1. alien_invasion.py
import pygame
from settings import Settings
from ship import Ship
from pygame.sprite import Group
from game_stats import Game_Stats
from scoreboard import Scoreboard
from button import Button
from alien import Alien
import game_functions as gf
def run_game():
#初始化pygame、设置和屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 创建一个用于储存游戏统计信息的实例,并创建计分牌
stats = Game_Stats(ai_settings)
sb = Scoreboard( ai_settings, screen, stats)
#创建一艘飞船
ship = Ship(screen,ai_settings)
# 创建一个用于储存子弹的编组
bullets = Group()
# 创建外星人群
aliens = Group()
gf.create_fleet( ai_settings, screen, ship,aliens)
# 设置背景色
bg_color = (230, 230, 230)
# 创建Play按钮
play_button = Button(ai_settings,screen,"play")
alien = Alien(ai_settings,screen)
# 开始游戏的主循环
while True:
gf.check_events(ai_settings,screen, stats, sb,ship,aliens, bullets, play_button)
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()
2.game_function.py
import sys
from time import sleep
import pygame
import ship
from bullet import Bullet
from alien import Alien
from settings import Settings
def check_keydown_events(event,ai_settings,screen,ship,bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
ship.moving_right = True
if event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
# 创建一颗子弹,并将其加入编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullet(ai_settings,screen,ship,bullets):
"""如果还没有到达限制,就发射一颗子弹"""
# 创建一颗子弹,并将其加入编组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):
"""响应松开"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen,stats, sb,play_button,ship,aliens,bullets):
"""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:
check_keydown_events(event,ai_settings,screen,ship,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,ship,ai_settings,screen,bullets)
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)
def update_screen(ai_settings, screen,stats,sb,ship, aliens, bullets, play_button):
"""更新屏幕上的图像,并切换到新屏幕"""
# 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()
aliens.draw(screen)
# 显示得分
sb.show_score()
# 如果游戏处于非活动状态,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 update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
'''更新子弹的位置,并删除已消失的子弹'''
# 更新子弹的位置
# 删除已消失的子弹
bullets.update()
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):
# 检查是否有子弹击中了外星人
# 删除相应的子弹和外星人
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)
stats.score += ai_settings.alien_points
sb.prep_score()
if len(aliens) == 0:
# 删除现有的子弹并新建一群外星人,加快游戏节奏
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def get_number_aliens_x(ai_settings, alien_width):
"""计算每行可容纳多少个外星人"""
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_aliens(ai_settings, screen, aliens, alien_number, row_number):
"""创建一个外星人并将其放在当前行"""
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 create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人群"""
# 创建一个外星人,并计算一行可容纳多少个外星人
# 外星人间距为外星人宽度
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)
# 创建外星人群
for row_number in range(number_rows):
# 创建第一行外星人
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):
"""如果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,并改变他们的方向"""
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):
"""响应被外星人撞到的飞船"""
if stats.ships_left > 0:
# 将ships——left减1
stats.ships_left -= 1
sb.prep_ships()
# 更新计分牌
sb.prep_ships()
# 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,并将飞船放到屏幕地段中央
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
# 暂停
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):
"""检查是否有外星人到达了屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 像飞船被撞倒一样进行处理
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
break
def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
"""
检查是否有外星人位于屏幕边缘,更新外星人群中所有外星人的位置
"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 检测外星人和飞船之间的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
# 检查是否有外星人到达屏幕底端
check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
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_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置游戏设置
ai_settings.initianlize_dynamic_settings()
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置游戏统计信息
stats.reset_stats()
stats.game_active = True
#重置计分牌图像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 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,并让飞船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def check_high_score(stats,sb):
"""检查是否诞生了新的最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
3.settings.py
class Settings():
"""储存《外星人入侵》的所有设置类"""
def __init__(self):
"""初始化游戏的设置"""
# 屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 子弹设置
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60,60,60
self.bullets_allowed = 3
# 外星人设置
self.alien_speed_factor = 1
