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2 Commits
aa8c3fae3b
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a46ba6f80f
Author | SHA1 | Date |
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wwr | a46ba6f80f | 6 months ago |
wwr | 9c5612c462 | 6 months ago |
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import pygame
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from pygame.sprite import Sprite
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class Alien(Sprite):
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"""A class to represent a single alien in the fleet."""
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def __init__(self, ai_game):
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"""Initialize the alien and set its starting position."""
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super().__init__()
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self.screen = ai_game.screen
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self.settings = ai_game.settings
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# Load the alien image and set its rect attribute.
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self.original_image = pygame.image.load('images\外星人2.png')
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alien_width = 75
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alien_height = 50
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# 调整图片大小
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self.image = pygame.transform.scale(self.original_image, (alien_width, alien_height))
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self.rect = self.image.get_rect()
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# Start each new alien near the top left of the screen.
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self.rect.x = self.rect.width
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self.rect.y = self.rect.height
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# Store the alien's exact horizontal position.
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self.x = float(self.rect.x)
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def check_edges(self):
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"""Return True if alien is at edge of screen."""
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screen_rect = self.screen.get_rect()
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return (self.rect.right >= screen_rect.right) or (self.rect.left <= 0)
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def update(self):
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"""Move the alien right or left."""
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self.x += self.settings.alien_speed * self.settings.fleet_direction
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self.rect.x = self.x
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@ -0,0 +1,253 @@
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import sys
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from time import sleep
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import pygame
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from settings import Settings
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from game_stats import GameStats
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from scoreboard import Scoreboard
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from button import Button
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from ship import Ship
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from bullet import Bullet
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from alien import Alien
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class AlienInvasion:
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"""Overall class to manage game assets and behavior."""
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def __init__(self,index):
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"""Initialize the game, and create game resources."""
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pygame.init()
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self.clock = pygame.time.Clock()
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self.settings = Settings()
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self.screen = pygame.display.set_mode(
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(self.settings.screen_width, self.settings.screen_height))
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pygame.display.set_caption("外星人入侵")
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# self.screen.blit(self.background_image, (0, 0))
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# pygame.display.flip()
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self.stats = GameStats(self)
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self.sb = Scoreboard(self,index)
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self.ship = Ship(self,index)
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self.bullets = pygame.sprite.Group()
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self.aliens = pygame.sprite.Group()
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self._create_fleet()
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# Start Alien Invasion in an inactive state.
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self.game_active = False
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# Make the Play button.
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self.play_button = Button(self, "Play")
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def run_game(self,selected_image_path):
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"""Start the main loop for the game."""
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while True:
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self._check_events(selected_image_path)
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if self.game_active:
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self.ship.update()
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self._update_bullets()
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self._update_aliens(selected_image_path)
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self._update_screen()
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self.clock.tick(60)
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def _check_events(self,selected_image_path):
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"""Respond to keypresses and mouse events."""
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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self._check_keydown_events(event)
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elif event.type == pygame.KEYUP:
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self._check_keyup_events(event)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_pos = pygame.mouse.get_pos()
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self._check_play_button(mouse_pos,selected_image_path)
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def _check_play_button(self, mouse_pos,selected_image_path):
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"""Start a new game when the player clicks Play."""
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button_clicked = self.play_button.rect.collidepoint(mouse_pos)
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if button_clicked and not self.game_active:
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# Reset the game settings.
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self.settings.initialize_dynamic_settings()
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# Reset the game statistics.
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self.stats.reset_stats()
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self.sb.prep_score()
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self.sb.prep_level()
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self.sb.prep_ships(selected_image_path)
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self.game_active = True
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# Get rid of any remaining bullets and aliens.
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self.bullets.empty()
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self.aliens.empty()
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# Create a new fleet and center the ship.
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self._create_fleet()
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self.ship.center_ship()
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# Hide the mouse cursor.
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pygame.mouse.set_visible(False)
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def _check_keydown_events(self, event):
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"""Respond to keypresses."""
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if event.key == pygame.K_RIGHT:
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self.ship.moving_right = True
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elif event.key == pygame.K_LEFT:
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self.ship.moving_left = True
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elif event.key == pygame.K_q:
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sys.exit()
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elif event.key == pygame.K_SPACE:
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self._fire_bullet()
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def _check_keyup_events(self, event):
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"""Respond to key releases."""
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if event.key == pygame.K_RIGHT:
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self.ship.moving_right = False
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elif event.key == pygame.K_LEFT:
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self.ship.moving_left = False
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def _fire_bullet(self):
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"""Create a new bullet and add it to the bullets group."""
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if len(self.bullets) < self.settings.bullets_allowed:
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new_bullet = Bullet(self)
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self.bullets.add(new_bullet)
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def _update_bullets(self):
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"""Update position of bullets and get rid of old bullets."""
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# Update bullet positions.
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self.bullets.update()
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# Get rid of bullets that have disappeared.
