Python程式設計:從入門到實踐 第11章 專案 1 外星人入侵
阿新 • • 發佈:2018-12-20
alien_invasion.py
#!/usr/bin/env python # -*- coding:utf-8 -*- import pygame from pygame.sprite import Group from settings import Settings from game_stats import GameStats from scoreboard import Scoreboard from button import Button from ship import Ship import game_functions as gf def run_game(): # 初始化 pygame 、設定和螢幕物件 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") # 建立 Play 按鈕 play_button = Button(ai_settings, screen, "Play") # 建立儲存遊戲統計資訊的例項,並建立記分牌 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) # 建立一艘飛船 ship = Ship(ai_settings, screen) # 建立一個用於儲存子彈的編組 bullets = Group() # 建立一個用於儲存外星人的編組 aliens = Group() # 建立一個外星人群 gf.create_fleet(ai_settings, screen, ship, aliens) # 開始遊戲主迴圈 while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button) run_game()
game_functions.py
#!/usr/bin/env python # -*- coding:utf-8 -*- import sys import pygame from bullet import Bullet from alien import Alien from time import sleep def check_keydown_events(event, ai_settings, screen, ship, bullets): """ 響應按鍵 """ if event.key == pygame.K_RIGHT: ship.moving_right = True elif event.key == pygame.K_LEFT: ship.moving_left = True elif event.key == pygame.K_UP: ship.moving_up = True elif event.key == pygame.K_DOWN: ship.moving_down = True elif event.key == pygame.K_SPACE: fire_bullet(ai_settings, screen, ship, bullets) def fire_bullet(ai_settings, screen, ship, bullets): """ 如果還沒有到達限制,就發射一顆子彈 """ # 建立新子彈,並將其加入到編組 bullets 中 if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) def check_keyup_events(event, ship): """ 響應鬆開 """ if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False elif event.key == pygame.K_UP: ship.moving_up = False elif event.key == pygame.K_DOWN: ship.moving_down = False def check_events(ai_settings, screen, stats, play_button, sb, ship, aliens, bullets): """ 響應按鍵和滑鼠事件 """ for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event, ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP: check_keyup_events(event, ship) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(ai_settings, screen, stats, play_button, sb, ship, aliens, bullets, mouse_x, mouse_y) def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y): """ 在玩家單擊 Play 按鈕時開始新遊戲 """ button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: # 重置遊戲設定 ai_settings.initialize_dynamic_settings() # 隱藏游標 pygame.mouse.set_visible(False) # 重置遊戲統計資訊 stats.reset_stats() stats.game_active = True # 重置記分牌影象 sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() # 清空外星人列表和子彈列表 aliens.empty() bullets.empty() # 建立一群新的外星人,並讓飛船居中 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button): """ 更新螢幕上的影象,並切換到新螢幕 """ # 每次迴圈時都重繪螢幕 screen.fill(ai_settings.bg_color) # 在飛船和外星人後面重繪所有子彈 for bullet in bullets.sprites(): bullet.draw_bullet() # 將飛船繪製到螢幕上,確保它出現在背景前面 ship.blitme() # 將外星人繪製到螢幕上,確保它出現在背景前面 aliens.draw(screen) # 顯示得分 sb.show_score() # 如果遊戲處於非活動狀態,就繪製 Play 按鈕 if not stats.game_active: play_button.draw_button() # 讓最近繪製的螢幕可見 pygame.display.flip() def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """ 更新子彈的位置,並刪除已消失的子彈 """ # 更新子彈的位置 bullets.update() # 刪除已消失的子彈 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets) def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets): """ 響應子彈和外星人的碰撞 """ # 刪除發生碰撞的子彈和外星人 collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions: for aliens in collisions.