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alien_invasion.py模块

  • 模块功能主程序入口
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
posted @ 2021-05-24 16:14  冰峰漫步  阅读(83)  评论(0编辑  收藏  举报