xu'pei'yu 6 months ago
parent 0d18cf4eac
commit 05dabd3686

8
.idea/.gitignore vendored

@ -0,0 +1,8 @@
# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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# 开发日期: 2024/4/26
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的属性"""
def __init__(self, ai_settings, screen):
"""初始化外星人并设置其初始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载外星人图像并设置其rect属性
self.image = pygame.image.load('images/al.png')
self.rect = self.image.get_rect()
# 每个外星人最初都是在屏幕左上角
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)
# 增加代码
self.max_hp = ai_settings.alien_max_hp # 外星人最大生命值
self.hp = ai_settings.alien_max_hp # 外星人当前生命值
def draw(self):
"""在指定位置绘制外星人"""
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_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x

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import pygame
from ship import Ship
from settings import Settings
from pygame.sprite import Group
import game_functions as gf
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
# 初始化pygame、设置和屏幕对象
pygame.init()
pygame.mixer.init(frequency=22050, size=16, channels=2, buffer=512)
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
pygame.mixer.music.load('bgm/bgm.mp3')
pygame.mixer.music.play(-1)
pygame.image.load("images/bg.jpg").convert()
# 创建Play按钮
play_botton = Button(ai_settings, screen, "Play")
# 创造一艘飞船
ship = Ship(ai_settings, screen)
# 创建一个用于存储子弹的编组
bullets = Group()
# 创建一个用于存储外星人的编组
aliens = Group()
# 创建一个用于存储游戏统计信息的实例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 创建外星人人群
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_botton, 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_botton)
# run_game()

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@ -0,0 +1,392 @@
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@ -0,0 +1,370 @@
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('pygame.colordict',
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('pygame.cursors',
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('pygame.ftfont',
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('pygame.macosx',
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('pygame.pkgdata',
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('pygame.sndarray',
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('pygame.sprite',
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('pygame.surfarray',
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('pygame.sysfont',
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('pygame.threads',
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('quopri', 'D:\\Program Files\\Python312\\Lib\\quopri.py', 'PYMODULE'),
('random', 'D:\\Program Files\\Python312\\Lib\\random.py', 'PYMODULE'),
('scoreboard', 'D:\\pythonProject\\test1\\scoreboard.py', 'PYMODULE'),
('selectors', 'D:\\Program Files\\Python312\\Lib\\selectors.py', 'PYMODULE'),
('settings', 'D:\\pythonProject\\test1\\settings.py', 'PYMODULE'),
('ship', 'D:\\pythonProject\\test1\\ship.py', 'PYMODULE'),
('shutil', 'D:\\Program Files\\Python312\\Lib\\shutil.py', 'PYMODULE'),
('signal', 'D:\\Program Files\\Python312\\Lib\\signal.py', 'PYMODULE'),
('socket', 'D:\\Program Files\\Python312\\Lib\\socket.py', 'PYMODULE'),
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('sysconfig', 'D:\\Program Files\\Python312\\Lib\\sysconfig.py', 'PYMODULE'),
('tarfile', 'D:\\Program Files\\Python312\\Lib\\tarfile.py', 'PYMODULE'),
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'PYMODULE'),
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('urllib',
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('urllib.error',
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('urllib.request',
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'PYMODULE'),
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'PYMODULE'),
('xml.parsers.expat',
'D:\\Program Files\\Python312\\Lib\\xml\\parsers\\expat.py',
'PYMODULE'),
('xml.sax',
'D:\\Program Files\\Python312\\Lib\\xml\\sax\\__init__.py',
'PYMODULE'),
('xml.sax._exceptions',
'D:\\Program Files\\Python312\\Lib\\xml\\sax\\_exceptions.py',
'PYMODULE'),
('xml.sax.expatreader',
'D:\\Program Files\\Python312\\Lib\\xml\\sax\\expatreader.py',
'PYMODULE'),
('xml.sax.handler',
'D:\\Program Files\\Python312\\Lib\\xml\\sax\\handler.py',
'PYMODULE'),
('xml.sax.saxutils',
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'PYMODULE'),
('xml.sax.xmlreader',
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'PYMODULE'),
('zipfile',
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'PYMODULE'),
('zipfile._path',
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'PYMODULE'),
('zipfile._path.glob',
'D:\\Program Files\\Python312\\Lib\\zipfile\\_path\\glob.py',
'PYMODULE'),
('zipimport', 'D:\\Program Files\\Python312\\Lib\\zipimport.py', 'PYMODULE')])

