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button.py
39
button.py
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@ -5,29 +5,32 @@ class Button():
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def __init__(self, ai_settings, screen, msg):
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"""初始化按钮属性"""
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self.screen = screen
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self.screen_rect = screen.get_rect()
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# 设置按钮的尺寸和其他属性
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self.width, self.height = 200, 50
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self.button_color = (0, 255, 0)
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self.text_color = (255, 255, 255)
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self.font = pygame.font.SysFont(None, 48)
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self.screen = screen
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self.screen_rect = screen.get_rect()
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# 创建按钮的rect对象,并使其居中
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self.rect = pygame.Rect(0, 0, self.width, self.height)
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self.rect.center = self.screen_rect.center
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# 设置按钮的尺寸和其他属性
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self.width, self.height = 200, 50
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self.button_color = (0, 255, 0)
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self.text_color = (255, 255, 255)
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self.font = pygame.font.SysFont(None, 48)
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# 按钮的标签只需创建一次
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self.prep_msg(msg)
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# 创建按钮的rect对象,并使其居中
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self.rect = pygame.Rect(0, 0, self.width, self.height)
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self.rect.center = self.screen_rect.center
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# 按钮的标签只需创建一次
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self.prep_msg(msg)
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def prep_msg(self, msg):
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"""将msg渲染为图像,并使其在按钮上居中"""
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self.msg_image = self.font.render(msg, True, self.text_color, self.button_color)
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self.msg_image_rect = self.msg_image.get_rect()
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self.msg_image_rect.center = self.rect.center
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self.msg_image = self.font.render(msg, True, self.text_color, self.button_color)
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self.msg_image_rect = self.msg_image.get_rect()
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self.msg_image_rect.center = self.rect.center
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def draw_button(self):
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# 绘制一个用颜色填充的按钮,再绘制文本
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self.screen.fill(self.button_color, self.rect)
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self.screen.blit(self.msg_image, self.msg_image_rect)
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# 绘制一个用颜色填充的按钮,再绘制文本
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self.screen.fill(self.button_color, self.rect)
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self.screen.blit(self.msg_image, self.msg_image_rect)
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@ -9,43 +9,43 @@ def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bull
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# 监视键盘和鼠标事件
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for event in pygame.event.get():
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if event.type == pygame.QUIT: # 关闭窗口退出
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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check_keydown_events(event, ai_settings, screen, ship, bullets)
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elif event.type == pygame.KEYUP:
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check_keyup_events(event, ship)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
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if event.type == pygame.QUIT: # 关闭窗口退出
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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check_keydown_events(event, ai_settings, screen, ship, bullets)
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elif event.type == pygame.KEYUP:
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check_keyup_events(event, ship)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y)
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def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
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"""在玩家单击Play按钮时开始游戏"""
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button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
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if button_clicked and not stats.game_active:
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# 重置游戏设置
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ai_settings.initialize_dynamic_settings()
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# 重置游戏设置
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ai_settings.initialize_dynamic_settings()
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# 隐藏光标
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pygame.mouse.set_visible(False)
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# 重置游戏统计信息
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stats.reset_stats()
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stats.game_active = True
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# 隐藏光标
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pygame.mouse.set_visible(False)
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# 重置游戏统计信息
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stats.reset_stats()
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stats.game_active = True
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# 重置计分牌图像
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sb.prep_score()
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sb.prep_high_score()
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sb.prep_level()
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sb.prep_ships()
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# 重置计分牌图像
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sb.prep_score()
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sb.prep_high_score()
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sb.prep_level()
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sb.prep_ships()
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# 清空外星人列表和子弹列表
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aliens.empty()
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bullets.empty()
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# 清空外星人列表和子弹列表
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aliens.empty()
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bullets.empty()
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# 创建一群新的外星人,并让飞船居中
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create_fleet(ai_settings, screen, ship, aliens)
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ship.center_ship()
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# 创建一群新的外星人,并让飞船居中
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create_fleet(ai_settings, screen, ship, aliens)
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ship.center_ship()
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def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
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@ -72,9 +72,9 @@ def check_keydown_events(event, ai_settings, screen, ship, bullets):
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elif event.key == pygame.K_LEFT:
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ship.moving_left = True
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elif event.key == pygame.K_SPACE:
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fire_bullet(ai_settings, screen, ship, bullets)
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fire_bullet(ai_settings, screen, ship, bullets)
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elif event.key == pygame.K_q:
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sys.exit()
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sys.exit()
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def check_keyup_events(event, ship):
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@ -102,18 +102,18 @@ def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens,
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for aliens in collisions.values():
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stats.score += ai_settings.alien_points * len(aliens)
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sb.prep_score()
