First blog , A little nervous , I don't know how to write at all . All the codes are complete , You can download it directly

First effect drawing :

  Hand in hand with the code in the book , The effect drawing is as above :

This is alien_invasion.py All codes for .(ps: Each file name needs attention , Don't make a mistake )
import sys import pygame from pygame.sprite import Group from settings import
Settings from game_stats import GameStats from scoreboard import Scoreboard
from button import Button from ship import Ship from alien import Alien import
game_functions as gf def run_game(): # initialization pygame Settings and screen objects pygame.init()
ai_settings = Settings() screen =
pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion") play_button =
Button(ai_settings,screen,"Play") stats = GameStats(ai_settings) sb =
Scoreboard(ai_settings,screen,stats) # Create a spaceship ship = Ship(ai_settings,screen)
bullets = Group() aliens = Group()
gf.create_fleet(ai_settings,screen,ship,aliens) # Start the main cycle of the game while True:
# Monitor mouse and keyboard events
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) # Redraw the screen each time you cycle
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
run_game()
Not much , All dry goods ,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 def
reset_stats(self): self.ships_left = self.ai_settings.ship_limit self.score = 0
self.level = 1
scoreboard.py The code is as follows :
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.score_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.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)
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) 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)
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 self.image =
pygame.image.load(r"\alien.bmp") 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
game_function.py
import sys from time import sleep import pygame from bullet import Bullet from
alien import Alien 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) 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 check_keyup_events(event,ship): if event.key ==
pygame.K_RIGHT: # Move the ship to the 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): for
event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() 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)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets) elif event.type ==
pygame.KEYUP: check_keyup_events(event,ship) def
check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
button_cliked = play_button.rect.collidepoint(mouse_x,mouse_y) if button_cliked
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):
""" Update image on screen """ 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() #
Make recently drawn screens visible pygame.display.flip() def
update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
bullets.update() # Delete bullets that have disappeared for bullet in bullets.copy(): if
bullet.rect.bottom <= 0: bullets.remove(bullet)
check_bulet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
def
check_bulet_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
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
creat_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
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):
creat_alien(ai_settings,screen,aliens,alien_number,row_number) 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
update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
check_fleet_edgs(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_edgs(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,screen,stats,sb,ship,aliens,bullets): if
stats.ships_left >0: 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(False) 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()
ship.py
import pygame from pygame.sprite import Sprite class Ship(Sprite): def
__init__(self,ai_settings,screen): """ Initialize the spacecraft and set its initial position """ super().__init__()
self.screen = screen self.ai_settings = ai_settings # Load the ship image and lake its outer rectangle self.image
= pygame.image.load(r"\ship.bmp") 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) # Move flag self.moving_right = False self.moving_left =
False def update(self): """ Adjust the position of the ship according to the moving signs """ 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): """ Draw the spaceship at the specified position """
self.screen.blit(self.image,self.rect) def center_ship(self): self.center =
self.screen_rect.centerx
settings.py
class Settings(): """ A class that stores all settings of Aliens """ def __init__(self): """ Initialize game settings """ # screen setting
self.screen_width = 1200 self.screen_height = 600 self.bg_color = (230,230,230)
# Airship speed self.ship_limit = 3 # bullet self.bullet_width = 500 self.bullet_height = 15
self.bullet_color = 60,60,60 self.bullets_allowed = 3 # Alien settings
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 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)
bullet.py
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)

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