示例#1
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def run_game():
    # init game and create screen object
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # create a new ship
    ship = Ship(ai_settings, screen)

    aliens = Group()

    # create alien's group
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # create a group to store the bullet
    bullets = Group()

    # start game's main circulation
    while True:
        # listen mouse and keyboard
        gf.check_events(ai_settings, screen, ship, bullets)

        ship.update()

        gf.update_bullets(aliens, bullets)

        gf.update_aliens(ai_settings, aliens)

        # redraw screen every circulation
        # let last screen be visible
        gf.update_screen(ai_settings, screen, ship, aliens, bullets)
示例#2
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    def __init__(self):
        """ Initialize the game and creates game resources"""
        pygame.init()

        self.settings = Settings()

        # for windowed mode
        # self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))

        # for the fullscreen mode
        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height

        pygame.display.set_caption("Alien Invasion")

        # Create an instance to store game statistics and create a scoreboard
        self.stats = GameStats(self)
        self.sb = ScoreBoard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.stars = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._populate_sky()
        self._create_fleet()

        self.play_button = Button(self, 'Play')
def run_game():
    # Inicializa o jogo e cria um objeto para a tela
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((
        ai_settings.screen_width,
        ai_settings.screen_height,
    ))
    pygame.display.set_caption('Alien Invasion')

    # Cria o botão Play
    play_button = Button(ai_settings, screen, 'Play')

    # Cria uma instância para armazenar dados estatísticos do jogo
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # Cria uma espaçonave, um grupo de projéteis e um grupo de alienígenas
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    # Cria a frota de alienígenas
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # Inicia o laço principal do jogo
    while True:
        gf.check_events(
            ai_settings,
            screen,
            stats,
            sb,
            play_button,
            ship,
            aliens,
            bullets,
        )

        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,
        )
示例#4
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 def _clear_board(self):
     self.attacked = CoordinateSet()
     self.hit = CoordinateSet()
     self.miss = CoordinateSet()
     self.occupied = CoordinateSet()
     self.ships = {
         Ship('Carrier'): CoordinateSet(),
         Ship('Battleship'): CoordinateSet(),
         Ship('Destroyer'): CoordinateSet(),
         Ship('Submarine'): CoordinateSet(),
         Ship('Patrol Boat'): CoordinateSet()
     }
     self.symbols = [EMPTY_COORDINATE for _ in range(100)]
     self.sunk = []
示例#5
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 def smallest_unsunk_ship(self) -> Ship:
     """Return the smallest unsunk ship."""
     smallest = Ship('Carrier')
     for ship, mask in self.ships.items():
         if len(ship) != len(mask) and len(ship) < len(smallest):
             smallest = ship
     return smallest
示例#6
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    def add_ship(self, ship_obj: Ship, bow: str, direction: str) -> bool:
        """Add CoordinateSet to board to represent a Ship.

        Params
        ------
        ship_obj : Ship
            The ship to be added to the board.
        bow : Coordinate
            The coordinate of the bow of ship.
        direction : str
            The direction from bow to tail of ship.

        Returns
        -------
        bool
            True if ship added successfully.
        """
        ship_coords = ship_coordinates(bow, len(ship_obj), direction)
        if ship_coords and ship_coords.isdisjoint(self.occupied):
            self.ships[ship_obj] = ship_coords
            self.occupied.update(ship_coords)
            for _c in ship_coords:
                self.symbols[_c] = ship_obj.symbol()
            return True
        return False
 def prep_ships(self):
     self.ships = Group()
     for ship_number in range(self.stats.ships_left):
         ship = Ship(self.cfg, self.screen)
         ship.rect.x = 10 + ship_number * ship.rect.width
         ship.rect.y = 10
         self.ships.add(ship)
示例#8
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 def prep_ships(self):
     """ Show how many ships are left """
     self.ships = pygame.sprite.Group()
     for ship_number in range(self.stats.ships_left):
         ship = Ship(self.ai_game)
         ship.rect.x = 10 + ship_number * ship.rect.width
         ship.rect.y = 10
         self.ships.add(ship)
示例#9
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 def prep_ships(self):
     """Mostra quantas espaçonaves restam."""
     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)
示例#10
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    def __init__(self):
        pygame.init()
        self.settings = Settings()

        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Alien Invasion")

        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        self.play_button = Button(self, 'Play')
def run_game():
    # init
    pygame.init()

