哇~都这么久了,唉都怪广东这个天气,总是下雨,让人心情都变得沉闷,难搞哦,(其实主要还是工作原因,累死个人,剥削 + 10086)
今天我们学习了消灭外星人都最重要都一个环节:创建外星人飞船大军、子弹与外星人碰撞后的一些操作、游戏状态的实时记录、游戏重置,接下来,我们就来看看代码的改动,因为是最重要的一章,所以建议大家核对如下的所有代码,改动较大,望见谅哦!
1.alien.py:
# coding = utf8
import pygame
import os
os.path.abspath(".")
from pygame.sprite import Sprite
class Alien(Sprite):
# 表示单个 外星人的类
def __init__(self, settings_game, screen):
"""Init function to init a alien object
Args:
settings_game (Settings): Settings object
screen (Screen): Screen object
"""
# 初始化外星人并设置其起始位置
super(Alien, self).__init__()
self.screen = screen
self.settings = settings_game
# 加载外星人图像,并设置其rect属性
self.image = pygame.image.load("./alien_invasion_study/images/alien.bmp")
self.rect = self.image.get_rect()
# 初始化外星人在屏幕左上角附近
self.rect.x = self.rect.width / 2
self.rect.y = self.rect.height / 2
# 存储外星人的准确位置
self.x = float(self.rect.x)
def blitme(self):
# 在指定位置绘制外星人
self.screen.blit(self.image, self.rect)
# 更新外星人位置 - 移动
def update(self):
self.x += (self.settings.alien_speed_factor * self.settings.fleet_direction)
self.rect.x = self.x
# 如果外星人处于屏幕边缘,则返回True
def check_edges(self):
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left <= 0:
return True
if __name__ == "__main__":
pass
2.alien_invasion.py:
# coding = utf8
import os
import sys
import pygame
from settings import settings_game
from ship import ship_game
from game_function import game_function_game as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
os.path.abspath(".")
def run_game():
# 初始化游戏并创建一个屏幕对象
pygame.init()
settings_obj = settings_game()
screen = pygame.display.set_mode((settings_obj.width, settings_obj.height))
bg_color = settings_obj.bg_color
pygame.display.set_caption(settings_obj.caption)
# 创建一个用于存储游戏统计信息的实例
stats = GameStats(settings_obj)
# 创建一艘飞船
ship_obj = ship_game(screen)
# 创建一个用于存储子弹的编组
bullets = Group()
# 创建一个外星人对象
# alien = Alien(settings_obj, screen)
aliens = Group()
# 创建外星人群
gf.create_fleet(settings_obj, screen, ship_obj, aliens)
# 开始游戏主循环
while True:
# 监听键盘和鼠标事件
gf.check_events(ship_obj, settings_obj, screen, bullets)
if stats.game_active == True:
# 更新子弹
gf.update_bullets(settings_obj, screen, ship_obj, aliens, bullets)
# 更新外星人群位置
gf.update_aliens(ship_obj, settings_obj, aliens, stats, screen, bullets)
# 让最近绘制的屏幕可见
gf.update_screen(settings_obj, screen, ship_obj, bullets, aliens)
run_game()
3.bullet.py:
# coding = utf8
import os
os.path.abspath(".")
from pygame.sprite import Sprite
import pygame
class Bullet(Sprite):
"""
Image 代表图片本身,只提供图片的数据和基本操作,
Sprite代表一个由多帧组成的闪花,只负责只帧数、位置上操作。传入Image后,Sprite把Image分成多帧操作。
Sprite仅限只游戏框架范围内使用
Image是基本图片封装类型
Sprite可以认为是一个个小图片,一种可以在屏幕上移动的图形对象,并且可以与其他图形对象交互。精灵图像可以是使用pygame
绘制函数绘制的图像,也可以是原来就有的图像文件
当前类中使用Sprite类,通过使用精灵,可将游戏中相关元素编组,进而同时操作编组中的所有元素。
"""
def __init__(self, screen, settings_game, ship):
"""Create a bullet object and contained theirs attributions
Args:
screen (Screen): Deliver into a screen object
settings_game (settings_game): Deliver into a settings_game object
ship (ship_obj): Deliver into a ship object
"""
# 在飞船位置处创建一个子弹对象
super(Bullet, self).__init__()
self.screen = screen
self.settings_game = settings_game
self.ship = ship
# 在(0, 0)位置绘制一个子弹的矩形,再设置后续位置
self.rect = pygame.Rect(0, 0, settings_game.bullet_width, settings_game.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 存储小数子弹纵坐标表示其位置,后续位置移动使用
self.y = float(self.rect.y) # rect.y == rect.top
self.color = settings_game.bullet_color
self.speed_factor = settings_game.bullet_speed_factor
def update(self):
"""
更新子弹位置
"""
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self):
"""
屏幕上绘制子弹
"""
pygame.draw.rect(self.screen, self.color, self.rect)
# 子弹需要不断更新位置,当绘制完成后需要更新子弹位置
self.update()
4.game_function.py(很多的改动):
# coding = utf8
import os
os.path.abspath(".")
