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import random
import sys
import time
import pygame
import event as E
from settings import Settings
from ship import Ship
from background import BackGround
from alien import Rock, Alien1, Alien2, Alien3
from explode import Explode, Explode1
from stats import Stats
from explode import Explode2
from power import Prop
class AlienInvasion:
def __init__(self):
# 初始化
pygame.init()
pygame.mixer.init()
# 设置对象
self.settings = Settings(self)
# 屏幕对象
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
self.screen_rect = self.screen.get_rect()
pygame.display.set_caption("AlienInvasion")
# 飞船精灵
self.ship = Ship(self)
self.ships = self.settings.ships
self.ships.add(self.ship)
# boss
self.boss = Alien3(self)
# 子弹精灵
self.bullets = self.settings.bullets
# 外星人精灵
self.aliens = self.settings.aliens
self.boss_aliens = self.settings.boss_aliens
# 敌人子弹精灵
self.enemy_bullets = self.settings.enemy_bullets
self.boss_bullets = self.settings.boss_bullets
# 背景精灵
self.background = BackGround(self)
self.background1 = BackGround(self)
self.background1.rect.bottom = self.background.rect.top
self.backgrounds = self.settings.backgrounds
self.backgrounds.add(self.background, self.background1)
# 炸弹精灵
self.explodes = self.settings.explodes
# 道具类
self.props = self.settings.props
# 统计对象
self.stats = Stats(self) # 用于管理分数 需要传入ship所以要写在ship创建后的后面
# 事件触发
self.flag1 = 0
self.flag1_time = pygame.time.get_ticks()
self.flag2 = 0
self.flag2_time = pygame.time.get_ticks()
self.flag3 = 0
self.flag3_time = pygame.time.get_ticks()
self.flag4 = 0
self.flag4_time = pygame.time.get_ticks()
self.init_time = pygame.time.get_ticks()
self.now_time = pygame.time.get_ticks()
# 出怪数量
self.number_of_enemy = 2
def run_game(self):
while True:
# 设置刷新率
self.settings.clock.tick(self.settings.clock_fps)
# 检测事件
self._check_events()
# 检测碰撞
self._check_collide()
# 游戏更新
self._update_sprites()
# 屏幕更新
self._update_screen()
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_q):
sys.exit()
if event.type == E.CREATE_ENEMY:
for i in range(2):
rock = Rock(self)
self.aliens.add(rock)
self._create_enemy() # 生成外星人事件
def _create_enemy(self):
self.now_time = pygame.time.get_ticks()
if self.now_time - self.init_time > 10000: # 触发事件当游戏时间超过10s后没过3s出现一次一级飞船
if self.flag1 == 0:
self.flag1_time = self.now_time
self.flag1 = 1
if self.now_time - self.flag1_time > 3000 and self.flag1 == 1:
self.flag1_time = self.now_time
for i in range(self.number_of_enemy):
alien = Alien1(self)
self.aliens.add(alien)
if self.now_time - self.init_time > 15000: # 当游戏时间超过10s后每隔4s出现一次ufo
if self.flag2 == 0:
self.flag2_time = self.now_time
self.flag2 = 1
if self.now_time - self.flag2_time > 4000 and self.flag2 == 1:
self.flag2_time = self.now_time
for i in range(self.number_of_enemy):
alien = Alien2(self)
self.aliens.add(alien)
if self.now_time - self.init_time > 60000: # 当游戏时间超过60s后出现boss
if self.flag3 == 0:
self.boss_aliens.add(self.boss)
self.flag3 = 1
if self.flag3 == 1: # boss一出现其它的外星人就不会出现
self.flag1 = 2
self.flag2 = 2
self.flag3 = 2
if 30000 >= self.now_time - self.init_time > 20000:
self.number_of_enemy = 3
elif 35000 < self.now_time - self.init_time < 40000:
self.number_of_enemy = 4
def _check_collide(self):
# 敌人与我方子弹碰撞
collisions = pygame.sprite.groupcollide(self.aliens, self.bullets, True, True)
for alien in collisions:
self.stats.score += int(alien.radius / 8)
explode = Explode(self)
explode.rect.center = alien.rect.center
self.explodes.add(explode)
if random.random() > 0.95:
prop = Prop(self)
prop.rect.center = alien.rect.center
self.props.add(prop)
# boss和我方子弹
if self.boss.alive and self.boss.rect.top > 0:
collisions = pygame.sprite.spritecollide(self.boss, self.bullets, True)
for hit in collisions:
explode = Explode(self)
explode.rect.center = hit.rect.center
if self.boss.hp >= 0:
self.boss.hp -= 1
elif self.boss.hp < 0:
self.boss.alive = 0
self.boss.kill()
# 敌人子弹和飞船碰撞
if self.ship.alive:
collisions = pygame.sprite.spritecollide(self.ship, self.enemy_bullets, True)
for hit in collisions:
explode = Explode2(self)
self.explodes.add(explode)
if self.ship.hp >= 0:
self.ship.hp -= 5
elif self.ship.hp < 0:
self.ship.alive = 0
self.ship.kill()
# boss子弹和飞船碰撞
if self.ship.alive:
collisions = pygame.sprite.spritecollide(self.ship, self.boss_bullets, True)
for hit in collisions:
explode = Explode2(self)
self.explodes.add(explode)
if self.ship.hp > 0:
self.ship.hp -= 20
elif self.ship.hp < 0:
self.ship.alive = 0
self.ship.kill()
# 敌人与飞机的碰撞
if self.ship.alive:
ship_collision = pygame.sprite.spritecollide(self.ship, self.aliens, True, pygame.sprite.collide_circle)
for enemy in ship_collision:
self.ship.hp -= (enemy.radius / 2)
explode1 = Explode(self)
explode1.rect.center = enemy.rect.center
explode = Explode2(self)
self.explodes.add(explode, explode1)
if self.ship.hp <= 0:
self.ship.alive = 0
explode1 = Explode1(self)
explode1.rect = self.ship.rect
self.explodes.add(explode1)
self.ship.kill()
# 宝物碰撞
if self.ship.alive:
prop_collision = pygame.sprite.spritecollide(self.ship, self.props, True)
for prop in prop_collision:
if prop.type == 'shield':
self.ship.hp += 10
sound = pygame.mixer.Sound('resource/Bonus/sfx_shieldUp.ogg')
sound.set_volume(0.3)
sound.play()
if self.ship.hp > 100:
self.ship.hp = 100
elif prop.type == 'bolt':
self.ship.grade_up()
if self.ship.alive == 0:
self._game_over()
def _update_sprites(self):
for group in [self.backgrounds, self.ships, self.bullets, self.aliens, self.boss_aliens,
self.enemy_bullets, self.boss_bullets, self.explodes, self.props]:
group.update()
def _update_screen(self):
for group in [self.backgrounds, self.ships, self.bullets, self.aliens, self.boss_aliens,
self.enemy_bullets, self.boss_bullets, self.explodes, self.props]:
group.draw(self.screen)
self.stats.update() # 更新统计
# print(self.explodes)
pygame.display.update()
# print(self.enemy_bullets)
def _game_over(self):
# print("game over")
pass
if __name__ == '__main__':
ai = AlienInvasion()
ai.run_game()