alien_invasion.py模块
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
def run_game():
pygame.init()
ai_settings = Settings()
# SET SCREEN INFORMATION
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
"""Initialize statistics that may change during the run of the game Create an instance to store game statistic"""
stats = GameStats(ai_settings)
# create a ship in a specific position
ship = Ship(screen, ai_settings)
# create a save bullets' Group and aliens' Group
bullets = Group()
aliens = Group()
gf.create_fleet(ai_settings, screen, ship, aliens)
# alien = Alien(ai_settings, screen)
# start game's mainly circulation
while True:
gf.check_events(ai_settings, screen, ship, bullets)
if stats.game_active:
ship.update() # before gf.update_screen(ai_settings, screen, ship)
gf.update_bullets(ai_settings, screen, ship, bullets, aliens)
gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, ship, aliens, bullets)
"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
"""
# gf.update_screen(ai_settings, screen, ship, bullets)
""""
# every circulation draw screen
screen.fill(ai_settings.bg_color)
ship.blitme()
# show nearly drawings
pygame.display.flip()
"""
run_game()
alien.py
import pygame
from pygame.sprite import Sprite
from settings import Settings
class Alien(Sprite):
"""express a alien's class"""
def __init__(self, ai_settings, screen):
"""initate alien and set in proper position"""
super().__init__()
self.screen = screen
self.ai_settings = ai_settings
# loda alien's image information,and set attribute
self.image = pygame.image.load("images/alien.bmp")
# self.image = pygame.transform.scale(self.image,
# ai_settings.alien_width, ai_settings.alien_height)
self.image = pygame.transform.scale(self.image, # #change ship's size
(ai_settings.alien_width, ai_settings.alien_height))
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# save accurate position
self.x = float(self.rect.x)
def blitme(self):
"""draw a alien in a specific position"""
self.screen.blit(self.image,self.rect)
def check_edges(self):
"""if alien at edge then return 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):
# move alien to right or left calculation
self.x += (self.ai_settings.alien_speed_factor *
self.ai_settings.fleet_direction)
self.rect.x = self.x
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""a class to be used to manage bullet's object"""
def __init__(self, ai_settings, screen, ship):
"""create a bullet"""
super().__init__()
self.screen = screen
# in (0,0) create a rectangle to show bullet,then set proper position
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
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""up moving"""
self.y -= self.speed_factor
"""update express bullet's rect position"""
self.rect.y = self.y
def draw_bullet(self):
"""draw bullet on screen"""
pygame.draw.rect(self.screen, self.color, self.rect)
game_functions.py
"""Code_restructure make alien_invasion more easy"""
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
""" response keyboard and mouse operation """
def check_keydown_events(event, ai_settings, screen, ship, bullets):
if event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_SPACE:
# bullet's function
fire_bullet(ai_settings, screen, ship, bullets)
elif event.type == pygame.K_p:
sys.exit()
def check_keyup_events(event, ship):
if event.key == pygame.K_LEFT:
ship.moving_left = False
elif event.key == pygame.K_RIGHT:
ship.moving_right = False
def check_events(ai_settings, screen, ship, bullets):
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)
"""update screen coding"""
def update_screen(ai_settings, screen, ship, aliens, bullets):
# every circulation draw screen
screen.fill(ai_settings.bg_color)
# again draw all bullets
for bullet in bullets.sprites(): # return bullets.sprits() is a list
bullet.draw_bullet()
# draw ship in screen
ship.blitme()
aliens.draw(screen) # aliens.draw() is fault
# show nearly drawings so that we can see it
pygame.display.flip()
def update_bullets(ai_settings, screen, ship, bullets, aliens):
"""update bullet's position,and delete have lost bullet"""
# update bullet's possition
bullets.update()
# delete have lost bullet
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# print(len(bullets)) # again check
check_bullet_alien_collisions(ai_settings, screen, ship, bullets, aliens)
def check_bullet_alien_collisions(ai_settings, screen, ship, bullets, aliens):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
bullets.empty()
create_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings, screen, ship, bullets):
"""every time if not reach to limit,please launch a bullet"""
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
"""
def create_fleet(ai_settings, screen, aliens):
# create alien fleet ,create a alien and calculate how many aliens can put in a line
# distance is a alien_width
alien = Alien(ai_settings,screen)