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
class game_function_game():
def check_keydown_events(event, ship_obj, settings_obj, screen, bullets):
"""This is a function to control keydown events
Args:
event (Events): All event to accept for judgement from keyboard
ship_obj (ship_game): A ship_game object
settings_obj (settings_game): Deliver into a settings_game object
screen (Screen): Deliver into a screen object
bullets (Group) : Deliver into a bullet group
"""
if event.key == pygame.K_RIGHT:
# 向右移动飞船
ship_obj.moving_right = True
elif event.key == pygame.K_LEFT:
# 向左移动飞船
ship_obj.moving_left = True
elif event.key == pygame.K_UP:
# 向上移动飞船
ship_obj.moving_top = True
elif event.key == pygame.K_DOWN:
# 向下移动飞船
ship_obj.moving_bottom = True
elif event.key == pygame.K_SPACE:
# 创建一颗子弹并添加到编组bullets中, 同时限制在屏幕中出现的子弹是数量
game_function_game.fire_bullet(settings_obj, ship_obj, screen, bullets)
elif event.key == pygame.K_q:
# 快捷键结束游戏 - 键盘键Q
sys.exit()
def check_keyup_events(event, ship_obj):
"""This is a function to control keyup events
Args:
event (Events): All event to accept for judgement from keyboard
ship_obj (ship_game): A ship_game object
"""
if event.key == pygame.K_LEFT:
ship_obj.moving_left = False
elif event.key == pygame.K_RIGHT:
ship_obj.moving_right = False
elif event.key == pygame.K_UP:
ship_obj.moving_top = False
elif event.key == pygame.K_DOWN:
ship_obj.moving_bottom = False
def check_events(ship_obj, settings_obj, screen, bullets):
"""Main events distribution
Args:
ship_obj (ship_game): A ship_game object to response keyboard or other action
settings_obj (settings_game): Deliver into a settings_game object
screen (Screen): Deliver into a screen object
bullets (Group) : Deliver into a bullet group
"""
# 响应按键和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
game_function_game.check_keydown_events(event, ship_obj, settings_obj, screen, bullets)
elif event.type == pygame.KEYUP:
game_function_game.check_keyup_events(event, ship_obj)
def update_screen(settings_obj, screen, ship_obj, bullets, aliens):
"""A function to update screen, refresh the ship or other object's behaviour
Args:
settings_obj ([settings_game]): A settings_game object to gain some attributions
screen (Screen): Current screen's object as the game frame
ship_obj (ship_game): A ship_game object for ship update
bullets (Group) : Deliver into a bullet group
aliens (Group) : Deliver into a alien group
"""
# 更新屏幕图像,并切换到新屏幕
# 每次循环时重绘屏幕
# 更新飞船位置
screen.fill(settings_obj.bg_color)
# 重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship_obj.blitme()
aliens.draw(screen)
ship_obj.update(settings_obj)
# 更新整个待显示的Surface对象到屏幕上
pygame.display.flip()
def create_fleet(settings_obj, screen, ship, aliens):
"""Create a alien fleet display on screen
Args:
settings_obj (Settings): Settings object
screen (Screen): Screen object
ship (Ship): Ship object
aliens (Group): A alien's group
"""
# 创建外星人群
alien = Alien(settings_obj, screen)
alien_width = alien.rect.width
number_alien_x = game_function_game.get_number_aliens_x(settings_obj, alien_width)
number_rows = game_function_game.get_number_rows(settings_obj, ship.rect.height, alien.rect.height)
# 创建第number_rows行外星人
for number_row in range(int(number_rows)):
for alien_number in range(number_alien_x):
aliens_group = game_function_game.create_alien(settings_obj, screen, alien_number, aliens, number_row)
def get_number_aliens_x(settings_obj, alien_width):
"""Get the number of aliens can display on one row
Args:
settings_obj (Settings): Settings object
alien_width (Integer): Alien object's width
Returns:
[Integer]: The number of alien's in one row
"""
# 计算每行可容纳多少外星人
available_space_x = settings_obj.width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
return number_aliens_x
def get_number_rows(settings_obj,alien_height, ship_height):
"""Get the row number of aliens can display on screen
Args:
settings_obj (Settings): Settings object
alien_height (Integer): Alien object's height
ship_height (Integer): Ship object's
Returns:
[Integer]: The number of how many rows can display the aliens
"""
# 计算可容纳多少行外星人
available_space_y = settings_obj.height - 2 * alien_height - ship_height
number_rows = available_space_y / (2 * alien_height)
return number_rows
def create_alien(settings_obj, screen, alien_number, aliens, row_number):
"""Create a alien object into specific row
Args:
settings_obj (Settings): Settings object
screen (Screen): Screen object