    # config
    cfg = Settings()
    screen = pygame.display.set_mode((cfg.screen_width, cfg.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # 创建飞船
    ship = Ship(cfg, screen)

    # 创建子弹
    bullets = Group()
    # 创建外星人
    # alien = Alien(cfg, screen)
    aliens = Group()
    game_funcs.create_fleet(cfg, screen, aliens, ship)

    # 游戏统计信息
    stats = GameStats(cfg)
    sb = Scoreboard(cfg, screen, stats)

    # 按钮控制
    play_button = Button(cfg, screen, "Play")

    over_all = OverAll(cfg, screen, ship, bullets, aliens, stats, sb)

    # usage
    print("started game. press keyboard to start playing.")
    while True:
        game_funcs.check_events(cfg, screen, ship, bullets, aliens, stats,
                                play_button, sb)
        if stats.game_active:
            ship.update()
            game_funcs.update_bullets(cfg, screen, ship, bullets, aliens,
                                      stats, sb)
            game_funcs.update_aliens(cfg, screen, ship, bullets, aliens, stats,
                                     sb)
        game_funcs.update_screen(cfg, screen, ship, bullets, aliens, stats,
                                 play_button, sb)
示例#12
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def run_game():
    # Initialize game and create a screen object.
    pygame.init()

    settings = Settings()

    screen = pygame.display.set_mode(
        (settings.screen_width, settings.screen_heigth))
    pygame.display.set_caption("Alien Invasion 3000")
    ship = Ship(screen)
    # Start the main loop for the game.
    while True:
        gf.check_events(ship)
        gf.update_screen(settings, screen, ship)
def run_game():
    """运行游戏"""
    setting = Settings()

    screen = pygame.display.set_mode([setting.screen_width, setting.screen_height])
    # 飞船
    ship = Ship(setting, screen)
    # 子弹
    bullets = Group()
    # 外星人
    aliens = Group()
    gf.create_fleet(setting, screen, ship, aliens)

    # title
    pygame.display.set_caption("Alien Invasion")
    bg_color = (255, 255, 255)

    while True:
        gf.check_event(setting, screen, ship, bullets)
        ship.update()
        gf.update_aliens(setting, aliens)
        gf.update_bullets(bullets)
        gf.update_screen(setting, screen, ship, bullets, aliens)
示例#14
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def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    # screen = pygame.display.set_mode((1200, 800))
    pygame.display.set_caption("Alian Invasion")

    # 创建Play按钮
    play_button = Button(ai_settings, screen, "Play")

    # 设置背景颜色
    bg_color = (85, 204, 220)

    # 创建一艘飞船
    ship = Ship(ai_settings, screen)

    # 创建一个用于存储子弹的编组
    bullets = Group()

    # 创建一艘飞船、一个子弹编组和一个外星人编组
    aliens = Group()

    # 创建一个外星人
    alien = Alien(ai_settings, screen)

    # 开始游戏的主循环
    while True:
        gf.check_events(ai_settings, screen, play_button, ship, bullets)
        ship.update()
        # bullets.update()

        # 删除已消失的子弹
        # for bullet in bullets.copy():
        #     if bullet.rect.bottom <= 0:
        #         bullet.remove(bullet)
        print(len(bullets))
        gf.update_bullets(bullets)
        gf.update_screen(ai_settings, screen, ship, alien, bullets,
                         play_button)
        gf.update_screen(ai_settings, screen, ship, aliens, bullets)
        # 创建外星人群
        gf.create_fleet(ai_settings, screen, ship, aliens)

        # 监视键盘和鼠标事件
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exeit()

        # 每次循环时都重绘屏幕
        screen.fill(ai_settings.bg_color)
        # screen.fill(bg_color)
        ship.blitme()
        # 让最终绘制的屏幕可见
        pygame.display.flip()
示例#15
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    def ship_type_at(self, coordinate: Coordinate) -> Optional[Ship]:
        """Determine which type of ship occupies a provided coordinate.

        PARAMS
        ------
        coordinate : Coordinate
            The coordinate being checked for ship occupancy.