@ -0,0 +1,48 @@
This file lists modules PyInstaller was not able to find. This does not
necessarily mean this module is required for running your program. Python and
Python 3rd-party packages include a lot of conditional or optional modules. For
example the module 'ntpath' only exists on Windows, whereas the module
'posixpath' only exists on Posix systems.
Types if import:
* top-level: imported at the top-level - look at these first
* conditional: imported within an if-statement
* delayed: imported within a function
* optional: imported within a try-except-statement
IMPORTANT: Do NOT post this list to the issue-tracker. Use it as a basis for
tracking down the missing module yourself. Thanks!
missing module named pyimod02_importers - imported by D:\pythonProject\test1\.venv\Lib\site-packages\PyInstaller\hooks\rthooks\pyi_rth_pkgres.py (delayed), D:\pythonProject\test1\.venv\Lib\site-packages\PyInstaller\hooks\rthooks\pyi_rth_pkgutil.py (delayed)
missing module named pwd - imported by posixpath (delayed, conditional, optional), shutil (delayed, optional), tarfile (optional), pathlib (delayed, optional), subprocess (delayed, conditional, optional), pkg_resources._vendor.backports.tarfile (optional), netrc (delayed, conditional), getpass (delayed)
missing module named grp - imported by shutil (delayed, optional), tarfile (optional), pathlib (delayed, optional), subprocess (delayed, conditional, optional), pkg_resources._vendor.backports.tarfile (optional)
missing module named posix - imported by os (conditional, optional), shutil (conditional), importlib._bootstrap_external (conditional), posixpath (optional)
missing module named resource - imported by posix (top-level)
excluded module named _frozen_importlib - imported by importlib (optional), importlib.abc (optional), zipimport (top-level)
missing module named _frozen_importlib_external - imported by importlib._bootstrap (delayed), importlib (optional), importlib.abc (optional), zipimport (top-level)
missing module named _posixsubprocess - imported by subprocess (conditional)
missing module named fcntl - imported by subprocess (optional)
missing module named typing_extensions - imported by pkg_resources._vendor.packaging.metadata (conditional, optional), packaging.metadata (conditional, optional)
missing module named _manylinux - imported by pkg_resources._vendor.packaging._manylinux (delayed, optional), packaging._manylinux (delayed, optional)
missing module named jnius - imported by pkg_resources._vendor.platformdirs.android (delayed, optional)
missing module named platformdirs - imported by pkg_resources._vendor.platformdirs.__main__ (top-level)
missing module named pkg_resources._vendor.typing_extensions - imported by pkg_resources._vendor.platformdirs (conditional)
missing module named 'pkg_resources.extern.importlib_resources' - imported by pkg_resources._vendor.jaraco.text (optional)
missing module named 'pkg_resources.extern.more_itertools' - imported by pkg_resources._vendor.jaraco.functools (top-level)
missing module named 'pkg_resources.extern.backports' - imported by pkg_resources._vendor.jaraco.context (conditional)
missing module named _scproxy - imported by urllib.request (conditional)
missing module named termios - imported by getpass (optional)
missing module named 'pkg_resources.extern.platformdirs' - imported by pkg_resources (top-level)
missing module named 'pkg_resources.extern.packaging' - imported by pkg_resources (top-level)
missing module named 'pkg_resources.extern.jaraco' - imported by pkg_resources (top-level), pkg_resources._vendor.jaraco.text (top-level)
missing module named vms_lib - imported by platform (delayed, optional)
missing module named 'java.lang' - imported by platform (delayed, optional)
missing module named java - imported by platform (delayed)
missing module named _winreg - imported by platform (delayed, optional)
missing module named OpenGL - imported by pygame (delayed)
missing module named numpy - imported by pygame.surfarray (top-level), pygame.sndarray (top-level), pygame (delayed)
missing module named pygame.register_quit - imported by pygame (top-level), pygame.fastevent (top-level)
missing module named pygame.error - imported by pygame (top-level), pygame.fastevent (top-level)
missing module named 'pygame.overlay' - imported by pygame (optional)
missing module named 'pygame.cdrom' - imported by pygame (conditional, optional)