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for bullet in self.bullets.copy():
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if bullet.rect.bottom <= 0:
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self.bullets.remove(bullet)
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self._check_bullet_alien_collisions()
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def _check_bullet_alien_collisions(self):
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"""Respond to bullet-alien collisions."""
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# Remove any bullets and aliens that have collided.
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collisions = pygame.sprite.groupcollide(
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self.bullets, self.aliens, True, True)
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if collisions:
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for aliens in collisions.values():
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self.stats.score += self.settings.alien_points * len(aliens)
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self.sb.prep_score()
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self.sb.check_high_score()
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if not self.aliens:
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# Destroy existing bullets and create new fleet.
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self.bullets.empty()
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self._create_fleet()
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self.settings.increase_speed()
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# Increase level.
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self.stats.level += 1
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self.sb.prep_level()
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def _ship_hit(self,selected_image_path):
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"""Respond to the ship being hit by an alien."""
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if self.stats.ships_left > 0:
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# Decrement ships_left, and update scoreboard.
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self.stats.ships_left -= 1
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self.sb.prep_ships(selected_image_path)
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# Get rid of any remaining bullets and aliens.
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self.bullets.empty()
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self.aliens.empty()
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# Create a new fleet and center the ship.
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self._create_fleet()
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self.ship.center_ship()
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# Pause.
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sleep(0.5)
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else:
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self.game_active = False
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pygame.mouse.set_visible(True)
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def _update_aliens(self,selected_image_path):
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"""Check if the fleet is at an edge, then update positions."""
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self._check_fleet_edges()
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self.aliens.update()
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# Look for alien-ship collisions.
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if pygame.sprite.spritecollideany(self.ship, self.aliens):
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self._ship_hit(selected_image_path)
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# Look for aliens hitting the bottom of the screen.
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self._check_aliens_bottom(selected_image_path)
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def _check_aliens_bottom(self,selected_image_path):
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"""Check if any aliens have reached the bottom of the screen."""
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for alien in self.aliens.sprites():
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if alien.rect.bottom >= self.settings.screen_height:
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# Treat this the same as if the ship got hit.
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self._ship_hit(selected_image_path)
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break
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def _create_fleet(self):
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"""Create the fleet of aliens."""
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# Create an alien and keep adding aliens until there's no room left.
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# Spacing between aliens is one alien width and one alien height.
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alien = Alien(self)
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alien_width, alien_height = alien.rect.size
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current_x, current_y = alien_width, alien_height
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while current_y < (self.settings.screen_height - 3 * alien_height):
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while current_x < (self.settings.screen_width - 2 * alien_width):
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self._create_alien(current_x, current_y)
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current_x += 2 * alien_width
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# Finished a row; reset x value, and increment y value.
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current_x = alien_width
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current_y += 2 * alien_height
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def _create_alien(self, x_position, y_position):
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"""Create an alien and place it in the fleet."""
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new_alien = Alien(self)
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new_alien.x = x_position
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new_alien.rect.x = x_position
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new_alien.rect.y = y_position
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self.aliens.add(new_alien)
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def _check_fleet_edges(self):
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"""Respond appropriately if any aliens have reached an edge."""
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for alien in self.aliens.sprites():
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if alien.check_edges():
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self._change_fleet_direction()
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break
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def _change_fleet_direction(self):
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"""Drop the entire fleet and change the fleet's direction."""
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for alien in self.aliens.sprites():
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alien.rect.y += self.settings.fleet_drop_speed
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self.settings.fleet_direction *= -1
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def _update_screen(self):
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"""Update images on the screen, and flip to the new screen."""
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self.screen.fill(self.settings.bg_color)
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for bullet in self.bullets.sprites():
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bullet.draw_bullet()
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self.ship.blitme()
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self.aliens.draw(self.screen)
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# Draw the score information.
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self.sb.show_score()
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# Draw the play button if the game is inactive.
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if not self.game_active:
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self.play_button.draw_button()
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pygame.display.flip()
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# if __name__ == '__main__':
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# # Make a game instance, and run the game.
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# ai = AlienInvasion()
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# ai.run_game()
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import pygame
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from pygame.sprite import Sprite
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class Bullet(Sprite):
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"""A class to manage bullets fired from the ship."""
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def __init__(self, ai_game):
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"""Create a bullet object at the ship's current position."""
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super().__init__()
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self.screen = ai_game.screen
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self.settings = ai_game.settings
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self.color = (255, 0,0)
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# Create a bullet rect at (0, 0) and then set correct position.
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self.rect = pygame.Rect(0, 0, self.settings.bullet_width,
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self.settings.bullet_height)
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self.rect.midtop = ai_game.ship.rect.midtop
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# Store the bullet's position as a float.
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self.y = float(self.rect.y)
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def update(self):
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"""Move the bullet up the screen."""
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# Update the exact position of the bullet.
