@ -0,0 +1,39 @@
|
||||
import pygame
|
||||
|
||||
from pygame.sprite import Sprite
|
||||
|
||||
|
||||
class Alien(Sprite):
|
||||
"""A class to represent a single alien in the fleet."""
|
||||
|
||||
def __init__(self, ai_game):
|
||||
"""Initialize the alien and set its starting position."""
|
||||
super().__init__()
|
||||
self.screen = ai_game.screen
|
||||
self.settings = ai_game.settings
|
||||
|
||||
# Load the alien image and set its rect attribute.
|
||||
self.original_image = pygame.image.load('images\外星人2.png')
|
||||
alien_width = 75
|
||||
alien_height = 50
|
||||
|
||||
# 调整图片大小
|
||||
self.image = pygame.transform.scale(self.original_image, (alien_width, alien_height))
|
||||
self.rect = self.image.get_rect()
|
||||
|
||||
# Start each new alien near the top left of the screen.
|
||||
self.rect.x = self.rect.width
|
||||
self.rect.y = self.rect.height
|
||||
|
||||
# Store the alien's exact horizontal position.
|
||||
self.x = float(self.rect.x)
|
||||
|
||||
def check_edges(self):
|
||||
"""Return True if alien is at edge of screen."""
|
||||
screen_rect = self.screen.get_rect()
|
||||
return (self.rect.right >= screen_rect.right) or (self.rect.left <= 0)
|
||||
|
||||
def update(self):
|
||||
"""Move the alien right or left."""
|
||||
self.x += self.settings.alien_speed * self.settings.fleet_direction
|
||||
self.rect.x = self.x
|
@ -0,0 +1,253 @@
|
||||
import sys
|
||||
from time import sleep
|
||||
|
||||
import pygame
|
||||
from settings import Settings
|
||||
from game_stats import GameStats
|
||||
from scoreboard import Scoreboard
|
||||
from button import Button
|
||||
from ship import Ship
|
||||
from bullet import Bullet
|
||||
from alien import Alien
|
||||
|
||||
class AlienInvasion:
|
||||
"""Overall class to manage game assets and behavior."""
|
||||
|
||||
def __init__(self,index):
|
||||
"""Initialize the game, and create game resources."""
|
||||
pygame.init()
|
||||
self.clock = pygame.time.Clock()
|
||||
self.settings = Settings()
|
||||
self.screen = pygame.display.set_mode(
|
||||
(self.settings.screen_width, self.settings.screen_height))
|
||||
|
||||
pygame.display.set_caption("外星人入侵")
|
||||
# self.screen.blit(self.background_image, (0, 0))
|
||||
# pygame.display.flip()
|
||||
self.stats = GameStats(self)
|
||||
self.sb = Scoreboard(self,index)
|
||||
|
||||
self.ship = Ship(self,index)
|
||||
|
||||
self.bullets = pygame.sprite.Group()
|
||||
self.aliens = pygame.sprite.Group()
|
||||
|
||||
self._create_fleet()
|
||||
|
||||
# Start Alien Invasion in an inactive state.
|
||||
self.game_active = False
|
||||
|
||||
# Make the Play button.
|
||||
self.play_button = Button(self, "Play")
|
||||
|
||||
|
||||
def run_game(self,selected_image_path):
|
||||
"""Start the main loop for the game."""
|
||||
while True:
|
||||
self._check_events(selected_image_path)
|
||||
|
||||
if self.game_active:
|
||||
self.ship.update()
|
||||
self._update_bullets()
|
||||
self._update_aliens(selected_image_path)
|
||||
|
||||
self._update_screen()
|
||||
self.clock.tick(60)
|
||||
|
||||
def _check_events(self,selected_image_path):
|
||||
"""Respond to keypresses and mouse events."""
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
sys.exit()
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
self._check_keydown_events(event)
|
||||
elif event.type == pygame.KEYUP:
|
||||
self._check_keyup_events(event)
|
||||
elif event.type == pygame.MOUSEBUTTONDOWN:
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
self._check_play_button(mouse_pos,selected_image_path)
|
||||
|
||||
def _check_play_button(self, mouse_pos,selected_image_path):
|
||||
"""Start a new game when the player clicks Play."""
