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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