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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

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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()

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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)

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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)

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import tkinter as tk
from PIL import Image, ImageTk
from alien_invasion import AlienInvasion
class ImageSwitcher:
def __init__(self, master, images_paths):
self.master = master
self.master.title("选择你想要的飞机")
self.images = []
self.image_frames = []
self.current_image_index = 0
rows = (len(images_paths) - 1) // 3 + 1
column = 0
row = 0
for i, path in enumerate(images_paths):
frame = tk.Frame(master)
img = Image.open(path)
img = img.resize((400, 260), Image.BICUBIC)
img_tk = ImageTk.PhotoImage(img)
self.images.append(img_tk)
image_label = tk.Label(frame, image=img_tk)
image_label.grid(row=0, column=0, padx=5, pady=5) # 在frame内部使用grid
button = tk.Button(frame, text=f"选择飞机 {i+1}", command=lambda index=i: self.switch_image(index),
font=("Arial", 18), padx=10, pady=5)
button.grid(row=0, column=1, padx=5, pady=5) # 在frame内部与图片并排
# 将frame添加到master中但注意使用grid而不是pack
frame.grid(row=row, column=column, padx=10, pady=10)
# 更新行列索引以进行下一组图片和按钮的放置
column += 2 # 因为每个frame包含1个图片和1个按钮所以column增加2
if column >= 3: # 假设每行3个组合
column = 0
row += 1
# 添加"确定"按钮到master的底部
button_show = tk.Button(master, text="确定", command=self.on_button_click,
font=("Arial", 18), padx=10, pady=5)
button_show.grid(row=rows, column=0, columnspan=3, pady=10) # 使其横跨3列
def show_current_image(self):
for frame in self.image_frames:
frame.pack_forget()
current_frame = self.image_frames[self.current_image_index]
current_frame.pack(pady=10)
def switch_image(self, index):
if 0 <= index < len(self.images):
self.current_image_index = index
self.show_current_image()
def on_button_click(self):
selected_image_path = images_paths[self.current_image_index]
alien_invasion = AlienInvasion(selected_image_path)
alien_invasion.run_game(selected_image_path)
self.master.destroy()
print(f"用户选择了图片: {selected_image_path}")
images_paths = ["images\火箭1.png", "images\火箭2.png", "images\火箭3.png","images\火箭4.png"]
def category():
root = tk.Tk()
root.geometry("1200x700")
root.configure(background='#666666') # 白色背景
app = ImageSwitcher(root, images_paths)
root.mainloop()

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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

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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)

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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)

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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)

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import tkinter as tk
# 这个就属于第三方库 tkinter还有pygame像这样的import引入时报错的一般就是你的第三方库没有引入
from tkinter import messagebox
# 然后你输入命令下载第三方库,我这里已经下载了所以它会提示已存在gaiku
# 像这样下载完之后就可以找到代码中对应的主函数运行了记得每个python文件都要引入(如果有的话就要引入)
# 不然代码会报错我这里的主程序设置成welcome.py了,我直接运行该文件就可以,内如比较简陋,但是基本
# 的功能都有,这个都可以自己改的
import category
def welcome_screen():
# 创建主窗口
root = tk.Tk()
root.title("欢迎界面")
root.geometry("1200x700")
root.configure(bg='lightblue')
# 创建欢迎标签
welcome_label = tk.Label(root, text="欢迎使用外星人大战!", font=("Arial", 50, "bold"))
welcome_label.pack(pady=50)
# 倒计时变量
countdown = 7
# 更新倒计时标签的函数
def update_countdown_label():
nonlocal countdown
countdown -= 1
if countdown >= 0:
# 更新标签文本并再次调用自己使用root.after实现递归
message_label.config(text=f"{countdown}秒后自动进入游戏")
root.after(1000, update_countdown_label) # 每隔1秒调用一次
else:
# 倒计时结束,弹出消息框并关闭窗口
root.destroy()
category.category()
# 创建倒计时标签
message_label = tk.Label(root, text="7秒后自动进入游戏", font=("Arial", 10, "bold"))
message_label.pack(pady=10)
# 创建开始游戏按钮(可选,用于手动开始游戏)
def simulate_page_jump():
root.destroy()
category.category()
jump_button = tk.Button(root, text="开始游戏", font=("Arial", 24, "bold"), command=simulate_page_jump)
jump_button.pack(pady=20)
# 开始倒计时
update_countdown_label()
# 进入Tkinter事件循环
root.mainloop()
if __name__ == '__main__':
welcome_screen()
# ai = AlienInvasion()
# ai.run_game()
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