|
||||
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
|
||||
if button_clicked and not self.game_active:
|
||||
# Reset the game settings.
|
||||
self.settings.initialize_dynamic_settings()
|
||||
|
||||
# Reset the game statistics.
|
||||
self.stats.reset_stats()
|
||||
self.sb.prep_score()
|
||||
self.sb.prep_level()
|
||||
self.sb.prep_ships(selected_image_path)
|
||||
self.game_active = True
|
||||
|
||||
# Get rid of any remaining bullets and aliens.
|
||||
self.bullets.empty()
|
||||
self.aliens.empty()
|
||||
|
||||
# Create a new fleet and center the ship.
|
||||
self._create_fleet()
|
||||
self.ship.center_ship()
|
||||
|
||||
# Hide the mouse cursor.
|
||||
pygame.mouse.set_visible(False)
|
||||
|
||||
def _check_keydown_events(self, event):
|
||||
"""Respond to keypresses."""
|
||||
if event.key == pygame.K_RIGHT:
|
||||
self.ship.moving_right = True
|
||||
elif event.key == pygame.K_LEFT:
|
||||
self.ship.moving_left = True
|
||||
elif event.key == pygame.K_q:
|
||||
sys.exit()
|
||||
elif event.key == pygame.K_SPACE:
|
||||
self._fire_bullet()
|
||||
|
||||
def _check_keyup_events(self, event):
|
||||
"""Respond to key releases."""
|
||||
if event.key == pygame.K_RIGHT:
|
||||
self.ship.moving_right = False
|
||||
elif event.key == pygame.K_LEFT:
|
||||
self.ship.moving_left = False
|
||||
|
||||
def _fire_bullet(self):
|
||||
"""Create a new bullet and add it to the bullets group."""
|
||||
if len(self.bullets) < self.settings.bullets_allowed:
|
||||
new_bullet = Bullet(self)
|
||||
self.bullets.add(new_bullet)
|
||||
|
||||
def _update_bullets(self):
|
||||
"""Update position of bullets and get rid of old bullets."""
|
||||
# Update bullet positions.
|
||||
self.bullets.update()
|
||||
|
||||
# Get rid of bullets that have disappeared.
|
||||
for bullet in self.bullets.copy():
|
||||
if bullet.rect.bottom <= 0:
|
||||
self.bullets.remove(bullet)
|
||||
|
||||
self._check_bullet_alien_collisions()
|
||||
|
||||
def _check_bullet_alien_collisions(self):
|
||||
"""Respond to bullet-alien collisions."""
|
||||
# Remove any bullets and aliens that have collided.
|
||||
collisions = pygame.sprite.groupcollide(
|
||||
self.bullets, self.aliens, True, True)
|
||||
|
||||
if collisions:
|
||||
for aliens in collisions.values():
|
||||
self.stats.score += self.settings.alien_points * len(aliens)
|
||||
self.sb.prep_score()
|
||||
self.sb.check_high_score()
|
||||
|
||||
if not self.aliens:
|
||||
# Destroy existing bullets and create new fleet.
|
||||
self.bullets.empty()
|
||||
self._create_fleet()
|
||||
self.settings.increase_speed()
|
||||
|
||||
# Increase level.
|
||||
self.stats.level += 1
|
||||
self.sb.prep_level()
|
||||
|
||||
def _ship_hit(self,selected_image_path):
|
||||
"""Respond to the ship being hit by an alien."""
|
||||
if self.stats.ships_left > 0:
|
||||
# Decrement ships_left, and update scoreboard.
|
||||
self.stats.ships_left -= 1
|
||||
self.sb.prep_ships(selected_image_path)
|
||||
|
||||
# Get rid of any remaining bullets and aliens.
|
||||
self.bullets.empty()
|
||||
self.aliens.empty()
|
||||
|
||||
# Create a new fleet and center the ship.
|
||||
self._create_fleet()
|
||||
self.ship.center_ship()
|
||||
|
||||
# Pause.
|
||||
sleep(0.5)
|
||||
else:
|
||||
self.game_active = False
|
||||
pygame.mouse.set_visible(True)
|
||||
|
||||
def _update_aliens(self,selected_image_path):
|
||||
"""Check if the fleet is at an edge, then update positions."""
|
||||
self._check_fleet_edges()
|
||||
self.aliens.update()
|
||||
|
||||
# Look for alien-ship collisions.
|
||||
if pygame.sprite.spritecollideany(self.ship, self.aliens):
|
||||
self._ship_hit(selected_image_path)
|
||||
|
||||
# Look for aliens hitting the bottom of the screen.
|
||||
self._check_aliens_bottom(selected_image_path)
|
||||
|
||||
def _check_aliens_bottom(self,selected_image_path):
|
||||
"""Check if any aliens have reached the bottom of the screen."""
