Commit 64d962bd authored by ZFR's avatar ZFR
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.Python
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images
music
# Files
high_score.txt
libmpg123.dll
\ No newline at end of file
import pygame
from pygame.sprite import Sprite
from path import resource_path
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self, ai_settings, screen):
"""初始化外星人并设置初始位置"""
super(Alien, self).__init__()
self.ai_settings = ai_settings
self.screen = screen
# 加载外星人的图片, 并设置其rect属性
asset_url = resource_path("images/alien.bmp")
self.image = pygame.image.load(asset_url)
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕的左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 储存外星人的准确位置
self.x = float(self.rect.x)
def check_edges(self):
"""如果外星人位于屏幕的边界就返回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):
"""向右移动外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
def blitme(self):
"""在指定位置绘制外星人"""
self.screen.blit(self.image, self.rect)
\ No newline at end of file
import sys
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():
# 初始化游戏并创建一个屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 创建Play按钮
play_button = Button(ai_settings, screen, "Play")
# 创建一个用于储存统计信息的实例
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 创建一艘飞船
ship = Ship(ai_settings, screen)
# 创建用于储存子弹的编组和用于储存外星人的编组
bullets = Group()
aliens = Group()
# 创建外星人群
gf.create_aliens_fleet(ai_settings, screen, ship, aliens)
# 开始游戏主循环
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()
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射的子弹进行管理的类"""
def __init__(self, ai_settings, screen, ship):
"""在飞船所在的位置创建一颗子弹对象"""
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
# 储存用小数表示的子弹位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向上移动子弹"""
# 更新表示子弹位置的小数值
self.rect.y -= self.speed_factor
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen, self.color, self.rect)
\ No newline at end of file
import pygame.font
class Button():
def __init__(self, ai_settings, screen, msg):
"""初始化按钮属性"""
self.screen = screen
self.screen_rect = self.screen.get_rect()
# 设置按钮的尺寸和其他属性
self.width = 200
self.height = 50
self.button_color = (0, 255, 0)
self.text_color = (255, 255, 255)
# 设置按钮文本框中的字体类型和大小为默认48号
self.font = pygame.font.SysFont('SimHei', 48)
# 创建按钮的rect对象,并居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按钮标签只需要创建一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""将msg渲染为图像,并居中"""
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):
"""绘制按钮"""
# 绘制一个用颜色填充的按钮, 在绘制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
\ No newline at end of file
import sys
import pygame
from time import sleep
from bullet import Bullet
from alien import Alien
from path import resource_path
def fire_bullets(ai_settings, screen, ship, bullets):
"""如果还没达到限制,就发射一颗子弹"""
# 创建一颗子弹, 并将其加入到编组bullets中
if len(bullets) < ai_settings.bullet_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keydown_events(event, ai_settings, screen, stats, ship, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
# 飞船右移
ship.moving_right = True
elif event.key == pygame.K_LEFT:
# 飞船左移
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullets(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
# 记录最高分
write_high_score(stats.high_score)
sys.exit()
def check_keyup_events(event, ship):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
"""在玩家单击Play按钮时开始游戏"""
button_checked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_checked and not stats.game_active:
# 重置游戏设置
ai_settings.initialize_dynamic_settings()
# 游戏开始后隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏的统计信息
stats.reset_stats()
stats.game_active = True
play_music()
# 重置记分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人和子弹的列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并让飞船居中
create_aliens_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def write_high_score(high_score):
"""将历史最高分写入 high_score.txt 的文件中"""
filename = "high_score.txt"
with open(filename, 'w') as file_object:
file_object.write(str(high_score))
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
"""响应键盘与鼠标事件"""
# 监视键盘和鼠标
for event in pygame.event.get():
if event.type == pygame.QUIT:
# 记录历史最高分
write_high_score(stats.high_score)
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
# 飞船移动
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings, screen, stats, ship, bullets)
# 飞船停止移动
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
# 每次循环都重画屏幕
screen.fill(ai_settings.bg_color)
# 在飞船和外星人后面重画子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
# 如果游戏处于非活跃状态,就绘制Play 按钮
if not stats.game_active:
play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def check_bullet_alien_collection(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应子弹和外星人的碰撞"""
# 如果是这样,就删除相应的子弹和外星人
collections = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collections:
for aliens in collections.values():
stats.score += ai_settings.alien_points * len(aliens)
sb.prep_score()
check_high_score(stats, sb)
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人
bullets.empty()
ai_settings.increase_speed()
# 提高一个等级
stats.level += 1
sb.prep_level()
create_aliens_fleet(ai_settings, screen, ship, aliens)
def check_high_score(stats, sb):
"""检查是否诞生了最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_score()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新子弹的位置以及删除已消失的子弹"""
# 更新子弹的位置
bullets.update()
# 删除已消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
# 检查是否有子弹击中了外星人
check_bullet_alien_collection(ai_settings, screen, stats, sb, ship, aliens, bullets)
def play_music():
"""播放音乐"""
asset_url = resource_path("music/Lost Inside.mp3")
pygame.mixer.init()
pygame.mixer.music.load(asset_url)
pygame.mixer.music.play(-1,0)
def stop_music():
"""结束音乐的播放"""
asset_url = resource_path("music/Lost Inside.mp3")
pygame.mixer.init()
pygame.mixer.music.load(asset_url)
pygame.mixer.music.stop()
def get_number_aliens_x(ai_settings, alien_width):
"""计算每一行可以容纳多少个外星人"""
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 get_number_rows(ai_settings, ship_height, alien_height):
"""计算屏幕可以容纳多少行外星人"""
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_alien(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并加入到该行"""
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 create_aliens_fleet(ai_settings, screen, ship, aliens):
"""创建外星人群"""
# 创建第一个外星人
alien = Alien(ai_settings, screen)
# 计算一行可以容纳多少个外星人
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)
# 创建一群外星人q
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):
"""有外星人到达边缘时采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""将整群外星人下移,并改变它们的方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""响应被外星人撞的飞船"""
if stats.ship_left > 0:
# 飞船的剩余数量(ship_left)-1
stats.ship_left -= 1
# 更新飞船数
sb.prep_ships()
# 清空外星人 和 子弹的列表
aliens.empty()
bullets.empty()
# 创建一群新的外星人,并将飞船放到屏幕底部的中央位置
create_aliens_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
# 暂停
sleep(0.5)
else:
stats.game_active = False
stop_music()
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""检查是否有外星人撞击屏幕底端"""
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
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检查外星人和飞船的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 检查外星人有没有撞击屏幕底端
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
\ No newline at end of file
class GameStats():
"""跟踪游戏的统计信息"""
def __init__(self, ai_settings):
"""初始化统计信息"""
self.ai_settings = ai_settings
self.reset_stats()
# 游戏刚启动时处于非活跃状态
self.game_active = False
# 在任何情况下都不应重置最高分,从文件high_score.txt文件读出最高分
try:
with open("high_score.txt") as file_object:
high_score = file_object.readline()
if high_score:
high_score = int(high_score)
else:
high_score = 0
except FileNotFoundError:
self.high_score = 0
else:
self.high_score = high_score
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ship_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
\ No newline at end of file
import sys
import os
def resource_path(relative_path):
try:
# PyInstaller creates a temp folder and stores path in _MEIPASS
base_path = sys._MEIPASS
except Exception:
base_path = os.path.abspath(".")
return os.path.join(base_path, relative_path)
\ No newline at end of file
import pygame.font
from pygame.sprite import Group
<