Delete 'alien_invasion.py'

master
prkzbs59u 3 years ago
parent 170b0d6bdb
commit 9363b160b4

@ -1,211 +0,0 @@
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: # 创建一个游戏主体类
def __init__(self):
# 初始化游戏并创建游戏资源
pygame.init() # 初始化pygame
self.settings = Settings() # 设置一个settings对象
# 设置窗口大小及标题
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height)) # 设置窗口大小
# self.settings.screen_width = self.screen.get_rect().width
# self.settings.screen_width = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion") # 设置窗口标题
# 创建一个用于存储游戏统计信息的实例
self.stats = GameStats(self)
# 创建计分板
self.sb = Scoreboard(self)
# 创建Play按钮
self.play_button = Button(self, "play")
# 创建一个飞船对象
self.ship = Ship(self)
# 子弹集合
self.bullets = pygame.sprite.Group()
# 子弹
# self.bullet = Bullet(self)
# 外星人集合
self.aliens = pygame.sprite.Group()
self._create_fleet()
# 固定FPS
self.fps = 144
self.fps_clock = pygame.time.Clock()
def run_game(self):
while True:
self._check_events()
if self.stats.game_active:
self.ship.update()
self._update_bullets()
self._update_aliens()
# print(len(self.bullets))
self.fps_clock.tick(self.fps)
self._update_screen()
# 事件操作
def _check_events(self): # 事务管理循环
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
def _check_keydown_events(self, event): # 键盘down事件
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:
pygame.quit()
sys.exit()
elif event.key == pygame.K_SPACE:
self.settings.bullet_continue_fire = True
if self.settings.bullet_continue_fire:
self._fire_bullet()
def _check_keyup_events(self, event): # 键盘up事件
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
elif event.key == pygame.K_SPACE:
self.settings.bullet_continue_fire = False
def _check_play_button(self, mouse_pos): # play按钮
button_clicked = self.play_button.msg_image_rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
self.settings.initialize_dynamic_settings()
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
pygame.mouse.set_visible(False)
# 飞船操作
def _ship_hit(self): # 飞船被撞击
if self.stats.ships_left > 0:
self.stats.ships_left -= 1
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
# 子弹操作
def _fire_bullet(self): # 开火
if len(self.bullets) < self.settings.bullet_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self): # 更新子弹
self.bullets.update()
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): # 子弹与外星人检测碰撞
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()
if not self.aliens:
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
# 外星人操作-创建外星人对象
def _create_fleet(self): # 创建外星人图标
alien = Alien(self)
alien_width, alien_height = alien.rect.size
available_space_x = self.settings.screen_width - (2 * alien_width) # x轴上可存放外星人的屏幕的宽度
number_aliens_x = available_space_x // (2 * alien_width) # x轴上可存放外星人的个数
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number): # 创建实体外星人
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien_height * row_number
self.aliens.add(alien)
def _update_aliens(self): # 外星人更新操作
self._check_fleet_edges()
self.aliens.update()
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _check_fleet_edges(self): # 检测外星人是否触碰到左、右边界
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self): # 改变外星人的左右移动的方向
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _check_aliens_bottom(self): # 检测外星人是否触碰到屏幕的底部
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
self._ship_hit()
break
# 屏幕操作
def _update_screen(self): # 屏幕更新方法
self.screen.fill(self.settings.bg_color) # 每次循环时都会重绘屏幕
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
self.sb.show_score()
if not self.stats.game_active:
self.play_button.draw_button()
pygame.display.flip() # 让最近绘制的屏幕可见
if __name__ == '__main__':
ai = AlienInvasion()
ai.run_game()
Loading…
Cancel
Save