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Python编程到入门实践_练习14-4历史最高分

作者:互联网

第一次发博, 纪念"外星人入侵"游戏完结.
练习14-4"历史最高分"的练习: 游戏最高分不被重置

这里需要新建一个"high_score.txt"文件, 每次开始游戏循环前都在这个文件读取最高分.
一开始我建了个空文件,一直出错, 后来发现需要在此文件内设个初始值: 0

#alien_invasion.py
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):
	"""响应按键"""
	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:
		fire_bullet(ai_settings,screen,ship,bullets)
	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"""
	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
	elif 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)
		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 check_play_button(ai_settings, screen,  stats, sb, play_button, ship, aliens,
	bullets,mouse_x, mouse_y):
	"""在玩家单击play按钮时开始新游戏"""
	button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
	if button_clicked and not stats.game_active:
		pygame.mouse.set_visible(False)
		#重置游戏统计信息
		ai_settings.initialize_dynamic_settings()
		stats.reset_stats()
		stats.game_active = True

		#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 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"""
	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)
	sb.show_score()

	#如果游戏处于非活动状态,就绘制play键
	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)

	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
	#如果是这样就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)

	if len(aliens) == 0:
		#删除现有所有子弹并新建一群外星人
		bullets.empty()
		ai_settings.increase_speed()

		#提高等级
		stats.level += 1
		sb.prep_level()

		create_fleet(ai_settings, screen, ship, aliens)

def check_high_score(stats,sb):
		"""检查是否诞生了新的最高得分"""
		if stats.score > stats.high_score:
			stats.high_score = stats.score
			sb.prep_high_score()


def get_number_aliens_x(ai_settings, alien_width):
	#计算每行可容纳多少外星人
	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):
	"""计算屏幕可容纳下多少行外星人"""
	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*1.5 + 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可容纳多少外星
	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):
		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):
	"""将整群外星人往下移,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 check_aliens_bottom(ai_settings, stats, sb, screen, 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:
			#像飞船被撞倒一样的处理
			ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
			break

def ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets):
	"""响应被外星人撞到的飞船"""
	if stats.ships_left > 0:
		#将ship_left的数减1
		stats.ships_left -= 1

		#更新记分牌飞船显示
		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,并将飞船放到屏幕底部中间
		create_fleet(ai_settings, screen, ship, aliens)
		ship.center_ship()

		#暂停
		sleep(0.8)

	else:
		stats.game_active = False
		pygame.mouse.set_visible(True)
	

def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets):
	"""
	检查是否有外星人位于屏幕边缘,并更新所有外星人的位置
	"""
	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, stats, sb, screen, ship, aliens, bullets)

	#检查是否有到达屏幕底端
	check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets)


#settings.py
class Settings():
	"""储存《外星人入侵》所有设置的类"""

	def __init__(self):
		"""初始化游戏的静态设置"""
		#屏幕设置
		self.screen_width = 1200
		self.screen_height = 700
		self.bg_color = (230,230,230)

		#飞船设置
		self.ship_limit = 3

		#子弹设置
		self.bullet_width = 3
		self.bullet_height = 15
		self.bullet_color = (60, 60 ,60)
		self.bullets_allowed = 3

		#外星人设置
		self.fleet_drop_speed = 10

		#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
		self.alien_points = 50

		#fleet_direction 为1表示向右边移动,为-1表示向左移
		self.fleet_direction = 1

	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)

#alien.py
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):
	"""响应按键"""
	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:
		fire_bullet(ai_settings,screen,ship,bullets)
	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"""
	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
	elif 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)
		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 check_play_button(ai_settings, screen,  stats, sb, play_button, ship, aliens,
	bullets,mouse_x, mouse_y):
	"""在玩家单击play按钮时开始新游戏"""
	button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
	if button_clicked and not stats.game_active:
		pygame.mouse.set_visible(False)
		#重置游戏统计信息
		ai_settings.initialize_dynamic_settings()
		stats.reset_stats()
		stats.game_active = True

		#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 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"""
	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)
	sb.show_score()

	#如果游戏处于非活动状态,就绘制play键
	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)

	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
	#如果是这样就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)

	if len(aliens) == 0:
		#删除现有所有子弹并新建一群外星人
		bullets.empty()
		ai_settings.increase_speed()

		#提高等级
		stats.level += 1
		sb.prep_level()

		create_fleet(ai_settings, screen, ship, aliens)

def check_high_score(stats,sb):
		"""检查是否诞生了新的最高得分"""
		if stats.score > stats.high_score:
			stats.high_score = stats.score
			sb.prep_high_score()


def get_number_aliens_x(ai_settings, alien_width):
	#计算每行可容纳多少外星人
	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):
	"""计算屏幕可容纳下多少行外星人"""
	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*1.5 + 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可容纳多少外星
	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):
		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):
	"""将整群外星人往下移,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 check_aliens_bottom(ai_settings, stats, sb, screen, 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:
			#像飞船被撞倒一样的处理
			ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
			break

def ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets):
	"""响应被外星人撞到的飞船"""
	if stats.ships_left > 0:
		#将ship_left的数减1
		stats.ships_left -= 1

		#更新记分牌飞船显示
		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,并将飞船放到屏幕底部中间
		create_fleet(ai_settings, screen, ship, aliens)
		ship.center_ship()