        RETURNS
        -------
        <class `gamebox.ship.Ship`> or None
            Ship object if one is present, else None.
        """
        coordinate = parse_coordinate(coordinate)
        return Ship.from_symbol(self.symbols[coordinate]) or None
示例#16
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    def setup_ship(self, grid):
        '''
        Create the ship surface
        '''
        # create ship surface
        form_ship = self.get_component('f ship')

        # if not ship set -> put question mark image
        if not np.any(grid):
            form_ship.set_surface(img_question)
        else:
            ship = Ship.from_grid(grid, 0)
            ship.compile()

            form_ship.set_surface(ship.get_surface('original'))
示例#17
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    def create_ship(self, grid):
        '''
        Create the Ship object given its grid.  
        Set its starting position & color according to its team.
        '''
        self.ship = Ship.from_grid(grid, self.team)
        self.ship.compile()

        # set starting position & color
        if self.team == 1:
            self.ship.set_pos(Spec.POS_P1)
            self.ship.set_color(Spec.COLOR_P1)
        else:
            self.ship.set_pos(Spec.POS_P2)
            self.ship.set_color(Spec.COLOR_P2)
            self.ship.orien = np.pi
示例#18
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    def _ship_update(self, ship_info):
        if self.player_ship and ship_info.player_id == context.Player.room_player_id:
            return

        for ship in self.ships:
            if ship.id_ == ship_info.id:
                ship.spos = (ship_info.x, ship_info.y)
                # ship.player_id = ship_info.player_id
                ship.angle = ship_info.angle
                ship.thruttle = ship_info.thruttle
                ship.reverse_thruttle = ship_info.reverse_thruttle
                ship.life = ship.life
                return

        new_ship = Ship()
        new_ship.spos = (ship_info.x, ship_info.y)
        new_ship.player_id = ship_info.player_id
        new_ship.angle = ship_info.angle
        new_ship.thruttle = ship_info.thruttle
        new_ship.reverse_thruttle = ship_info.reverse_thruttle
        new_ship.life = ship.life
        if new_ship.player_id == context.Player.room_player_id:
            self.player_ship = new_ship
        self.add_ship(new_ship)
示例#19
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class AlienInvasion:
    """Класс для управления ресурсами и поведением игры."""
    def __init__(self):
        pygame.init()
        self.settings = Settings()

        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Alien Invasion")

        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        self.play_button = Button(self, 'Play')

    def run_game(self):
        while True:
            self._check_events()

            if self.stats.game_active:
                self.ship.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()

    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self._exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)

    def _check_play_button(self, mouse_pos):
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self._start_game()

    def _start_game(self):
        self.settings.initialize_dynamic_settings()

        self.stats.reset_stats()
        self.stats.game_active = True
        self.sb.prep_images()

        self.aliens.empty()
        self.bullets.empty()

        self._create_fleet()
        self.ship.center_ship()

        pygame.mouse.set_visible(False)

    def _check_keydown_events(self, event):
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        elif event.key in {pygame.K_q, pygame.K_ESCAPE}:
            self._exit()
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()
        elif event.key == pygame.K_RETURN:  # Enter key
            self._start_game()

    def _check_keyup_events(self, event):
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False

    def _fire_bullet(self):
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)

    def _update_bullets(self):
        self.bullets.update()

        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)

        self._check_bullet_alien_collision()

    def _check_bullet_alien_collision(self):
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens,
                                                True, True)

        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
            self.sb.prep_score()
            self.sb.check_high_score()

        if not self.aliens:
            self._start_new_level()

    def _start_new_level(self):
        self.bullets.empty()
        self._create_fleet()
        self.settings.increase_speed()

        self.stats.level += 1
        self.sb.prep_level()

    def _update_aliens(self):
        self._check_fleet_edges()
        self.aliens.update()

        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()

        self._check_aliens_bottom()

    def _check_aliens_bottom(self):
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                self._ship_hit()
                break

    def _ship_hit(self):

        if self.stats.ships_left > 0:
            self.stats.ships_left -= 1  # 4 attempts. if before the condition, then 3 attempts
            self.sb.prep_ships()

            self.aliens.empty()
            self.bullets.empty()

            self._create_fleet()
            self.ship.center_ship()

            sleep(0.5)
        else:
            self.stats.game_active = False
            pygame.mouse.set_visible(True)

    def _create_fleet(self):
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        available_space_x = self.settings.screen_width - (alien_width * 2)
        number_aliens_x = available_space_x // (2 * alien_width)

        ship_height = self.ship.rect.height
        available_space_y = self.settings.screen_height - 3 * alien_height - ship_height
        number_rows = available_space_y // (2 * alien_height)

