parent
170b0d6bdb
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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: # 创建一个游戏主体类
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def __init__(self):
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# 初始化游戏并创建游戏资源
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pygame.init() # 初始化pygame
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self.settings = Settings() # 设置一个settings对象
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# 设置窗口大小及标题
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self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height)) # 设置窗口大小
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# self.settings.screen_width = self.screen.get_rect().width
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# self.settings.screen_width = self.screen.get_rect().height
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pygame.display.set_caption("Alien Invasion") # 设置窗口标题
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# 创建一个用于存储游戏统计信息的实例
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self.stats = GameStats(self)
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# 创建计分板
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self.sb = Scoreboard(self)
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# 创建Play按钮
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self.play_button = Button(self, "play")
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# 创建一个飞船对象
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self.ship = Ship(self)
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# 子弹集合
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self.bullets = pygame.sprite.Group()
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# 子弹
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# self.bullet = Bullet(self)
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# 外星人集合
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self.aliens = pygame.sprite.Group()
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self._create_fleet()
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# 固定FPS
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self.fps = 144
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self.fps_clock = pygame.time.Clock()
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def run_game(self):
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while True:
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self._check_events()
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if self.stats.game_active:
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self.ship.update()
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self._update_bullets()
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self._update_aliens()
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# print(len(self.bullets))
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self.fps_clock.tick(self.fps)
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self._update_screen()
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# 事件操作
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def _check_events(self): # 事务管理循环
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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.MOUSEBUTTONDOWN:
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mouse_pos = pygame.mouse.get_pos()
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self._check_play_button(mouse_pos)
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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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def _check_keydown_events(self, event): # 键盘down事件
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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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pygame.quit()
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sys.exit()
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elif event.key == pygame.K_SPACE:
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self.settings.bullet_continue_fire = True
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if self.settings.bullet_continue_fire:
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self._fire_bullet()
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def _check_keyup_events(self, event): # 键盘up事件
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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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elif event.key == pygame.K_SPACE:
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self.settings.bullet_continue_fire = False
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def _check_play_button(self, mouse_pos): # play按钮
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button_clicked = self.play_button.msg_image_rect.collidepoint(mouse_pos)
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if button_clicked and not self.stats.game_active:
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self.settings.initialize_dynamic_settings()
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self.stats.reset_stats()
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self.stats.game_active = True
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self.sb.prep_score()
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self.aliens.empty()
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self.bullets.empty()
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self._create_fleet()
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self.ship.center_ship()
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pygame.mouse.set_visible(False)
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# 飞船操作
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def _ship_hit(self): # 飞船被撞击
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if self.stats.ships_left > 0:
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self.stats.ships_left -= 1
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self.aliens.empty()
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self.bullets.empty()
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self._create_fleet()
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self.ship.center_ship()
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sleep(0.5)
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else:
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self.stats.game_active = False
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pygame.mouse.set_visible(True)
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# 子弹操作
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def _fire_bullet(self): # 开火
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if len(self.bullets) < self.settings.bullet_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): # 更新子弹
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self.bullets.update()
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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): # 子弹与外星人检测碰撞
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collisions = pygame.sprite.groupcollide(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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if not self.aliens:
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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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# 外星人操作-创建外星人对象
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def _create_fleet(self): # 创建外星人图标
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alien = Alien(self)
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alien_width, alien_height = alien.rect.size
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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
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number_aliens_x = available_space_x // (2 * alien_width) # x轴上可存放外星人的个数
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ship_height = self.ship.rect.height
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available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height)
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number_rows = available_space_y // (2 * alien_height)
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for row_number in range(number_rows):
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for alien_number in range(number_aliens_x):
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self._create_alien(alien_number, row_number)
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def _create_alien(self, alien_number, row_number): # 创建实体外星人
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alien = Alien(self)
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alien_width, alien_height = alien.rect.size
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alien.x = alien_width + 2 * alien_width * alien_number
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alien.rect.x = alien.x
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alien.rect.y = alien.rect.height + 2 * alien_height * row_number
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self.aliens.add(alien)
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def _update_aliens(self): # 外星人更新操作
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self._check_fleet_edges()
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self.aliens.update()
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if pygame.sprite.spritecollideany(self.ship, self.aliens):
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self._ship_hit()
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self._check_aliens_bottom()
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def _check_fleet_edges(self): # 检测外星人是否触碰到左、右边界
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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): # 改变外星人的左右移动的方向
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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 _check_aliens_bottom(self): # 检测外星人是否触碰到屏幕的底部
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screen_rect = self.screen.get_rect()
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for alien in self.aliens.sprites():
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if alien.rect.bottom >= screen_rect.bottom:
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self._ship_hit()
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break
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# 屏幕操作
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def _update_screen(self): # 屏幕更新方法
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self.screen.fill(self.settings.bg_color) # 每次循环时都会重绘屏幕
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self.ship.blitme()
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for bullet in self.bullets.sprites():
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bullet.draw_bullet()
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self.aliens.draw(self.screen)
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self.sb.show_score()
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if not self.stats.game_active:
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self.play_button.draw_button()
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pygame.display.flip() # 让最近绘制的屏幕可见
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if __name__ == '__main__':
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ai = AlienInvasion()
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ai.run_game()
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