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check_high_score(stats, sb)
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check_high_score(stats, sb)
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if len(aliens) == 0:
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# 删除现有的子弹并新建一群外星人,加快游戏进度节奏
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bullets.empty()
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ai_settings.increase_speed()
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# 删除现有的子弹并新建一群外星人,加快游戏进度节奏
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bullets.empty()
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ai_settings.increase_speed()
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# 提高等级
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stats.level += 1
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sb.prep_level()
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# 提高等级
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stats.level += 1
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sb.prep_level()
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create_fleet(ai_settings, screen, ship, aliens)
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create_fleet(ai_settings, screen, ship, aliens)
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def update_ship(ship):
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@ -124,7 +124,7 @@ def fire_bullet(ai_settings, screen, ship, bullets):
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# 创建一个子弹对象 加入到子弹组
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if len(bullets) < ai_settings.bullets_allowed: # 子弹少于允许值时再生成
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new_bullet = Bullet(ai_settings, screen, ship)
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bullets.add(new_bullet)
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bullets.add(new_bullet)
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def get_number_aliens_x(ai_settings, alien_width):
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@ -184,23 +184,23 @@ def change_fleet_direction(ai_settings, aliens):
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def ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets):
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"""响应被外星人撞到的飞船"""
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if stats.ships_left > 0:
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# 将ship_left减1
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stats.ships_left -= 1
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# 将ship_left减1
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stats.ships_left -= 1
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# 更新记分牌
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sb.prep_ships()
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# 更新记分牌
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sb.prep_ships()
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# 清空外星人列表和子弹列表
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aliens.empty()
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bullets.empty()
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# 创建一群新的外星人,并将飞船放到屏幕低端中央
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create_fleet(ai_settings, screen, ship, aliens)
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ship.center_ship()
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# 暂停
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sleep(0.5)
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# 清空外星人列表和子弹列表
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aliens.empty()
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bullets.empty()
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# 创建一群新的外星人,并将飞船放到屏幕低端中央
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create_fleet(ai_settings, screen, ship, aliens)
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ship.center_ship()
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# 暂停
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sleep(0.5)
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else:
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stats.game_active = False
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pygame.mouse.set_visible(True)
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stats.game_active = False
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pygame.mouse.set_visible(True)
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def check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets):
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@ -228,4 +228,4 @@ def check_high_score(stats, sb):
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"""检查是否诞生了新的最高纪录"""
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if stats.score > stats.high_score:
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stats.high_score = stats.score
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sb.prep_high_score()
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sb.prep_high_score()
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@ -3,15 +3,17 @@ class GameStats():
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def __init__(self, ai_settings):
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"""初始化统计信息"""
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self.ai_settings = ai_settings
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self.reset_stats()
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# 游戏刚启动时处于非活动状态
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self.game_active = False
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# 在任何情况下不应该重置最高分
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self.high_score = 0
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self.level = 1
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self.ai_settings = ai_settings
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self.reset_stats()
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# 游戏刚启动时处于非活动状态
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self.game_active = False
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# 在任何情况下不应该重置最高分
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self.high_score = 0
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self.level = 1
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def reset_stats(self):
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"""初始化在游戏运行期间可能变化的统计信息"""
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self.ships_left = self.ai_settings.ship_limit
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self.score = 0
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self.ships_left = self.ai_settings.ship_limit
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self.score = 0
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@ -9,65 +9,71 @@ class Scoreboard():
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def __init__(self, ai_settings, screen, stats):
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"""初始化显示得分涉及的属性"""
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self.screen = screen
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self.screen_rect = screen.get_rect()
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self.ai_settings = ai_settings
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self.stats = stats
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# 显示得分信息时使用的字体设置
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self.text_color = (30, 30, 30)
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self.font = pygame.font.SysFont(None, 48)
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self.screen = screen
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self.screen_rect = screen.get_rect()
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self.ai_settings = ai_settings
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self.stats = stats
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# 准备初始化得分图像和当前最高分数
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self.prep_score()
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self.prep_high_score()
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self.prep_level()
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self.prep_ships()
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# 显示得分信息时使用的字体设置
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self.text_color = (30, 30, 30)
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self.font = pygame.font.SysFont(None, 48)
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# 准备初始化得分图像和当前最高分数
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self.prep_score()
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self.prep_high_score()
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self.prep_level()
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self.prep_ships()
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def prep_score(self):
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"""将得分转换为一幅渲染的图像"""
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rounded_score = int(round(self.stats.score, -1))
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score_str = "{:,}".format(rounded_score)
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self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