        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                self._create_alien(alien_number, row_number)

    def _create_alien(self, alien_number, row_number):
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        alien.x = alien_width + 2 * alien_width * alien_number
        alien.rect.x = alien.x
        alien.rect.y = alien_height + 2 * alien_height * row_number
        self.aliens.add(alien)

    def _check_fleet_edges(self):
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    def _change_fleet_direction(self):
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _update_screen(self):
        self.screen.fill(self.settings.bg_color)
        self.ship.blitme()
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        self.aliens.draw(self.screen)
        self.sb.show_score()

        if not self.stats.game_active:
            self.play_button.draw_button()

        pygame.display.flip()

    def _exit(self):
        with open('record.txt', 'w') as record:
            record.write(str(self.stats.high_score))
        sys.exit()
示例#20
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    def __init__(self, *args, **kwargs):
        super(Game, self).__init__(*args, **kwargs)

        #create a new window, make it the full size of our current display
        galaxy = milkyway.create()
        galaxy_window = Map2DWindow(map2d=galaxy.map, rect=((0, 0), self.display.resolution), game=self)
        self.windows.add_window(galaxy_window)
        self.register_update_callback(galaxy.update)
        #self.register_pre_render_callback(galaxy_window.draw_grid)

        #add a ship and center the map on it
        player = Ship()
        galaxy.map.add_object(player, (1 * AU, 1 * AU))
        self.register_update_callback(player.update)
        #galaxy_window.lock_center(player)
        galaxy_window.scale = 0.000001

        galaxy_window.index_cycle = galaxy.index.values()
        galaxy_window.index_pointer = 0
        galaxy_window.lock_center(galaxy_window.index_cycle[galaxy_window.index_pointer])

        #TODO: figure out a better way to pass context items like player or galaxy_window to commands
        #so that they have the same method signature
        self.keyboard.bindings = {
            K_w: {
                KEYDOWN: lambda: commands.player_main_engine_on(player),
                KEYUP: lambda: commands.player_main_engine_off(player)
            },
            K_s: {
                KEYDOWN: lambda: commands.player_retro_engine_on(player),
                KEYUP: lambda: commands.player_retro_engine_off(player)
            },
            K_a: {
                KEYDOWN: lambda: commands.player_left_engine_on(player),
                KEYUP: lambda: commands.player_left_engine_off(player)
            },
            K_d: {
                KEYDOWN: lambda: commands.player_right_engine_on(player),
                KEYUP: lambda: commands.player_right_engine_off(player)
            },
            K_SPACE: {
                KEYDOWN: lambda: commands.toggle_player_view_lock(player, galaxy_window)
            },
            K_ESCAPE: {
                KEYDOWN: commands.quit
            },
            K_RETURN: {
                KEYDOWN: lambda: commands.cycle_galaxy_index(galaxy_window)
            }
        }

        self.mouse.bindings = {
            MOUSEMOTION: lambda event: commands.set_player_heading_from_mouse(event, galaxy_window, player),
            MOUSEBUTTONDOWN: {
                1: lambda event: commands.set_map_center_from_mouse_click(event, galaxy_window),
                4: lambda event: commands.zoom_map_in(event, galaxy_window, 1.1),
                5: lambda event: commands.zoom_map_out(event, galaxy_window, 1.1)
            }
        }

        widgets = []
        widgets.append(TextWidget(binding=lambda: 'view: {view}'.format(view=galaxy_window.get_viewport_range()), font_size=20, color=(255, 100, 100)))
        widgets.append(TextWidget(binding=lambda: 'pos: {x}, {y}'.format(x=int(player.get_position()[0]), y=int(player.get_position()[1])), font_size=20, color=(255, 50, 150)))
        widgets.append(TextWidget(binding=lambda: 'accell: {accell}'.format(accell=player.acceleration), font_size=20, color=(255, 50, 150)))
        widgets.append(TextWidget(binding=lambda: 'vector: {vector}'.format(vector=player.vector), font_size=20, color=(255, 50, 150)))
        widgets.append(TextWidget(binding=lambda: 'heading: {heading}'.format(heading=player.heading), font_size=20, color=(255, 150, 255)))
        #widgets.append(TextWidget(binding=lambda: 'slice: {slice}'.format(slice=galaxy_window._slice_rect), font_size=20, color=(255, 100, 255)))
        #widgets.append(TextWidget(binding=lambda: 'c: {center}'.format(center=galaxy_window.center), font_size=20, color=(255, 100, 100)))
        #widgets.append(TextWidget(binding=lambda: 'pv: {vector}'.format(vector=galaxy_window.pan_vector), font_size=20, color=(255, 100, 255)))
        widgets.append(TextWidget(binding=lambda: '{fps} fps'.format(fps=self.clock.fps), font_size=20, color=(100, 255, 100)))
        widgets.append(TextWidget(binding=lambda: '{ups} ups'.format(ups=self.clock.ups), font_size=20, color=(100, 100, 255)))