alien_number (Integer): How many aliens can display on one row
aliens (Group): Alien's group
row_number (Integer): The number of how many rows can display the aliens
Returns:
Group: Alien's group
"""
# 创建一个外星人并将它放在当前行
alien = Alien(settings_obj, screen)
alien_width = alien.rect.width
alien.x = alien_width + 1.2 * alien_width * alien_number
alien.y = alien.rect.height + 1.2 * alien.rect.height * row_number
alien.rect.x = alien.x
alien.rect.y = alien.y
aliens.add(alien)
return aliens
def update_bullets(settings_obj, screen, ship, aliens, bullets):
"""Update bullets's stats
Args:
settings_obj (Settings): Settings object
screen (Screen): Screen object
ship (Ship): Ship object
aliens (Group): Alien's group
bullets (Group): Bullet's group
"""
# 删除已消失的子弹
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
game_function_game.check_bullet_alien_collisions(settings_obj, bullets, aliens, screen, ship)
def check_bullet_alien_collisions(settings_obj, bullets, aliens, screen, ship):
"""Check bullet collapse the alien then make specific operation
Args:
settings_obj (Settings): Settings
bullets (Group): Bullet's group
aliens (Group): Alien's group
screen (Screen): Screen object
ship (Ship): Ship object
"""
# 检查是否有子弹击中了外星人,如果是这样,删除对应的子弹和外星人, 后面两个True分别表示是否删除碰撞后的子弹和外星人
# 如果是穿甲弹,可以将第一个Bullets的True设置成False,即碰撞后不会销毁改子弹,会一直穿行直到屏幕顶部后消失
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if len(aliens) == 0:
# 删除现有子弹并新建一群外星人
bullets.empty()
game_function_game.create_fleet(settings_obj, screen, ship, aliens)
def fire_bullet(settings_obj, ship_obj, screen, bullets):
"""Describe a function to fire bullet
Args:
settings_obj (settings_game): Deliver into a settings_game object
ship_obj (ship_game): A ship_game object for ship update
screen (Screen): Deliver into a screen object
bullets (Group) : Deliver into a bullet group
"""
# 发射子弹函数
if len(bullets) < settings_obj.bullet_allowed:
new_bullet = Bullet(screen, settings_obj, ship_obj)
bullets.add(new_bullet)
def update_aliens(ship, settings_obj, aliens, stats, screen, bullets):
"""Update alien's group stats and do specific operation
Args:
ship (Ship): Ship object
settings_obj (settings_game): Deliver into a settings_game object
aliens (Group): Alien's group
stats (GameStats): GameStats object
screen (Screen): Screen object
bullets (Group): Bullet's group
"""
# 更新外星人群中所有外星人的位置
game_function_game.check_fleet_edges(settings_obj, aliens)
aliens.update()
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
game_function_game.ship_hit(settings_obj, stats, screen, ship, aliens, bullets)
game_function_game.check_aliens_bottom(settings_obj, stats, screen, ship, aliens, bullets)
def ship_hit(settings, stats, screen, ship, aliens, bullets):
"""Ship hit function
Args:
settings (Settings): Settings object
stats (GameStats): GameStats object
screen (Screen): Screen object
ship (Ship): Ship object
aliens (Group): Alien's group
bullets (Group): Bullet's group
"""
if stats.ship_left > 0:
# 响应被外星人撞到的飞船
stats.ship_left -= 1
# 清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人, 并将飞船放到屏幕底端中央
game_function_game.create_fleet(settings, screen, ship, aliens)
ship.center_ship(screen)
# 暂停
sleep(1)
else:
# 没有飞船了,设置为False
stats.game_active = False
def check_fleet_edges(settings_obj, aliens):
"""The operation to adjust alien fleet's motion when collapse the edges
Args:
settings_obj (Settings): Settings object
aliens (Group): Alien's group
"""
# 外星人到达边缘时采取的措施
for alien in aliens.sprites():
if alien.check_edges():
game_function_game.change_fleet_direction(settings_obj, aliens)
break
def change_fleet_direction(settings_obj, aliens):
"""Change alien fleet's direction
Args:
settings_obj (Settings): Settings object
aliens (Group): Alien's group
"""
# 整群外星人下移,并改变它们的方向
for alien in aliens.sprites():
alien.rect.y += settings_obj.fleet_drop_speed
settings_obj.fleet_direction *= -1
def check_aliens_bottom(settings, stats, screen, ship, aliens, bullets):
"""When alien' fleet arrived screen bottom will handle it
Args:
settings (Settings): Settings object
stats (GameStats): GameStats object
screen (Screen): Screen object
ship (Ship): Ship object
aliens (Group): Alien's group
bullets (Group): Bullet's group
"""
# 检查是否有外星人到达了底端
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞一样处理
game_function_game.ship_hit(settings, stats, screen, ship, aliens, bullets)
break
5.game_stats.py:(添加的一个新的类,用于记录游戏进行时的信息)
# coding = utf8
import os
os.path.abspath(".")