File diff suppressed because it is too large Load Diff

@ -0,0 +1,39 @@
# 开发日期: 2024/4/26
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个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
# 加载子弹图像,并获取其外接矩形
# self.image = pygame.image.load('images/bullet.png')
# self.rect = self.image.get_rect()
# self.rect.centerx = ship.rect.centerx
# 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.speed_factor = ai_settings.bullet_speed_factor
# 加载子弹图像,并获取其外接矩形
self.image = pygame.image.load('images/bullet.png')
self.sound = pygame.mixer.Sound('bgm/bullet.wav')
self.rect = self.image.get_rect()
self.rect.centerx = ship.rect.centerx
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.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值
self.y -= self.speed_factor
# 更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
self.screen.blit(self.image, self.rect)

@ -0,0 +1,34 @@
import pygame.font
import pygame
class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按钮的属性"""
pygame.init()
self.screen = screen
self.screen_rect = screen.get_rect()
# 设置按钮的尺寸和其它属性
self.width = 200
self.height = 50
self.button_color = (0, 255, 50)
self.text_color = (255, 255, 255)
# print(pygame.font.get_fonts())
# self.font = pygame.font.SysFont("arial", 48)
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
# 按钮的标签只需创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""将msg渲染成图像 并将其在按钮上居中"""
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,再绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)

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import pygame
from pygame.examples.video import x, y
class Explosion:
def __init__(self, ai_setting, screen):
self.screen = screen
self.image = pygame.image.load('images/explosion.png')
self.rect = self.image.get_rect()
self.visible = False
self.stop_time = ai_setting.explosion_time
self.stop = ai_setting.explosion_time
def create(self):
self.visible = True
self.stop = self.stop_time
self.rect.centerx = x
self.rect.centery = y
def update(self):
self.stop -= 1
if self.stop == 0:
self.visible = False
def display(self):
if self.visible:
self.screen.blit(self.image, self.rect)

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# 开发日期: 2024/4/26
import sys
import start_ui
from bullet import Bullet
from alien import Alien
from time import sleep, time
import pygame
import settings
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:
pygame.mixer.Sound('bgm/bullet.wav').play()
fire_bullet(ai_settings, screen, ship, bullets)
def check_keyup_events(event,ship):
"""松开响应"""
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):
"""捕捉所有操作"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
# 添加代码
start_ui.GameWelcomeScreen()
stats.save_high_score()
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)
# 增加代码
def text_objects(text, font):
textSurface = font.render(text, True, (0, 0, 0))
return textSurface, textSurface.get_rect()
def message_display(text, ai_settings, screen, stats, sb, play_button):
largeText = pygame.font.Font('comicsansms', 115)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((ai_settings.screen_width / 2), (ai_settings.screen_height / 2))
screen.blit(TextSurf, TextRect)
pygame.display.update()
time.sleep(3)
#
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
"""在玩家单击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()
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
# 重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 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,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应子弹和外星人的碰撞"""
# 删除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:
# 删除现有子弹, 加快游戏节奏,并新建一群外星人
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def check_fleet_edges(ai_settings, aliens):
"""有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 check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""检查是否有外星人到达了屏幕底部"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞到一样进行处理
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def check_high_score(stats, sb):
"""检查是否诞生了新的最高得分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
def fire_bullet(ai_settings, screen, ship, bullets):
"""如果还没有达到限制,就发射一颗子弹"""
# 创建一颗子弹并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
new_bullet.sound.play()
bullets.add(new_bullet)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少外星人"""
available_space_x = ai_settings.screen_width - 1 * 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 - (1 * 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 * row_number
aliens.add(alien)
def create_fleet(ai_settings, screen, ship, aliens):
"""创建外星人群"""
# 创建一个外星人,并计算一行可容纳多少个外星人
# 外星人间距为外星人宽度
alien = Alien(ai_settings, screen)
number_alien_x = get_number_aliens_x(ai_settings, alien.rect.width)
number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
# 创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_alien_x):
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def change_fleet_direction(ai_settings, aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ship_left减1
stats.ships_left -= 1
# 更新记分牌
sb.prep_ships()
# 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,并将飞船放到屏幕底端中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""
检查是否有外星人位于屏幕边缘并更新整群外星人的位置
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
def update_screen(ai_settings,screen, stats, sb, ship, aliens, bullets, play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
# 每次循环时都重绘屏幕
screen.fill(ai_settings.bg_color)
# 在飞船和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 显示得分
sb.show_score()
# 如果游戏处于非活动状态就绘制Play按钮
if not stats.game_active:
play_button.draw_button()
#continue_buton.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""根据子弹的位置,并删除已消失的子弹"""
# 更新子弹的位置
bullets.update()
# 删除已消失的子弹
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)