        widget_x = self.display.resolution[0]
        widget_y = self.display.resolution[1]
        widget_spacing = 15

        for i in range(len(widgets)):
            self.widgets.add_widget(widgets[i], (widget_x, widget_y - (widget_spacing * i)))
示例#21
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# Define some colors
black    = (   0,   0,   0)
white    = ( 255, 255, 255)
green    = (   0, 255,   0)
red      = ( 255,   0,   0)



pygame.init()

# Set the width and height of the screen [width,height]
size=[700,500]
screen=pygame.display.set_mode(size)

ship = Ship(screen)

pygame.display.set_caption("SeaFarers")

#Loop until the user clicks the close button.
done=False

# Used to manage how fast the screen updates
clock=pygame.time.Clock()

# -------- Main Program Loop -----------
while not done:
    milliseconds = clock.tick(100)  # milliseconds passed since last frame
    seconds = milliseconds / 1000.0 # seconds passed since last frame (float)

示例#22
0
import pygame
from game.ship import Ship

# Define some colors
black = (0, 0, 0)
white = (255, 255, 255)
green = (0, 255, 0)
red = (255, 0, 0)

pygame.init()

# Set the width and height of the screen [width,height]
size = [700, 500]
screen = pygame.display.set_mode(size)

ship = Ship(screen)

pygame.display.set_caption("SeaFarers")

#Loop until the user clicks the close button.
done = False

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

# -------- Main Program Loop -----------
while not done:
    milliseconds = clock.tick(100)  # milliseconds passed since last frame
    seconds = milliseconds / 1000.0  # seconds passed since last frame (float)

    # ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
示例#23
0
class AlienInvasion:
    """ Overall class to manage game assets and behavior """

    def __init__(self):
        """ Initialize the game and creates game resources"""
        pygame.init()

        self.settings = Settings()

        # for windowed mode
        # self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))

        # for the fullscreen mode
        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height

        pygame.display.set_caption("Alien Invasion")

        # Create an instance to store game statistics and create a scoreboard
        self.stats = GameStats(self)
        self.sb = ScoreBoard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.stars = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._populate_sky()
        self._create_fleet()

        self.play_button = Button(self, 'Play')

    def run_game(self):
        """ Start the main loop for the game """
        while True:
            self._check_events()

            if self.stats.game_active:
                self.ship.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()

    def _check_events(self):
        """ Respond to keypresses and mouse events """
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)

    def _check_keydown_events(self, event):
        """ Respond to keypresses """
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        elif event.key == pygame.K_q:
            sys.exit()
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()
        elif event.key == pygame.K_p:
            self._start_game()
        elif event.key == pygame.K_PAGEUP:
            self.settings.manual_level += 1
            self.stats.level = self.settings.manual_level
            self.sb.prep_level()
        elif event.key == pygame.K_PAGEDOWN:
            self.settings.manual_level -= 1
            if self.settings.manual_level < 1:
                self.settings.manual_level = 1
            self.stats.level = self.settings.manual_level
            self.sb.prep_level()
        elif event.key == pygame.K_r:
            self._end_game()

    def _check_keyup_events(self, event):
        """ Respond to key releases """
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False

    def _check_play_button(self, mouse_pos):
        """ Start a new game if the player clicks Play """
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self._start_game()

    def _check_bullet_alien_collisions(self):
        """ Respond for bullet-alien collisions """
        # Remove any bullet and alien that have collided
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)

        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)

            self.sb.prep_score()
            self.sb.check_high_score()

        if not self.aliens:
            self._start_new_level()

    def _start_new_level(self):
        """ Level up the game if all alien ships were destroyed """
        # Destroy existing bullets and create new fleet
        self.bullets.empty()
        self._create_fleet()
        self.settings.increase_speed()