class GameStats():
"""
跟着游戏的统计信息
"""
def __init__(self, settings):
"""GameStats's init function
Args:
settings (Settings): Settings object
"""
# 初始化统计信息
self.settings = settings
self.reset_stats()
# 游戏刚启动时处于活跃状态
self.game_active = True
def reset_stats(self):
# 初始化游戏运行期间可能变化的统计信息
self.ship_left = self.settings.ship_limit
6.settings.py:
# coding = utf8
import os
os.path.abspath(".")
class settings_game():
def __init__(self):
# 屏幕属性
self.width = 800
self.height = 600
self.bg_color = (230, 230, 230)
self.caption = "Alien Invasion"
# 飞船属性
# 设置飞船移动速度
self.ship_speed_factor = 10
self.ship_limit = 2
# 子弹属性
self.bullet_speed_factor = 6
self.bullet_width = 10
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullet_allowed = 5
# 外星人属性
self.alien_speed_factor = 10
self.fleet_drop_speed = 50
# fleet_direction为1表示右移,-1表示左移
self.fleet_direction = 1
if __name__ == "__main__":
pass
7.ship.py:
# coding = utf8
import os
os.path.abspath(".")
import pygame
class ship_game():
def __init__(self, screen):
"""Ship's init function to define the ship's attributions
Args:
screen (Screen): Current screen's object as the game frame
"""
# 初始化飞船并设置其初始位置
self.screen = screen
# 加载初始飞船图像并获取其外接矩形
self.image = pygame.image.load("./alien_invasion_study/images/ship.bmp")
self.rect = self.image.get_rect()
self.screen_rect = self.screen.get_rect()
# 将每艘飞船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx # 左右移动的中心点
self.rect.bottom = self.screen_rect.bottom
self.rect.centery = self.rect.centery # 上下移动的中心点
# 飞船移动标志
self.moving_right = False
self.moving_left = False
self.moving_top = False
self.moving_bottom = False
# 存储小数值的飞船的centerx centery
self.centerx_float = float(self.rect.centerx)
self.centery_float = float(self.rect.centery)
def blitme(self):
# 在指定位置绘制飞船
# blit是用来绘制基本图片的
# draw是用来绘制基本图形的
self.screen.blit(self.image, self.rect)
def update(self, settings_obj):
"""A function to adjust ship's position
Args:
settings_obj (settings_game): A settings_game object to gain some attributions
"""
# 根据移动标志调整飞船位置
# 左移
if self.moving_left and self.rect.left > 0:
self.centerx_float -= settings_obj.ship_speed_factor
# 右移
if self.moving_right and self.rect.right < self.screen_rect.right:
self.centerx_float += settings_obj.ship_speed_factor
# 上移
if self.moving_top and self.rect.top > 0:
self.centery_float -= settings_obj.ship_speed_factor
# 下移
if self.moving_bottom and self.rect.bottom < self.screen_rect.bottom:
self.centery_float += settings_obj.ship_speed_factor
# 最后将最终的飞船的中心点位置重新赋值进而更新飞船位置
self.rect.centerx = self.centerx_float
self.rect.centery = self.centery_float
def center_ship(self, screen):
"""Make ship on screen center to reset Ship position
Args:
screen (Screen): Screen object
"""
# 让飞船在屏幕上底部居中
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
self.rect.centery = self.rect.centery
self.centerx_float = float(self.rect.centerx)
self.centery_float = float(self.rect.centery)
if __name__ == "__main__":
pass
附加一个效果图:
好了,这个项目马上就要接近尾声了,我们下一章就来完成整个项目,因此下一章会完善游戏的记分功能等,敬请期待吧(没办法,宝宝心累~)
关注 + 收藏 + 点赞哦,谢谢啦~