|
||||
for alien in self.aliens.sprites():
|
||||
if alien.rect.bottom >= self.settings.screen_height:
|
||||
# Treat this the same as if the ship got hit.
|
||||
self._ship_hit(selected_image_path)
|
||||
break
|
||||
|
||||
def _create_fleet(self):
|
||||
"""Create the fleet of aliens."""
|
||||
# Create an alien and keep adding aliens until there's no room left.
|
||||
# Spacing between aliens is one alien width and one alien height.
|
||||
alien = Alien(self)
|
||||
alien_width, alien_height = alien.rect.size
|
||||
|
||||
current_x, current_y = alien_width, alien_height
|
||||
while current_y < (self.settings.screen_height - 3 * alien_height):
|
||||
while current_x < (self.settings.screen_width - 2 * alien_width):
|
||||
self._create_alien(current_x, current_y)
|
||||
current_x += 2 * alien_width
|
||||
|
||||
# Finished a row; reset x value, and increment y value.
|
||||
current_x = alien_width
|
||||
current_y += 2 * alien_height
|
||||
|
||||
def _create_alien(self, x_position, y_position):
|
||||
"""Create an alien and place it in the fleet."""
|
||||
new_alien = Alien(self)
|
||||
new_alien.x = x_position
|
||||
new_alien.rect.x = x_position
|
||||
new_alien.rect.y = y_position
|
||||
self.aliens.add(new_alien)
|
||||
|
||||
def _check_fleet_edges(self):
|
||||
"""Respond appropriately if any aliens have reached an edge."""
|
||||
for alien in self.aliens.sprites():
|
||||
if alien.check_edges():
|
||||
self._change_fleet_direction()
|
||||
break
|
||||
|
||||
def _change_fleet_direction(self):
|
||||
"""Drop the entire fleet and change the fleet's direction."""
|
||||
for alien in self.aliens.sprites():
|
||||
alien.rect.y += self.settings.fleet_drop_speed
|
||||
self.settings.fleet_direction *= -1
|
||||
|
||||
def _update_screen(self):
|
||||
"""Update images on the screen, and flip to the new screen."""
|
||||
self.screen.fill(self.settings.bg_color)
|
||||
for bullet in self.bullets.sprites():
|
||||
bullet.draw_bullet()
|
||||
self.ship.blitme()
|
||||
self.aliens.draw(self.screen)
|
||||
|
||||
# Draw the score information.
|
||||
self.sb.show_score()
|
||||
|
||||
# Draw the play button if the game is inactive.
|
||||
if not self.game_active:
|
||||
self.play_button.draw_button()
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
|
||||
# if __name__ == '__main__':
|
||||
# # Make a game instance, and run the game.
|
||||
# ai = AlienInvasion()
|
||||
# ai.run_game()
|
@ -0,0 +1,31 @@
|
||||
import pygame
|
||||
from pygame.sprite import Sprite
|
||||
|
||||
class Bullet(Sprite):
|
||||
"""A class to manage bullets fired from the ship."""
|
||||
|
||||
def __init__(self, ai_game):
|
||||
"""Create a bullet object at the ship's current position."""
|
||||
super().__init__()
|
||||
self.screen = ai_game.screen
|
||||
self.settings = ai_game.settings
|
||||
self.color = (255, 0,0)
|
||||
|
||||
# Create a bullet rect at (0, 0) and then set correct position.
|
||||
self.rect = pygame.Rect(0, 0, self.settings.bullet_width,
|
||||
self.settings.bullet_height)
|
||||
self.rect.midtop = ai_game.ship.rect.midtop
|
||||
|
||||
# Store the bullet's position as a float.
|
||||
self.y = float(self.rect.y)
|
||||
|
||||
def update(self):
|
||||
"""Move the bullet up the screen."""
|
||||
# Update the exact position of the bullet.
|
||||
self.y -= self.settings.bullet_speed
|
||||
# Update the rect position.
|
||||
self.rect.y = self.y
|
||||
|
||||
def draw_bullet(self):
|
||||
"""Draw the bullet to the screen."""
|
||||
pygame.draw.rect(self.screen, self.color, self.rect)
|
@ -0,0 +1,35 @@
|
||||
import pygame.font
|
||||
|
||||
|
||||
class Button:
|
||||
"""A class to build buttons for the game."""
|
||||
|
||||
def __init__(self, ai_game, msg):
|
||||
"""Initialize button attributes."""