        # Increase level
        self.stats.level += 1
        self.sb.prep_level()

    def _check_fleet_edges(self):
        """ Respond appropriately if any aliens have reached the edge """
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    def _check_aliens_bottoms(self):
        """ Check if any aliens have reached the bottom of the screen """
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                # Treat it the same as if the ship got hit
                self._ship_hit()
                break

    def _change_fleet_direction(self):
        """ Drop the entire fleet and change the fleet's direction """
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _create_alien(self, alien_number, row_number):
        """ Create an alien and place it in the row """
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        # Double indent from left side of the screen for every even row
        # indent_width = alien_width if row_number % 2 == 0 else 2 * alien_width
        alien.x = alien_width + 2 * alien_width * alien_number
        alien.rect.x = alien.x
        alien.rect.y = alien_height + 2 * alien_height * row_number
        self.aliens.add(alien)

    def _create_fleet(self):
        """ Create the fleet of aliens """
        # Create and alien and finds a number of aliens in the row
        # Spacing between each alien is equal to one alien width
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        ship_height = self.ship.rect.height
        # Defying the number of alien to fill all available space in a row
        available_space_in_row = self.settings.screen_width - 2 * alien_width
        number_aliens_in_row = available_space_in_row // (2 * alien_width)
        # Determine a number of rows of alien to fit the screen
        available_space_for_rows = self.settings.screen_height - ship_height - (5 * alien_height)
        number_of_rows = available_space_for_rows // (2 * alien_height)

        # Creates the fleet of aliens
        for row_number in range(number_of_rows):
            for alien_number in range(number_aliens_in_row):
                self._create_alien(alien_number, row_number)

    def _end_game(self):
        """ Set end game conditions """
        self.stats.game_active = False
        self.settings.manual_level = 1
        self.sb.store_high_score()
        pygame.mouse.set_visible(True)

    def _fire_bullet(self):
        """ Create a new bullet and add it to the bullets group """
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)

    def _populate_sky(self):
        """ Place stars on the sky """
        for _ in range(self.settings.star_count):
            star = Star(self)
            star_width, star_height = star.rect.size
            star.rect.x = randint(star_width, self.settings.screen_width - star_width)
            star.rect.y = randint(star_height, self.settings.screen_height - star_height)
            self.stars.add(star)

    def _start_game(self):
        """ Start the game if key pressed or mouse clicked """
        # Reset the game stats
        self.stats.reset_stats()
        self.settings.initialize_dynamic_settings()
        self.settings.set_start_speed()
        self.sb.prep_images()
        self.stats.game_active = True

        # Get rid of any remaining aliens and bullets
        self.aliens.empty()
        self.bullets.empty()

        # Create a new fleet and center the ship
        self._create_fleet()
        self.ship.center_ship()

        # Hide the mouse cursor
        pygame.mouse.set_visible(False)

    def _ship_hit(self):
        """ Respond to the ship being hit by an alien """
        if self.stats.ships_left > 0:
            # Decrement ships left and update scoreboard
            self.stats.ships_left -= 1
            self.sb.prep_ships()
            # Clear the screen from remaining aliens and bullets
            self.bullets.empty()
            self.aliens.empty()

            # Create new fleet and center the ship.
            self._create_fleet()
            self.ship.center_ship()

            # Pause
            sleep(1)
        else:
            self._end_game()

    def _update_aliens(self):
        """ Check if the fleet is at an edge, then update the position of all aliens in the fleet """
        self._check_fleet_edges()
        self.aliens.update()

        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()

        # Look for aliens hitting the bottom of the screen
        self._check_aliens_bottoms()

    def _update_bullets(self):
        """ Update position of bullets and get rid of old bullets """
        # Update bullet position
        self.bullets.update()

        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)

        self._check_bullet_alien_collisions()

    def _update_screen(self):
        """ Update images on the screen and flip to the new screen """
        self.screen.fill(self.settings.bg_color)
        self.stars.draw(self.screen)
        self.ship.blit_me()
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        self.aliens.draw(self.screen)

        # Draw the score information
        self.sb.show_score()

        # Draw the play button if the game is inactive
        if not self.stats.game_active:
            self.play_button.draw_button()
        pygame.display.flip()