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# 将得分放在右上角
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self.score_rect = self.score_image.get_rect()
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self.score_rect.right = self.screen_rect.right - 20
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self.score_rect.top = 5
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rounded_score = int(round(self.stats.score, -1))
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score_str = "{:,}".format(rounded_score)
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self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
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# 将得分放在右上角
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self.score_rect = self.score_image.get_rect()
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self.score_rect.right = self.screen_rect.right - 20
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self.score_rect.top = 5
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def prep_high_score(self):
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"""将最高得分转换为渲染图像"""
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high_score = int(round(self.stats.high_score, -1))
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high_score_str = "{:,}".format(high_score)
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self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
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# 将最高分放在屏幕最中央
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self.high_score_rect = self.high_score_image.get_rect()
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self.high_score_rect.centerx = self.screen_rect.centerx
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self.high_score_rect.top = 5
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high_score = int(round(self.stats.high_score, -1))
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high_score_str = "{:,}".format(high_score)
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self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
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# 将最高分放在屏幕最中央
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self.high_score_rect = self.high_score_image.get_rect()
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self.high_score_rect.centerx = self.screen_rect.centerx
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self.high_score_rect.top = 5
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def prep_level(self):
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"""将等级转换为渲染图像"""
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self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
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# 将得分放在右上角
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self.level_rect = self.score_image.get_rect()
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self.level_rect.right = self.screen_rect.right
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self.level_rect.top = self.score_rect.bottom
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self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
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# 将得分放在右上角
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self.level_rect = self.score_image.get_rect()
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self.level_rect.right = self.screen_rect.right
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self.level_rect.top = self.score_rect.bottom
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def prep_ships(self):
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"""显示还剩下多少艘飞船"""
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self.ships = Group()
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for ship_number in range(self.stats.ships_left):
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ship = Ship(self.ai_settings, self.screen)
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ship.rect.x = 10 + ship_number * ship.rect.width
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ship.rect.y = 10
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self.ships.add(ship)
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self.ships = Group()
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for ship_number in range(self.stats.ships_left):
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ship = Ship(self.ai_settings, self.screen)
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ship.rect.x = 10 + ship_number * ship.rect.width
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ship.rect.y = 10
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self.ships.add(ship)
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def show_score(self):
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"""在屏幕上显示得分和等级"""
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self.screen.blit(self.score_image, self.score_rect)
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self.screen.blit(self.high_score_image, self.high_score_rect)
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self.screen.blit(self.level_image, self.level_rect)
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# 绘制飞船
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self.ships.draw(self.screen)
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self.screen.blit(self.score_image, self.score_rect)
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self.screen.blit(self.high_score_image, self.high_score_rect)
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self.screen.blit(self.level_image, self.level_rect)
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# 绘制飞船
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self.ships.draw(self.screen)
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65
settings.py
65
settings.py
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def __init__(self):
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'''初始化设置'''
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# 屏幕设置
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self.screen_width = 1200
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self.screen_height = 600
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self.bg_color = (230, 230, 230) # 设置背景色 灰色
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# 飞船设置
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self.ship_limit = 3
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self.ship_image_path = 'images/ship.bmp' # 飞船图片路径
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# 屏幕设置
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self.screen_width = 1200
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self.screen_height = 600
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self.bg_color = (230, 230, 230) # 设置背景色 灰色
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# 子弹设置
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self.bullet_width = 3
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self.bullet_height = 15
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self.bullet_color = 60, 60, 60
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self.bullets_allowed = 3 # 允许屏幕中出现子弹的数量
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# 飞船设置
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self.ship_limit = 3
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self.ship_image_path = 'images/ship.bmp' # 飞船图片路径
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# 外星人设置
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self.fleet_drop_speed = 10
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# 子弹设置
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self.bullet_width = 3
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self.bullet_height = 15
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self.bullet_color = 60, 60, 60
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self.bullets_allowed = 3 # 允许屏幕中出现子弹的数量
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# 以什么样的速度加快游戏节奏
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self.speedup_scale = 1.1
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# 外星人点数提高速度
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self.score_scale = 1.5
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# 外星人设置
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self.fleet_drop_speed = 10
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self.initialize_dynamic_settings()
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# 以什么样的速度加快游戏节奏
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self.speedup_scale = 1.1
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# 外星人点数提高速度
|
||||
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表示向右移,为-1表示向左移
|
||||
self.fleet_direction = 1
|
||||
self.ship_speed_factor = 1.5
|
||||
self.bullet_speed_factor = 3
|
||||
self.alien_speed_factor = 1
|
||||
|
||||
# 计分
|
||||
self.alien_points = 50
|
||||
# fleet_direction为1表示向右移,为-1表示向左移
|
||||
self.fleet_direction = 1
|
||||
|
||||
# 计分
|
||||
self.alien_points = 50
|
||||
|
||||
def increase_speed(self):
|
||||
"""提高速度设置,外星人点数"""
|
||||
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)
|
||||
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)
|
||||
|
|
Loading…
Reference in New Issue