		#暂停
		sleep(0.8)

	else:
		stats.game_active = False
		pygame.mouse.set_visible(True)
	

def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets):
	"""
	检查是否有外星人位于屏幕边缘,并更新所有外星人的位置
	"""
	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, stats, sb, screen, ship, aliens, bullets)

	#检查是否有到达屏幕底端
	check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets)

#ship.py
import pygame
from pygame.sprite import Sprite

class Ship(Sprite):

	def __init__(self, ai_settings, screen):
		"""初始化飞船并设定其初始位置"""
		super().__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('images/ship.bmp')
		self.rect = self.image.get_rect() #表示元素的矩形
		self.screen_rect = screen.get_rect() #表示屏幕的矩形

		#将每艘飞船放在屏幕中央底部
		self.rect.centerx = self.screen_rect.centerx
		self.rect.bottom = self.screen_rect.bottom

		#在飞船属性center中存储小数值
		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的位置"""
		#更新飞船的center值,而不是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

		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):
		"""让飞船居中"""
		self.center= self.screen_rect.centerx

#bullet.py
import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
	"""一个对飞船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().__init__()
		self.screen = screen

		#在(0,0)处创建一个表示子弹的矩形,再设置正确位置
		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

		#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):
		"""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)

#game_functions.py
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):
	"""响应按键"""
	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:
		fire_bullet(ai_settings,screen,ship,bullets)
	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"""
	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
	elif 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)
		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 check_play_button(ai_settings, screen,  stats, sb, play_button, ship, aliens,
	bullets,mouse_x, mouse_y):
	"""在玩家单击play按钮时开始新游戏"""
	button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
	if button_clicked and not stats.game_active:
		pygame.mouse.set_visible(False)
		#重置游戏统计信息
		ai_settings.initialize_dynamic_settings()
		stats.reset_stats()
		stats.game_active = True

		#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 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"""
	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)
	sb.show_score()

	#如果游戏处于非活动状态,就绘制play键
	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)

	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
	#如果是这样就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)

	if len(aliens) == 0:
		#删除现有所有子弹并新建一群外星人
		bullets.empty()
		ai_settings.increase_speed()

		#提高等级
		stats.level += 1
		sb.prep_level()

		create_fleet(ai_settings, screen, ship, aliens)

def check_high_score(stats,sb):
		"""检查是否诞生了新的最高得分"""
		if stats.score > stats.high_score:
			stats.high_score = stats.score
			sb.prep_high_score()


def get_number_aliens_x(ai_settings, alien_width):
	#计算每行可容纳多少外星人
	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):
	"""计算屏幕可容纳下多少行外星人"""
	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*1.5 + 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可容纳多少外星
	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):
		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):
	"""将整群外星人往下移,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 check_aliens_bottom(ai_settings, stats, sb, screen, 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:
			#像飞船被撞倒一样的处理
			ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
			break

def ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets):
	"""响应被外星人撞到的飞船"""
	if stats.ships_left > 0:
		#将ship_left的数减1
		stats.ships_left -= 1

		#更新记分牌飞船显示
		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,并将飞船放到屏幕底部中间
		create_fleet(ai_settings, screen, ship, aliens)
		ship.center_ship()

		#暂停
		sleep(0.8)

	else:
		stats.game_active = False
		pygame.mouse.set_visible(True)
	

def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets):
	"""
	检查是否有外星人位于屏幕边缘,并更新所有外星人的位置
	"""
	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, stats, sb, screen, ship, aliens, bullets)

	#检查是否有到达屏幕底端
	check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets)

#game_stats.py
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()
		#游戏刚启动时处于静止状态
		self.game_active = False

		with open('high_score.txt') as file_object:
			hs = file_object.read()
		self.high_score = int(hs)

	def reset_stats(self):
		"""初始化在游戏运行期间可能变化的统计信息"""
		self.score = 0
		self.ships_left = self.ai_settings.ship_limit
		self.level = 1
		
#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 = (25, 25, 112)
		self.text_color = (255, 255, 255)
		self.font = pygame.font.SysFont(None, 48)

		#创建按钮的rect对象,并使其居中
		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,再绘制文本
		self.screen.fill(self.button_color, self.rect)
		self.screen.blit(self.msg_image, self.msg_image_rect)
	
	#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

		#显示得分信息时使用的字体设置
		self.text_color = (30, 30, 30)
		self.font = pygame.font.SysFont(None, 35)

		#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):
		"""将得分转换为一幅渲染得图像"""
		rounded_score = int(round(self.stats.score, -1))
		score_str = "{:,}".format(rounded_score)
		self.score_image = self.font.render("Score: "+ 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):
		"""将最高得分转换为一幅渲染得图像"""
		high_score = int(round(self.stats.high_score, -1))
		high_score_str = "{:,}".format(high_score)
		self.high_score_image = self.font.render("High Score: " + high_score_str, True,
		 	self.text_color, self.ai_settings.bg_color)

		#将最高得分放在屏幕顶部中央
		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("Level: " + str(self.stats.level), True,
			self.text_color, self.ai_settings.bg_color)

		#将等级放在得分下面
		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):
		"""显示还剩余多少艘飞船"""
		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):
		"""在屏幕上显示飞船和得分"""
		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)
		#绘制飞船
		self.ships.draw(self.screen)


	
	

标签:aliens,14,settings,Python,self,最高分,ai,ship,screen
来源: https://blog.csdn.net/weixin_51589481/article/details/112287860