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()