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats, sb) if len(aliens) == 0: # 刪除現有的所有子彈,並建立一個新的外星人群 bullets.empty() ai_settings.increase_speed() # 提高等級 stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) def get_number_aliens_x(ai_settings, alien_width): """ 計算每行可容納多少個外星人 """ available_space_x = ai_settings.screen_width - 2 * alien_width number_aliens_x = int(available_space_x / (2 * alien_width)) return number_aliens_x def create_alien(ai_settings, screen, aliens, alien_number, row_number): """ 建立一個外星人並將其放在當前行 """ alien = Alien(ai_settings, screen) alien_width = alien.rect.width alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number aliens.add(alien) def get_number_rows(ai_settings, ship_height, alien_height): """ 計算螢幕可容納多少行外星人 """ available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height) number_rows = int(available_space_y / (2 * alien_height)) return number_rows def create_fleet(ai_settings, screen, ship, aliens): """ 建立外星人群 """ # 建立一個外星人,並計算每行可容納多少個外星人 alien = Alien(ai_settings, screen) number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width) number_rows = get_number_rows(ai_settings, ship.rect.height,alien.rect.height) for row_number in range(number_rows): for alien_number in range(number_aliens_x): create_alien(ai_settings, screen, aliens, alien_number,row_number) def check_fleet_edges(ai_settings, aliens): """ 有外星人到達邊緣時採取相應的措施 """ for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): """ 將整群外星人下移,並改變它們的方向 """ for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets): """檢查是否有外星人位於螢幕邊緣,並更新整群外星人的位置""" check_fleet_edges(ai_settings, aliens) aliens.update() # 檢測外星人和飛船碰撞 if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) # 檢查是否有外星人到達螢幕底端 check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets) def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets): """ 響應被外星人撞到的飛船 """ if stats.ships_left > 0: # 將 ships_left 減 1 stats.ships_left -= 1 # 更新記分牌 sb.prep_ships() # 清空外星人列表和子彈列表 aliens.empty() bullets.empty() # 建立一群新的外星人,並將飛船放到螢幕底端中央 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() # 暫停 sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets): """ 檢查是否有外星人到達了螢幕底端 """ screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: # 像飛船被撞到一樣進行處理 ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets) sprite.add_internal break def check_high_score(stats, sb): """ 檢查是否誕生了新的最高得分 """ if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
game_stats.py
#!/usr/bin/env python # -*- coding:utf-8 -*- class GameStats(): """ 跟蹤遊戲的統計資訊 """ def __init__(self, ai_settings): """ 初始化統計資訊 """ self.ai_settings = ai_settings self.reset_stats() # 讓遊戲一開始處於非活動狀態 self.game_active = False # 在任何情況下都不應重置最高得分 self.high_score = 0 def reset_stats(self): """ 初始化隨遊戲進行可能變化的統計資訊 """ self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
settings.py
#!/usr/bin/env python
# -*- coding:utf-8 -*-
class Settings():
""" 儲存《外星人入侵》的所有設定的類 """
def __init__(self):
""" 初始化遊戲的設定 """
# 螢幕設定
self.screen_width = 800
self.screen_height = 600
self.bg_color = 230, 230, 230
# 飛船的設定
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 子彈設定
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 5
self.bullet_color = 255, 0, 0
self.bullets_allowed = 20
# 外星人設定
self.alien_speed_factor = 0.5
self.fleet_drop_speed = 10
# fleet_direction 為 1 表示向右移,為 -1 表示向左移
self.fleet_direction = 1
# 以什麼樣的速度加快遊戲節奏
self.speedup_scale = 1.1
# 外星人點數的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
""" 初始化隨遊戲進行而變化的設定 """
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction 為 1 表示向右;為 -1 表示向左
self.fleet_direction = 1
# 記分
self.alien_points = 50
def increase_speed(self):
""" 提高速度設定 """
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
print(self.alien_points)
alien.py
#!/usr/bin/env python
# -*- coding:utf-8 -*-
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
""" 表示單個外星人的類 """
def __init__(self, ai_settings, screen):
""" 初始化外星人並設定其起始位置 """
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 載入外星人影象,並設定其 rect 屬性
self.image = pygame.image.load('images/alien.bmp')
self.rect = self.image.get_rect()
# 每個外星人最初都在螢幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 儲存外星人的準確位置
self.x = float(self.rect.x)
def blitme(self):
"""Draw the alien at its current location."""
