pythonの飛行機大戦


pythonの飛行機大戦の完全なコード
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