|
||||
self.screen = ai_game.screen
|
||||
self.screen_rect = self.screen.get_rect()
|
||||
|
||||
# Set the dimensions and properties of the button.
|
||||
self.width, self.height = 200, 50
|
||||
self.button_color = (0, 135, 0)
|
||||
self.text_color = (255, 255, 255)
|
||||
self.font = pygame.font.SysFont(None, 48)
|
||||
|
||||
# Build the button's rect object and center it.
|
||||
self.rect = pygame.Rect(0, 0, self.width, self.height)
|
||||
self.rect.center = self.screen_rect.center
|
||||
|
||||
# The button message needs to be prepped only once.
|
||||
self._prep_msg(msg)
|
||||
|
||||
def _prep_msg(self, msg):
|
||||
"""Turn msg into a rendered image and center text on the button."""
|
||||
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):
|
||||
"""Draw blank button and then draw message."""
|
||||
self.screen.fill(self.button_color, self.rect)
|
||||
self.screen.blit(self.msg_image, self.msg_image_rect)
|
@ -0,0 +1,16 @@
|
||||
class GameStats:
|
||||
"""Track statistics for Alien Invasion."""
|
||||
|
||||
def __init__(self, ai_game):
|
||||
"""Initialize statistics."""
|
||||
self.settings = ai_game.settings
|
||||
self.reset_stats()
|
||||
|
||||
# High score should never be reset.
|
||||
self.high_score = 0
|
||||
|
||||
def reset_stats(self):
|
||||
"""Initialize statistics that can change during the game."""
|
||||
self.ships_left = self.settings.ship_limit
|
||||
self.score = 0
|
||||
self.level = 1
|
After Width: | Height: | Size: 163 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 37 KiB |
After Width: | Height: | Size: 71 KiB |
After Width: | Height: | Size: 1.1 MiB |
After Width: | Height: | Size: 39 KiB |
After Width: | Height: | Size: 292 KiB |
@ -0,0 +1,83 @@
|
||||
import pygame.font
|
||||
from pygame.sprite import Group
|
||||
|
||||
from ship import Ship
|
||||
|
||||
|
||||
class Scoreboard:
|
||||
"""A class to report scoring information."""
|
||||
|
||||
def __init__(self, ai_game,index):
|
||||
"""Initialize scorekeeping attributes."""
|
||||
self.ai_game = ai_game
|
||||
self.screen = ai_game.screen
|
||||
self.screen_rect = self.screen.get_rect()
|
||||
self.settings = ai_game.settings
|
||||
self.stats = ai_game.stats
|
||||
|
||||
# Font settings for scoring information.
|
||||
self.text_color = (30, 30, 30)
|
||||
self.font = pygame.font.SysFont(None, 48)
|
||||
|
||||
# Prepare the initial score images.
|
||||
self.prep_score()
|
||||
self.prep_high_score()
|
||||
self.prep_level()
|
||||
self.prep_ships(index)
|
||||
|
||||
def prep_score(self):
|
||||
"""Turn the score into a rendered image."""
|
||||
rounded_score = round(self.stats.score, -1)
|
||||
score_str = f"{rounded_score:,}"
|
||||
self.score_image = self.font.render(score_str, True,
|
||||
self.text_color, self.settings.bg_color)
|
||||
|
||||
# Display the score at the top right of the screen.
|
||||
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):
|
||||
"""Turn the high score into a rendered image."""
|
||||
high_score = round(self.stats.high_score, -1)
|
||||
high_score_str = f"{high_score:,}"
|
||||
self.high_score_image = self.font.render(high_score_str, True,
|
||||
self.text_color, self.settings.bg_color)
|
||||
|
||||
# Center the high score at the top of the screen.
|
||||
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):
|
||||
"""Turn the level into a rendered image."""
|
||||
level_str = str(self.stats.level)
|
||||
self.level_image = self.font.render(level_str, True,
|
||||
self.text_color, self.settings.bg_color)
|
||||
|
||||
# Position the level below the score.
|
||||
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,index):
|
||||
"""Show how many ships are left."""
|
||||
self.ships = Group()
|
||||
for ship_number in range(self.stats.ships_left):
|
||||
ship = Ship(self.ai_game,index)
|
||||
ship.rect.x = 10 + ship_number * ship.rect.width
|
||||
ship.rect.y = 10
|
||||
self.ships.add(ship)
|
||||
|
||||
def check_high_score(self):
|
||||
"""Check to see if there's a new high score."""
