1. 程式人生 > >Python程式設計:從入門到實踐 第11章 專案 1  外星人入侵

Python程式設計:從入門到實踐 第11章 專案 1  外星人入侵

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