@ -0,0 +1,32 @@
# 开发日期: 2024/4/26
import pickle
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()
# 游戏刚启动的时候处于活动状态
self.game_active = False
# 在任何情况下都不应该重置最高分
self.high_score = 0
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
def save_high_score(self):
f = open("high_score.pk1", 'wb')
pickle.dump(str(self.high_score), f, 0)
f.close()
def load_high_score(self):
f = open("high_score.pk1", 'rb')
try:
str_high_score = pickle.load(f)
self.high_score = int(str_high_score)
except EOFError:
self.high_score = 0
finally:
f.close()

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import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""显示得分信息类"""
def __init__(self, ai_settings, screen, stats):
"""初始化得分涉及的属性"""
pygame.init()
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# 显示得分信息使用的字体设置
self.text_color = (30, 30, 30)
# self.font = pygame.font.SysFont(None, 48)
self.font = pygame.font.SysFont("arial", 48)
# 准备包含最高得分和当前得分、当前等级的图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转换为一种渲染的图像"""
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)
#将得分放在屏幕右下角
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):
"""将最高得分转换为渲染图像"""
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)
# 将最高得分放在屏幕中央
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.score_rect.top
def prep_level(self):
"""将等级转换成渲染的图像"""
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):
"""显示还余下多少艘飞船"""
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):
"""在屏幕上显示飞船和得分"""
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)

@ -0,0 +1,49 @@
# 开发日期: 2024/4/26
import pygame
class Settings():
"""储存《外星人入侵》的所有设置的类"""
def __init__(self):
"""初始化游戏的设置"""
# 屏幕设置
self.screen_width = 1400
self.screen_height = 800
self.bg_color = (0, 128, 128)
# 飞船的设置
self.ship_limit = 2
# 子弹设置
self.bullets_allowed = 5
self.bullet_speed_factor = 2
# 外星人设置
self.fleet_drop_speed = 10
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction为1表示向右移动为-1表示向左移动
self.fleet_direction = 1
self.alien_points = 30
def increase_speed(self):
"""提高速度设置和外星人点数"""
# 通过增加速度因子和分数的比例因子来提高游戏中飞船、子弹和外星人的速度,以及击落外星人时获得的分数
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)

@ -0,0 +1,42 @@
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加载飞船图像并获取其外接矩形
self.image = pygame.image.load('images/ship.png')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每艘新飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飞船的属性center中存储最小值
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志调整飞船的位置"""
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
# 根据self.center更新rect.center
self.rect.centerx = self.center
def center_ship(self):
"""让飞船在屏幕居中"""
self.center = self.screen_rect.centerx
def blitme(self):
""""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)

