pythonの飛行機大戦
18519 ワード
pythonの飛行機大戦の完全なコード
alien.py
alien_invasion.py
bullet.py
button.py
game_functions.py
game_stats.py:
scoreboard.py
settings.py
ship.py:
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
""" """
def __init__(self, ai_settings, screen):
""" """
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# , rect
self.image = pygame.image.load('images/alien.png')
self.image = pygame.transform.scale(self.image, (80, 60))
self.rect = self.image.get_rect()
#
self.rect.x = self.rect.width
self.rect.y = self.rect.height
#
self.x = float(self.rect.x)
def blitme(self):
""" """
self.screen.blit(self.image, self.rect)
def check_edges(self):
""" , 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):
""" """
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
alien_invasion.py
import pygame
from work.settings import Settings
from work.game_stats import GameStats
from work.button import Button
from work.ship import Ship
from pygame.sprite import Group
import work.game_functions as gf
from work.scoreboard import Scoreboard
def run_game():
#
pygame.init()
#
ai_settings = Settings()
# screen
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
#
pygame.display.set_caption(' ')
# Play
play_button = Button(ai_settings, screen, "Play")
# ,
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
#
ship = Ship(ai_settings, screen)
#
bullets = Group()
#
aliens = Group()
#
gf.create_fleet(ai_settings, screen, ship, aliens)
#
while True:
#
gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
if stats.game_active:
#
gf.update_ship(ship)
#
gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)
#
gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)
#
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
bullet.py
import pygame
from pygame.sprite import Sprite
import time
class Bullet(Sprite):
''' '''
def __init__(self, ai_settings, screen, ship):
super(Bullet, self).__init__()
self.screen = screen
# (0,0,3,15) lef,top, ,
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
# x
self.rect.centerx = ship.rect.centerx
# y
self.rect.top = ship.rect.top
#
self.top = float(self.rect.top)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
self.top -= self.speed_factor
self.rect.top = self.top
print(self.rect.top)
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
button.py
import pygame.font
class Button():
def __init__(self, ai_settings, screen, msg):
""" """
self.screen = screen
self.screen_rect = screen.get_rect()
#
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)
# rect ,
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
#
self.prep_msg(msg)
def prep_msg(self, msg):
""" msg , """
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):
# ,
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
game_functions.py
import pygame
import sys
from work.bullet import Bullet
from work.alien import Alien
from time import sleep
def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
#
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):
""" Play """
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
#
ai_settings.initialize_dynamic_settings()
#
pygame.mouse.set_visible(False)
#
stats.reset_stats()
stats.game_active = True
#
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#
aliens.empty()
bullets.empty()
# ,
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
""" , """
#
screen.fill(ai_settings.bg_color)
#
ship.blitme()
aliens.draw(screen)
# ,
for bullet in bullets.sprites():
#
bullet.draw_bullet()
#
sb.show_score()
# , Play
if not stats.game_active:
play_button.draw_button()
# ,
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:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
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(ai_settings, screen, stats, sb, ship, aliens, bullets):
""" , """
# self.update()
bullets.update()
for bullet in bullets.sprites():
#
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):
""" """
#
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:
# ,
bullets.empty()
ai_settings.increase_speed()
#
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def update_ship(ship):
ship.update()
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)
def get_number_aliens_x(ai_settings, alien_width):
""" """
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):
""" """
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):
""" """
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):
""" """
# ,
#
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_aliens(ai_settings, screen, aliens, alien_number, row_number)
def check_fleet_edges(ai_settings, aliens):
""" """
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
""" , """
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):
""" """
if stats.ships_left > 0:
# ship_left 1
stats.ships_left -= 1
#
sb.prep_ships()
#
aliens.empty()
bullets.empty()
# ,
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets):
""" """
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets):
""" """
check_fleet_edges(ai_settings, aliens)
aliens.update()
#
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets)
#
check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)
def check_high_score(stats, sb):
""" """
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
game_stats.py:
class GameStats():
""" """
def __init__(self, ai_settings):
""" """
self.ai_settings = ai_settings
self.reset_stats()
#
self.game_active = False
#
self.high_score = 0
self.level = 1
def reset_stats(self):
""" """
self.ships_left = self.ai_settings.ship_limit
self.score = 0
scoreboard.py
import pygame.font
from pygame.sprite import Group
from work.ship import Ship
class Scoreboard():
""" """
def __init__(self, ai_settings, screen, stats):
""" """
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
#
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
""" """
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)
#
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 5
def prep_high_score(self):
""" """
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)
#
self.high_score_rect = self.high_score_image.get_rect()
self.high_score_rect.centerx = self.screen_rect.centerx
self.high_score_rect.top = 5
def prep_level(self):
""" """
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
#
self.level_rect = self.score_image.get_rect()
self.level_rect.right = self.screen_rect.right
self.level_rect.top = self.score_rect.bottom
def prep_ships(self):
""" """
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):
""" """
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)
settings.py
class Settings():
""" """
def __init__(self):
""" """
#
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (230, 230, 230) #
#
self.ship_limit = 3
self.ship_image_path = 'images/ship.png' #
#
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3 #
#
self.fleet_drop_speed = 10
#
self.speedup_scale = 1.1
#
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
""" """
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction 1 , -1
self.fleet_direction = 1
#
self.alien_points = 50
def increase_speed(self):
""" , """
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)
ship.py:
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
""" """
def __init__(self, ai_settings, screen):
""" , """
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 、
self.image = pygame.image.load('images/ship.png') #
self.image = pygame.transform.smoothscale(self.image, (150, 180))
#
self.rect = self.image.get_rect()
#
self.screen_rect = screen.get_rect()
#
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
#
# self.rect.centerx
self.center = float(self.rect.centerx)
#
self.moving_right = False
self.moving_left = False
def blitme(self):
""" """
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
#
if self.moving_left and self.rect.left > self.screen_rect.left:
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center
def center_ship(self):
""" """
self.center = self.screen_rect.centerx