜色
self.text_color=(30,30,30)
self.font=pygame.font.SysFont(None,48)
#准备得分图像的渲染
self.prep_score()
self.prep_high_score()
self.prep_level()
def prep_score(self): #将得分渲染为图像
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)
#将得分放在屏幕右上角
self.score_rect=self.score_image.get_rect()
self.score_rect.right=self.screen_rect.right-20
self.score_rect.top=30
def prep_high_score(self): #将最高得分渲染为图像
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)
#将最高得分放入屏幕顶部中央
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.screen_rect.top
def prep_level(self): #将等级渲染为图像
self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
#将等级放在得分下面
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 show_score(self):
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)
再修改功能模块:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
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 #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship): #响应按键松开
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,stats,scores,play_button,ship,bullets,aliens): #响应键盘和鼠标事件
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: #监测是否放开键盘
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,scores,play_button,ship,aliens,bullets,mouse_x,mouse_y)
#检查按钮事件
def check_play_button(ai_settings,screen,stats,scores,play_button,ship,aliens,bullets,mouse_x,mouse_y):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings() #重置游戏设置
#隐藏光标
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
#重置记分
scores.prep_score()
scores.prep_high_score()
scores.prep_level()
#清空子弹与外星人
aliens.empty()
bullets.empty()
#创建新的外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#更新子弹的位置,并删除已消失的子弹
def update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets)
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
def check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets):
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions: #加分
for aliens in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
scores.prep_score()
check_high_score(stats,scores)
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
ai_settings.increase_speed()
stats.level+=1
scores.prep_level()
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
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 creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
def get_number_rows(ai_settings,ship_height,alien_height):
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_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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)
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)
#更新外星人的位置
def update_aliens(ai_settings,stats,screen,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets)
#监测外星人和飞船的相撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,ship,aliens,bullets):
if stats.ships_left>0:
stats.ships_left-=1
aliens.empty() #清空外星人列表
bullets.empty() #清空子弹列表
#创建新的外星人,飞船放入中间
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5) #暂停
else:
stats.game_active=False
pygame.mouse.set_visible(True)
#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,ship,aliens,bullets):
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(ai_settings,stats,screen,ship,aliens,bullets)
break
#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
def change_fleet_direction(ai_settings,aliens):
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
#检查高分
def check_high_score(stats,scores):
if stats.score>stats.high_score:
stats.high_score=stats.score
scores.prep_high_score()
# 更新屏幕
def update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
scores.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
主程序:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
pygame.init() #初始化,创建屏幕对象
ai_settings=Setting() #创建一个800*800的屏幕
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #对于这个窗口的命名为Alien Invasion
play_button=Button(ai_settings,screen,"play") #创建按钮实例
stats=GameStats(ai_settings) #创建一个用于存储统计信息的实例
ship=Ship(ai_settings,screen) #创建飞船
scores=Scoreboard(ai_settings,screen,stats)
bullets=Group()
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
while True:
gf.check_events(ai_settings,screen,stats,scores,play_button,ship,bullets,aliens)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button)
run_game()
运行:
4.显示剩下的飞船:
显示飞船的图像,
修改ship类,让他继承sprite类,
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#创建飞船类
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self,ai_settings,screen):
super().__init__()
self.screen=screen
self.ai_settings=ai_settings
#图片存在images文件夹下,名字是ship.bmp
self.image=pygame.image.load('images/ship.bmp')
self.rect=self.image.get_rect()
self.screen_rect=screen.get_rect()
self.rect.centerx=self.screen_rect.centerx
self.rect.bottom=self.screen_rect.bottom
self.center=float(self.rect.centerx) #因为rect的centerx只能储存整数值,在飞船的center储存小数值
self.moving_right=False #设置移动标志
self.moving_left=False
def update(self):
if self.moving_right and self.rect.right <self.screen_rect.right: #根据移动标志,来调整位置
self.center+=self.ai_settings.ship_speed_factor #更新飞船的center的值,不是rect
if self.moving_left and self.rect.left>0:
self.center-=self.ai_settings.ship_speed_factor
self.rect.centerx=self.center #来更新rect对象
def blitme(self):
self.screen.blit(self.image,self.rect)
def center_ship(self):
self.center=self.screen_rect.centerx
修改记分:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#显示当前得分,显示最高得分、等级,剩下的飞船数的类
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
def __init__(self,ai_settings,screen,stats):
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
#显示得分信息的字体与颜色
