代码:
 
settings:
 
class Settings():
    
    def __init__(self):
        
        
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (135, 206, 235)
        
        self.ship_speed_factor = 1.5
        self.ship_limit = 1
        
        self.bullet_speed_factor = 3  
        self.bullet_width = 2    
        self.bullet_height = 30
        self.bullet_color = 0,255,255
        self.bullets_allowed = 5   
        
        self.fleet_drop_speed = 10         
        
        self.speedup_scale = 1.5
        
        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
        
        self.fleet_direction = 1
        
        self.alien_points = 100
    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)
 
button:
 
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 = (235, 235, 235)
        self.text_color = (0, 0, 0)
        self.font = pygame.font.SysFont(None, 48)
        
        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):
        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)
 
bullet:
 
import pygame
from   pygame.sprite   import Sprite  
class Bullet(Sprite):
    
    
    def __init__(self, ai_settings, screen, ship):
        
       
        
        
        super().__init__()
        self.screen = screen
        
       
        
        
        
        self.rect = pygame.Rect(
            0,0,ai_settings.bullet_width,ai_settings.bullet_height)
        self.rect.centerx = ship.rect.centerx  
        self.rect.top = ship.rect.top         
        
        self.y = float(self.rect.y)
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor
    def update(self):
        
        
        self.y -= self.speed_factor
        
        self.rect.y = self.y
    def draw_bullet(self):
        
        pygame.draw.rect(self.screen, self.color, self.rect)
 
game_functions:
 
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep
def check_keydown_events(event, ai_settings,screen,ship,bullets):
    
    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 check_events(ai_settings, screen, stats,sb, play_button, ship, aliens,bullets):
    """响应和鼠标按键"""
    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):
    
    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_start()
        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)
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    ship.blitme()
    aliens.draw(screen)
    
    sb.show_score()
    
    
    if not stats.game_active:
        play_button.draw_button()
    
    pygame.display.flip()
def update_bullets(ai_settings, screen,stats, sb, ship, aliens, bullets):
    
    
    
    
    bullets.update()
    for  bullet in bullets.copy():
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_bullet_alien_collisions(
    ai_settings, screen, stats, sb, ship, aliens, bullets):
    
    collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    if len(aliens) == 0:
        
        bullets.empty()
        ai_settings.increase_speed()  
        
        create_fleet(ai_settings, screen, ship, aliens)
        stats.level += 1
        sb.prep_level()
    if collisions:
        for aliens in collisions.values():
            stats.score += ai_settings.alien_points * len(aliens)
            sb.prep_score()
        check_high_score(stats, sb)
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 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_alien(ai_settings, screen, aliens, alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width):
    """计算每行可以容纳多少飞机"""
    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 create_alien(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 get_number_rows(ai_settings, ship_height, alien_hight):
    
    available_space_y = (
        ai_settings.screen_height - (3*alien_hight) - ship_height)
    number_rows = int(available_space_y / (2*alien_hight))
    return number_rows
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
    """更新外星人的位置"""
    check_fleet_edges(ai_settings,aliens)
    aliens.update()
    
    if pygame.sprite.spritecollideany(ship, aliens):
        ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
    check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
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):
    """整体外星人向下移动,并且改变方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1
def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
    
    
    if stats.ship_left > 0:
        stats.ship_left -=1
        
        aliens.empty()
        bullets.empty()
        sb.prep_ships()
        
        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, screen, stats, 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, screen, stats, sb, ship, aliens, bullets)
            break
def check_high_score(stats, sb):
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()
 
game_stats:
 
class GameStats():
    
    def __init__(self,ai_settings):
        
        self.ai_settings = ai_settings
        self.reset_start()
        
        self.game_active = False
        
        self.high_score = 0
    def reset_start(self):
        
        self.ship_left = self.ai_settings.ship_limit
        self.score = 0
        self.level = 1
 
scoreboard:
 
import pygame.font
from pygame.sprite import Group
from 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 = 20
    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)
        self.ships.draw(self.screen)
    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 = self.screen_rect.top
    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.level_image.get_rect()
        self.level_rect.right = self.score_rect.right
        self.level_rect.top = self.score_rect.bottom + 10
    def prep_ships(self):
        self.ships = Group()
        for ship_number in range(self.stats.ship_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)
 
ship:
 
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
    def __init__(self, ai_settings, screen):
        """初始化飞船并设置其初始位置"""
        super(Ship, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        
        self.image = pygame.image.load('images/ship.png')       
        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.center = float(self.rect.centerx)
        
        self.moving_right = False
        self.moving_left =   False
    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 > 0:
            self.center -= self.ai_settings.ship_speed_factor
        
        self.rect.centerx = self.center
    def blitme(self):
        
        self.screen.blit(self.image, self.rect)
    def center_ship(self):
       
        self.center = self.screen_rect.centerx
 
main:
 
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
    
    
    pygame.init()
    
    ai_settings = Settings()
    
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    
    pygame.display.set_caption("打飞机")
    
    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:
            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)
        
        pygame.display.flip()
run_game()
 
alien:
 
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
    def __init__(self,ai_settings, screen ):
       
        super().__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        
        self.image = pygame.image.load("images/alien.png")
        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):
       
        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