self.screen.blit(self.image, self.rect)
def check_edges(self):
""" 如果外星人位於螢幕邊緣,就返回 True"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left <= 0:
return True
def update(self):
""" 向右移動外星人 """
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
ship.py
#!/usr/bin/env python
# -*- coding:utf-8 -*-
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
""" 初始化飛船並設定其初始位置 """
super(Ship, self).__init__()
self.screen = screen
self.ai_setting = ai_settings
# 載入飛船影象並獲取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 將每艘新飛船放在螢幕底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.centery = self.screen_rect.centery
self.rect.bottom = self.screen_rect.bottom
# 在飛船的屬性 center、centery 中儲存小數值
self.center = float(self.rect.centerx)
self.centery = float(self.rect.centery)
# 移動標誌
self.moving_right = False
self.moving_left = False
self.moving_down = False
self.moving_up = False
def update(self):
""" 根據移動標誌調整飛船的位置 """
# 更新飛船的 center 值,而不是 rect
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_setting.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_setting.ship_speed_factor
if self.moving_up and self.rect.top > 0:
self.centery -= self.ai_setting.ship_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.centery += self.ai_setting.ship_speed_factor
# 根據 self.center 更新 rect 物件
self.rect.centerx = self.center
self.rect.centery = self.centery
def blitme(self):
""" 在指定位置繪製飛船 """
self.screen.blit(self.image, self.rect)
def center_ship(self):
""" 讓飛船在螢幕上居中 """
self.center = self.screen_rect.centerx
button.py
#!/usr/bin/env python
# -*- coding:utf-8 -*-
import pygame.font
class Button():
def __init__(self, ai_settings, screen, msg):
""" 初始化按鈕的屬性 """
self.screen = screen
self.screen_rect = screen.get_rect()
# 設定按鈕的尺寸和其他屬性
self.width, self.height = 200, 50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
# 建立按鈕的 rect 物件,並使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按鈕的標籤只需建立一次
self.prep_msg(msg)
def prep_msg(self, msg):
""" 將 msg 渲染為影象,並使其在按鈕上居中 """
self.msg_image = self.font.render(msg, True, self.text_color,self.button_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
# 繪製一個用顏色填充的按鈕,再繪製文字
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
scoreboard.py
#!/usr/bin/env python
# -*- coding:utf-8 -*-
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
""" 顯示得分資訊的類 """
def __init__(self, ai_settings, screen, stats):
"""Initialize scorekeeping attributes."""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# Font settings for scoring information.
self.text_color = (250, 0, 0)
self.font = pygame.font.SysFont(None, 48)
# Prepare the initial score images.
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_ships(self):
""" 顯示還餘下多少艘飛船 """
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_settings, self.screen)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
def prep_score(self):
""" 將得分轉換為一幅渲染的影象 """
rounded_score = int(round(self.stats.score, -1))
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
# 將得分放在螢幕右上角
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def prep_high_score(self):
""" 將最高得分轉換為渲染的影象 """
high_score = int(round(self.stats.high_score, -1))
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
# 將最高得分放在螢幕頂部中央
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = self.score_rect.top
def show_score(self):
""" 在螢幕上顯示當前得分和最高得分 """
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.high_score_image, self.high_score_rect)
self.screen.blit(self.level_image, self.level_rect)
# 繪製飛船
self.ships.draw(self.screen)
def prep_level(self):
""" 將等級轉換為渲染的影象 """
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
# 將等級放在得分下方
self.level_rect = self.level_image.get_rect()
self.level_rect.right = self.score_rect.right
self.level_rect.top = self.score_rect.bottom + 10