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self.y -= self.settings.bullet_speed
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# Update the rect position.
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self.rect.y = self.y
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def draw_bullet(self):
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"""Draw the bullet to the screen."""
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pygame.draw.rect(self.screen, self.color, self.rect)
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import pygame.font
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class Button:
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"""A class to build buttons for the game."""
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def __init__(self, ai_game, msg):
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"""Initialize button attributes."""
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self.screen = ai_game.screen
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self.screen_rect = self.screen.get_rect()
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# Set the dimensions and properties of the button.
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self.width, self.height = 200, 50
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self.button_color = (0, 135, 0)
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self.text_color = (255, 255, 255)
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self.font = pygame.font.SysFont(None, 48)
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# Build the button's rect object and center it.
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self.rect = pygame.Rect(0, 0, self.width, self.height)
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self.rect.center = self.screen_rect.center
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# The button message needs to be prepped only once.
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self._prep_msg(msg)
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def _prep_msg(self, msg):
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"""Turn msg into a rendered image and center text on the button."""
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self.msg_image = self.font.render(msg, True, self.text_color,
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self.button_color)
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self.msg_image_rect = self.msg_image.get_rect()
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self.msg_image_rect.center = self.rect.center
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def draw_button(self):
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"""Draw blank button and then draw message."""
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self.screen.fill(self.button_color, self.rect)
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self.screen.blit(self.msg_image, self.msg_image_rect)
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@ -0,0 +1,16 @@
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class GameStats:
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"""Track statistics for Alien Invasion."""
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def __init__(self, ai_game):
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"""Initialize statistics."""
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self.settings = ai_game.settings
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self.reset_stats()
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# High score should never be reset.
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self.high_score = 0
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def reset_stats(self):
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"""Initialize statistics that can change during the game."""
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self.ships_left = self.settings.ship_limit
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self.score = 0
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self.level = 1
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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 @@
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import pygame.font
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from pygame.sprite import Group
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from ship import Ship
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class Scoreboard:
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"""A class to report scoring information."""
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def __init__(self, ai_game,index):
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"""Initialize scorekeeping attributes."""
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self.ai_game = ai_game
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self.screen = ai_game.screen
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self.screen_rect = self.screen.get_rect()
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self.settings = ai_game.settings
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self.stats = ai_game.stats
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# Font settings for scoring information.
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self.text_color = (30, 30, 30)
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self.font = pygame.font.SysFont(None, 48)
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# Prepare the initial score images.
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self.prep_score()
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self.prep_high_score()
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self.prep_level()
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self.prep_ships(index)
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def prep_score(self):
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"""Turn the score into a rendered image."""
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rounded_score = round(self.stats.score, -1)
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score_str = f"{rounded_score:,}"
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self.score_image = self.font.render(score_str, True,
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self.text_color, self.settings.bg_color)
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# Display the score at the top right of the screen.
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self.score_rect = self.score_image.get_rect()
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self.score_rect.right = self.screen_rect.right - 20
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self.score_rect.top = 20
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def prep_high_score(self):
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"""Turn the high score into a rendered image."""
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high_score = round(self.stats.high_score, -1)
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high_score_str = f"{high_score:,}"
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self.high_score_image = self.font.render(high_score_str, True,
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self.text_color, self.settings.bg_color)
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# Center the high score at the top of the screen.
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self.high_score_rect = self.high_score_image.get_rect()
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self.high_score_rect.centerx = self.screen_rect.centerx
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self.high_score_rect.top = self.score_rect.top
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def prep_level(self):
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"""Turn the level into a rendered image."""
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level_str = str(self.stats.level)
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self.level_image = self.font.render(level_str, True,
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self.text_color, self.settings.bg_color)
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# Position the level below the score.
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self.level_rect = self.level_image.get_rect()
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self.level_rect.right = self.score_rect.right
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self.level_rect.top = self.score_rect.bottom + 10
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def prep_ships(self,index):
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"""Show how many ships are left."""
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self.ships = Group()
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for ship_number in range(self.stats.ships_left):
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ship = Ship(self.ai_game,index)
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ship.rect.x = 10 + ship_number * ship.rect.width
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ship.rect.y = 10
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self.ships.add(ship)
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def check_high_score(self):
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"""Check to see if there's a new high score."""
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if self.stats.score > self.stats.high_score:
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self.stats.high_score = self.stats.score
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self.prep_high_score()
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def show_score(self):
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"""Draw scores, level, and ships to the screen."""
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self.screen.blit(self.score_image, self.score_rect)
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self.screen.blit(self.high_score_image, self.high_score_rect)
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self.screen.blit(self.level_image, self.level_rect)
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self.ships.draw(self.screen)
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@ -0,0 +1,50 @@
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import pygame
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class Settings:
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"""A class to store all settings for Alien Invasion."""
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def __init__(self):
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"""Initialize the game's static settings."""
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# Screen settings
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self.screen_width = 1200
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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)
|