|
||||
if self.stats.score > self.stats.high_score:
|
||||
self.stats.high_score = self.stats.score
|
||||
self.prep_high_score()
|
||||
|
||||
def show_score(self):
|
||||
"""Draw scores, level, and ships to the screen."""
|
||||
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)
|
@ -0,0 +1,50 @@
|
||||
import pygame
|
||||
class Settings:
|
||||
"""A class to store all settings for Alien Invasion."""
|
||||
|
||||
def __init__(self):
|
||||
"""Initialize the game's static settings."""
|
||||
# Screen settings
|
||||
self.screen_width = 1200
|
||||
self.screen_height = 650
|
||||
self.bg_color = (255, 255, 255)
|
||||
# background = pygame.image.load('scoring\\images\\background.jpg')
|
||||
# alien_invasion.screen.blit(background,(0,0))
|
||||
# Ship settings
|
||||
self.ship_limit = 3
|
||||
|
||||
# Bullet settings
|
||||
self.bullet_width = 3
|
||||
self.bullet_height = 15
|
||||
self.bullet_color = (60, 60, 60)
|
||||
self.bullets_allowed = 5
|
||||
|
||||
# Alien settings
|
||||
self.fleet_drop_speed = 10
|
||||
|
||||
# How quickly the game speeds up
|
||||
self.speedup_scale = 1.1
|
||||
# How quickly the alien point values increase
|
||||
self.score_scale = 1.5
|
||||
|
||||
self.initialize_dynamic_settings()
|
||||
|
||||
def initialize_dynamic_settings(self):
|
||||
"""Initialize settings that change throughout the game."""
|
||||
self.ship_speed = 1.5
|
||||
self.bullet_speed = 2.5
|
||||
self.alien_speed = 1.0
|
||||
|
||||
# fleet_direction of 1 represents right; -1 represents left.
|
||||
self.fleet_direction = 1
|
||||
|
||||
# Scoring settings
|
||||
self.alien_points = 50
|
||||
|
||||
def increase_speed(self):
|
||||
"""Increase speed settings and alien point values."""
|
||||
self.ship_speed *= self.speedup_scale
|
||||
self.bullet_speed *= self.speedup_scale
|
||||
self.alien_speed *= self.speedup_scale
|
||||
|
||||
self.alien_points = int(self.alien_points * self.score_scale)
|
@ -0,0 +1,54 @@
|
||||
import pygame
|
||||
from pygame.sprite import Sprite
|
||||
|
||||
|
||||
class Ship(Sprite):
|
||||
"""A class to manage the ship."""
|
||||
|
||||
def __init__(self, ai_game,index):
|
||||
"""Initialize the ship and set its starting position."""
|
||||
super().__init__()
|
||||
self.screen = ai_game.screen
|
||||
self.settings = ai_game.settings
|
||||
self.screen_rect = ai_game.screen.get_rect()
|
||||
# 现在你可以通过实例访问image_path
|
||||
# images = ImageSwitcher.j
|
||||
print(index)
|
||||
# Load the ship image and get its rect.
|
||||
self.original_image = pygame.image.load(index)
|
||||
alien_width = 90
|
||||
alien_height = 90
|
||||
|
||||
# 调整图片大小
|
||||
self.image = pygame.transform.scale(self.original_image, (alien_width, alien_height))
|
||||
self.rect = self.image.get_rect()
|
||||
|
||||
# Start each new ship at the bottom center of the screen.
|
||||
self.rect.midbottom = self.screen_rect.midbottom
|
||||
|
||||
# Store a float for the ship's exact horizontal position.
|
||||
self.x = float(self.rect.x)
|
||||
|
||||
# Movement flags; start with a ship that's not moving.
|
||||
self.moving_right = False
|
||||
self.moving_left = False
|
||||
|
||||
def center_ship(self):
|
||||
"""Center the ship on the screen."""
|
||||
self.rect.midbottom = self.screen_rect.midbottom
|
||||
self.x = float(self.rect.x)
|
||||
|
||||
def update(self):
|
||||
"""Update the ship's position based on movement flags."""
|
||||
# Update the ship's x value, not the rect.
|
||||
if self.moving_right and self.rect.right < self.screen_rect.right:
|
||||
self.x += self.settings.ship_speed
|
||||
if self.moving_left and self.rect.left > 0:
|
||||
self.x -= self.settings.ship_speed
|
||||
|
||||
# Update rect object from self.x.
|
||||
self.rect.x = self.x
|
||||
|
||||
def blitme(self):
|
||||
"""Draw the ship at its current location."""
|
||||
self.screen.blit(self.image, self.rect)
|