self.fleet_drop_speed = 10
# fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
# 飞船设置
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化随游戏进行而变化的设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction 为1表示为右;为-1表示向左
self.fleet_direction = 1
# 记分
self.alien_points = 50
def increase_speed(self):
"""提高速度设置"""
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)
4.ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飞船并设置其初始位置"""
super(Ship,self).__init__()
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('alien1.gif')
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中储存小数值
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = False
def update(self):
"""根据移动标志调整飞船"""
# 更新飞船的center值,而非rect
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left >0 :
self.center -= self.ai_settings.ship_speed_factor
#根据self.center更新rect对象
self.rect.centerx = self.center
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image,self.rect)
def center_ship(self):
"""让飞船在屏幕居中"""
self.center = self.screen_rect.centerx
5.alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示单个外星人的类"""
def __init__(self,ai_setting,screen):
"""初始化外星人并设置其起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_setting
# 加载外星人图像,并设置其rect属性
self.image = pygame.image.load('alien1.gif')
self.rect = self.image.get_rect()
# 每个外星人最初都在屏幕左上角附近
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 blitme(self):
"""在指定位置绘制外星人"""
self.screen.blit(self.image,self.rect)
def check_edges(self):
"""如果外星人位于屏幕边缘,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):
"""向右或向左移动外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x =self.x
6.game_stats.py
class Game_Stats():
"""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fei活动状态
self.game_active = False
# 在任何情况下都不应重置最高得分
self.high_score = 0
def reset_stats(self):
"""初始化在游戏运行期间可能变化的统计信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
7.scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""显示得分信息的类"""
def __init__(self, ai_settings, screen, stats):
"""初始化显示得分涉及的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
# 显示的分信息时使用的字体设置
self.text_color = (30,30,30)
self.font = pygame.font.SysFont(None,48)
# 准备包含最高得分和当前得分的图像
# 准备初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将得分转化为一副渲染的图像"""
rounded_score = int(round(self.stats.score, -1))
score_str = "Score:{:,}".format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
# 将得分放在屏幕右上角
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):
"""将得分转化为一副渲染的图像"""
high_score = int(round(self.stats.high_score, -1))
high_score_str = "High:{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
# 将得分放在屏幕右上角(屏幕顶部中央)
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 prep_level(self):
"""将等级转换为渲染的图像"""
self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
#将等级放在得分下方
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
def prep_ships(self):
"""显示余下还剩下多少艘飞船"""
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 show_score(self):
"""屏幕上显示分"""
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)
#绘制飞船
self.ships.draw(self.screen)
8.button.py
import pygame.font
class Button():
def __init__(self,ai_settings,screen,msg):
""" 初始化按钮的属性"""
self.screen = screen
self.screen_rect = screen.get_rect()
# 设置按钮的尺寸和其他属性
self.width,self.height = 200,50
self.button_color = (0,250,0)
self.text_color = (255,255,255)
self.font = pygame.font.SysFont(None,48)
# 创建按钮的rect的属性,并使其剧中
self.rect = pygame.Rect(0,0,self.width,self.height)
self.rect.center = self.screen_rect.center
# 按钮的标签只需创建一次
self.prep_msg(msg)
def prep_msg (self,msg):
"""将msg渲染为图像,并使其在按钮上居中"""
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):
# 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)
9.bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个飞船发射的子弹进行管理的类"""
def __init__(self,ai_settings,screen,ship):
"""在飞船所处的位置创建一个子弹对象"""
super(Bullet,self).__init__()
self.screen = screen
# 在(0,0)处创建一个表示子弹的矩形,在设置正确的位置
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
#储存小数表示的子弹数量
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.y -= self.speed_factor
#更新表示子弹的rect的位置
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen,self.color,self.rect)
Traceback (most recent call last):
File "/Users/shihongguang/PycharmProjects/pythonProject/alien_invasion.py", line 48, in <module>
run_game()
File "/Users/shihongguang/PycharmProjects/pythonProject/alien_invasion.py", line 23, in run_game
ship = Ship(screen,ai_settings)
File "/Users/shihongguang/PycharmProjects/pythonProject/ship.py", line 14, in __init__
self.screen_rect = screen.get_rect()
AttributeError: 'Settings' object has no attribute 'get_rect'
1.重新检查代码的书写是否有误、参数顺序,未能解决.
2.论坛搜寻相关方案,说rect的对象不正确,未能理解.
help me
@A Python 萌新花花 你好呀,上次的那个问题我没能解决,能帮助我吗?