alien_width = alien.rect.width
available_space_x = ai_settings.screen_width - 2*alien_width
number_aliens_x = int(available_space_x / (2*alien_width))
# craete a linable aliens
for alien_number in range(number_aliens_x):
# create a alien and put in this line
alien = Alien(ai_settings, screen)
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
aliens.add(alien)
"""
"""****code restructure, make more concision****"""
def get_number_rows(ai_settings, ship_height, alien_height):
available_space_y = ai_settings.screen_height - (3*ship_height) - alien_height
number_rows = int( available_space_y / (2*alien_height) )
return number_rows
def get_number_alien_x(ai_settings, alien_width):
# create alien fleet ,create a alien
# and calculate how many aliens can put in a line
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):
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):
# create alien fleet ,create a alien and calculate how many aliens can put in a line
alien = Alien(ai_settings, screen)
# calculate how many lines, to use this parameter to traversal
number_aliens_x = get_number_alien_x(ai_settings,alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.width)
# create a line alien
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)
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 check_fleet_edges(ai_settings, aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def ship_hit(ai_settings, stats, screen, ship, aliens, bullets):
"""Respond to a ship hit by aliens"""
if stats.ships_left >=1:
stats.ships_left -= 1
# Clear the Aliens list and the Bullets list
aliens.empty()
bullets.empty()
# create a new fleet aliens,and set ship in bottom center
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# Stop
sleep(1)
else:
stats.game_active = False
def check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets):
# check whether aliens reached screen's bottom
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# like ship hit process
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, ship, aliens, bullets):
check_fleet_edges(ai_settings, aliens)
aliens.update()
# check alien and bullets whether click
if pygame.sprite.spritecollideany(ship, aliens):
print("Ship hit!")
ship_hit(ai_settings, stats, screen, ship, aliens, bullets)
# check whether aliens reached screen's bottom
check_aliens_bottom(ai_settings, stats, screen, ship, aliens, bullets)
game_stats.py
class GameStats():
"""following game's statistic information"""
def __init__(self, ai_settings):
"""initate statistic information"""
self.ai_settings = ai_settings
self.reset_stats()
self.game_active = True
def reset_stats(self):
"""Initializes statistics that may change while the game is running"""
self.ships_left = self.ai_settings.ship_limit
settings.py
# set useful parameter
class Settings():
def __init__(self):
# et screen size
self.screen_width = 1200
self.screen_height = 800
# background color RGB
# Red is (255,0,0) Green is (0,255,0) Blue is (0,0,255)
self.bg_color = (100, 200, 200)
# set ship size
self.ShipImage_width = 30
self.ShipImage_height = 30
# set ship move ship
self.ShipSpeed_factor = 1.5 # 1.5pixel
self.ship_limit = 3
# set bullet
self.bullet_speed_factor = 3 # low ship
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
# set bullet number
self.bullets_allowed = 3
# set alien
self.alien_width = 50
self.alien_height = 50
self.alien_speed_factor = 1
self.fleet_drop_speed = 4
# moving direction: right:1 left: -1
self.fleet_direction = 1
ship.py
import pygame
from settings import Settings
class Ship():
def __init__(self, screen, ai_settings):
"""initate ship and this time set ship's positiopn"""
self.screen = screen
# ai_settings = Settings()
self.ai_settings = ai_settings # to use in update()
# load ship image and this time fetch outside rectangle
self.image = pygame.image.load("images/ship.bmp")
self.image = pygame.transform.scale(self.image, # #change ship's size
(ai_settings.ShipImage_width, ai_settings.ShipImage_height))
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# set every ship in bottom center
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# save float type number
self.center = float(self.rect.centerx)
# move flag initialize
self.moving_right = False
self.moving_left = False
def update(self):
"""change ship's position by moving flag"""
if self.moving_right and (self.rect.right < self.screen_rect.right):
# self.rect.centerx += 1
self.center += self.ai_settings.ShipSpeed_factor
elif self.moving_left and (self.rect.left> 0): # self.screen_rect.left > 0 is false,left key can't work
# self.rect.centerx -= 1
self.center -= self.ai_settings.ShipSpeed_factor
# on the basis of self.center update self.rect.centerx
self.rect.centerx = self.center
def blitme(self):
"""draw ship in a specific space"""
self.screen.blit(self.image, self.rect)
def center_ship(self):
self.center = self.screen_rect.centerx