@ -0,0 +1,52 @@
import tkinter as tk
import alien_invasion
from PIL import Image, ImageTk
class GameWelcomeScreen(tk.Tk):
def __init__(self):
super().__init__()
self.title("欢迎界面")
self.geometry("1300x750") # 设置窗口大小
# 添加标签和按钮
self.welcome_label = tk.Label(self, text="WELCOM TO \nThe Alien Invasion", font=("comicsansms", 50), foreground="lightblue")
self.welcome_label.pack(pady=50) # 使用pack布局管理器
self.start_button = tk.Button(self, text="进入游戏", font=("comicsansms", 20), command=self.start_button, background="lightblue")
self.start_button.pack(pady=20)
self.quit_button = tk.Button(self, text="退出游戏", font=("comicsansms", 20), command=self.quit, background="lightgreen")
self.quit_button.pack(pady=20)
self.about_button = tk.Button(self, text="关于游戏", font=("comicsansms", 20), command=self.about_button, background="lightyellow")
self.about_button.pack(pady=20)
self.mainloop()
def set_image_as_background(self, image_path):
img = Image.open(image_path)
img = img.resize((self.root.winfo_reqwidth(), self.root.winfo_reqheight()), Image.Resampling.LANCZOS)
photo = ImageTk.PhotoImage(img)
self.canvas = tk.Canvas(self.root, width=self.root.winfo_reqwidth(), height=self.root.winfo_reqheight())
self.canvas.pack(fill="both", expand=True)
# 在Canvas上放置图片
self.canvas.create_image(0, 0, image=photo, anchor="nw")
self.canvas.image = photo
def start_button(self):
print("开始游戏")
alien_invasion.run_game()
def about_button(self):
print("本游戏是外星人入侵游戏")
root = tk.Tk() # 建立第二个窗口
root.title("关于游戏")
root.geometry("400x300")
tk.Label(root, text="这是一款使用Pygame包来开发的2D游戏。"
"\n它在玩家每消灭一群向下移动的外星人后,将玩家提高一个等级。\n每射杀一个外星人获得的相应的分数,等级越高,"
"\n游戏的节奏越快,难度越大,击杀每个外星人获得的分数就越高。\n"
"玩家的任务就是击落每个从屏幕上方移动下来的外星人,\n当外星人碰到飞船或者屏幕底部时该飞船被摧毁,\n"
"每个玩家可拥有三艘飞船,当三艘飞船都被摧毁时结束游戏\n得出最高分。\n\n\n"
"游戏使用:左右键移动飞船,空格键发射子弹",
font=("comicsansms", 10), foreground='black').pack(pady=20)
root.mainloop()
if __name__ == "__main__":
app = GameWelcomeScreen()
app.mainloop()

@ -0,0 +1,59 @@
python
复制代码
import tkinter as tk
from PIL import Image, ImageTk
class TkinterBackground:
def __init__(self, root, image_path):
self.root = root
self.set_image_as_background(image_path)
def set_image_as_background(self, image_path):
# 加载图片
img = Image.open(image_path)
# 确保图片与窗口大小匹配,或者你可以调整图片大小
img = img.resize((self.root.winfo_reqwidth(), self.root.winfo_reqheight()), Image.Resampling.LANCZOS)
# 使用PIL的ImageTk将PIL Image转换为Tkinter的PhotoImage
photo = ImageTk.PhotoImage(img)
# 创建一个Canvas来放置图片
self.canvas = tk.Canvas(self.root, width=self.root.winfo_reqwidth(), height=self.root.winfo_reqheight())
self.canvas.pack(fill="both", expand=True)
# 在Canvas上放置图片
self.canvas.create_image(0, 0, image=photo, anchor="nw")
# 保持对PhotoImage的引用否则它会被Python的垃圾回收机制回收
self.canvas.image = photo
# 使用示例
root = tk.Tk()
root.title("Image Background")
# 设置窗口大小(可选,你可以根据需要设置)
root.geometry("400x300")
# 创建一个TkinterBackground的实例并设置图片背景
background = TkinterBackground(root, "path_to_your_image.jpg") # 替换为你的图片路径
# 运行Tkinter事件循环
root.mainloop()
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