alien_invasion.py
import sys import pygame from settings import Settings from ship import Ship import game_functions as gf from pygame.sprite import Group 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.screnn_height)) pygame.display.set_caption(‘Alien Invasion‘) # 创建一艘飞船 ship = Ship(ai_settings, screen) # 创建一个存储的子弹组 bullets = Group() # 设置背景色 bg_color = (230, 230, 230) # 开始游戏的主循环 while True: gf.check_events(ai_settings, screen, ship, bullets) ship.update() gf.update_bullets(bullets) gf.update_screen(ai_settings, screen, ship, bullets) run_game()
bullet.py
import pygame from pygame.sprite import Sprite class Bullet(Sprite): def __init__(self, ai_settings, screen, ship): super(Bullet, self).__init__() self.screen = screen 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 # 存储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): self.y -= self.speed_factor # 更新子弹位置 self.rect.y = self.y def draw_bullet(self): pygame.draw.rect(self.screen, self.color, self.rect)
game_functions
import sys import pygame from bullet import Bullet def check_events(ai_settings, screen, ship, bullets): # 监听键盘和鼠标的事件 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) def update_screen(ai_settings, screen, ship, bullets): # 每次循环时都重绘屏幕 screen.fill(ai_settings.bg_color) # 在飞船和外星人后面重绘所有子弹 for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() # 让最近绘制的屏幕可见 pygame.display.flip() def check_keydown_events(event, ai_settings, screen, ship, bullets): 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_SPACE: # 创建一颗子弹,并将其加入到编组 bullets 中 fire_bullet(ai_settings, screen, ship, bullets) def check_keyup_events(event, ship): if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = False def update_bullets(bullets): bullets.update() # 删除已经消失的子弹 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) def fire_bullet(ai_settings, screen, ship, bullets): if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet)
settings.py
class Settings(): def __init__(self): # 屏幕设置 self.screen_width = 1200 self.screnn_height = 800 self.bg_color = (230, 230, 230) self.ship_speed_factor = 1.5 # 子弹设置 self.bullet_speed_factor = 1 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 5
ship.py
import pygame class Ship(): def __init__(self, ai_settings, screen): self.screen = screen self.ai_settings = ai_settings # 加载飞船图像并获取其外接矩形 self.image = pygame.image.load(‘images/ship.bmp‘) self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # 将每艘新飞船放在屏幕底部中央 self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 在飞船的属性 center 中存储小数值 self.center = float(self.rect.centerx) # 移动标识 self.moving_right = False self.moving_left = False def blitme(self): # 屏幕指定位置绘制飞船 self.screen.blit(self.image, self.rect) def update(self): if self.moving_right and self.rect.right < self.screen_rect.right: self.center += self.ai_settings.ship_speed_factor elif self.moving_left and self.rect.left > 0: self.center -= self.ai_settings.ship_speed_factor # 更新 rect 对象 self.rect.centerx = self.center
时间: 2024-10-05 10:10:05