self.text_color=(30,30,30)
self.font=pygame.font.SysFont(None,48)
#准备得分图像的渲染
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self): #将得分渲染为图像
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)
#将得分放在屏幕右上角
self.score_rect=self.score_image.get_rect()
self.score_rect.right=self.screen_rect.right-20
self.score_rect.top=30
def prep_high_score(self): #将最高得分渲染为图像
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)
#将最高得分放入屏幕顶部中央
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.screen_rect.top
def prep_level(self): #将等级渲染为图像
self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
#将等级放在得分下面
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):
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):
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)
self.ships.draw(self.screen)
修改功能模块:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
#游戏的功能模块,包括响应键盘鼠标事件,移动飞船等
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 #改变标志位
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE: #响应按空格键
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets): #发射子弹
if len(bullets)<ai_settings.bullets_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship): #响应按键松开
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,stats,scores,play_button,ship,bullets,aliens): #响应键盘和鼠标事件
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: #监测是否放开键盘
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,scores,play_button,ship,aliens,bullets,mouse_x,mouse_y)
#检查按钮事件
def check_play_button(ai_settings,screen,stats,scores,play_button,ship,aliens,bullets,mouse_x,mouse_y):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
ai_settings.initialize_dynamic_settings() #重置游戏设置
#隐藏光标
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
#重置记分
scores.prep_score()
scores.prep_high_score()
scores.prep_level()
scores.prep_ships()
#清空子弹与外星人
aliens.empty()
bullets.empty()
#创建新的外星人
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#更新子弹的位置,并删除已消失的子弹
def update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets)
#检查是否两者碰撞,是的话,删除相应的子弹与外星人
def check_bullet_alien_collisions(ai_settings,screen,stats,scores,ship,aliens,bullets):
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions: #加分
for aliens in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
scores.prep_score()
check_high_score(stats,scores)
if len(aliens)==0:
bullets.empty() #删除现有的子弹并新建新的外星人群
ai_settings.increase_speed()
stats.level+=1
scores.prep_level()
creat_fleet(ai_settings,screen,ship,aliens)
#创建外星人群
def get_number_aliens_x(ai_settings,alien_width): #计算每行可以放入多少外星人
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 creat_alien(ai_settings,screen,aliens,alien_number,row_number):
alien=Alien(ai_settings,screen) #创建一个外星人,放入当前行
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)
#计算屏幕可以放入多少行
def get_number_rows(ai_settings,ship_height,alien_height):
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_fleet(ai_settings,screen,ship,aliens):
alien=Alien(ai_settings,screen) #创建一个外星人,计算一行可以容纳多少
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)
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)
#更新外星人的位置
def update_aliens(ai_settings,stats,screen,scores,ship,aliens,bullets):
check_fleet_edges(ai_settings,aliens)
aliens.update()
check_aliens_bottom(ai_settings,stats,screen,scores,ship,aliens,bullets)
#监测外星人和飞船的相撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,scores,ship,aliens,bullets)
check_aliens_bottom(ai_settings,stats,screen,scores,ship,aliens,bullets)
#响应被外星人撞到的飞船
def ship_hit(ai_settings,stats,screen,scores,ship,aliens,bullets):
if stats.ships_left>0:
stats.ships_left-=1
scores.prep_ships() #更新飞船记分
aliens.empty() #清空外星人列表
bullets.empty() #清空子弹列表
#创建新的外星人,飞船放入中间
creat_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
sleep(0.5) #暂停
else:
stats.game_active=False
pygame.mouse.set_visible(True)
#检查是否有外星人到达屏幕底端
def check_aliens_bottom(ai_settings,stats,screen,scores,ship,aliens,bullets):
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(ai_settings,stats,screen,scores,ship,aliens,bullets)
break
#对于外星人到达左右边缘采取的措施:
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
#下移外星人
def change_fleet_direction(ai_settings,aliens):
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
#检查高分
def check_high_score(stats,scores):
if stats.score>stats.high_score:
stats.high_score=stats.score
scores.prep_high_score()
# 更新屏幕
def update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
scores.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
修改主程序:
#-*-coding:GBK-*-
#-*-coding:utf-8-*-
import pygame
from setting import Setting
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
pygame.init() #初始化,创建屏幕对象
ai_settings=Setting() #创建一个800*800的屏幕
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") #对于这个窗口的命名为Alien Invasion
play_button=Button(ai_settings,screen,"play") #创建按钮实例
stats=GameStats(ai_settings) #创建一个用于存储统计信息的实例
ship=Ship(ai_settings,screen) #创建飞船
scores=Scoreboard(ai_settings,screen,stats)
bullets=Group()
aliens=Group()
gf.creat_fleet(ai_settings,screen,ship,aliens)
while True:
gf.check_events(ai_settings,screen,stats,scores,play_button,ship,bullets,aliens)
if stats.game_active:
ship.update()
gf.update_bullets(ai_settings,screen,stats,scores,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,scores,ship,aliens,bullets)
gf.update_screen(ai_settings,screen,stats,scores,ship,aliens,bullets,play_button)
run_game()
运行结果:
终于在11月底结束了游戏开发这个实例,不得不说,有些知识我还需要去好好找找资料看看。接下来一周就准备好好把几个小习题做了,然后再开始web应用程序的搭建。争取在12月做完,深刻觉得还需要买书买资料~~~~~加油啊,坚持下去吧!