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  • 20191302 实验四《Python程序设计》实验报告

    学号 2019-2020-2 《Python程序设计》实验四报告

    课程:《Python程序设计》
    班级: 1913
    姓名: 董佳帅
    学号:20191302
    实验教师:王志强
    实验日期:2020年6月2日
    必修/选修: 公选课

    一、实验内容

    在这次python综合实践中,我仿照教材,利用python中的pygame做了《外星人入侵》的游戏。

    游戏规则:

    1、按←和→控制飞船移动,按空格发射子弹
    2、消灭一个外星人记50分,最高分记录在界面最上方
    3、每过一关外星人的移动速度会增加
    4、飞船共四滴血,飞船触碰到外星人或让外星人运动到最下端,则损失1滴血,血耗尽,游戏结束,可再次开始

    二、实验分析

    开发这个游戏应该分为多个模块,依次是:飞船的设计、外星人的设计、子弹的设计、游戏属性等的设置、计分系统和主函数,同时更要处理好各模块之间的导入和联系,为了代码更整洁,要将让游戏运行的函数单独放在一个模块里。

    三、实验内容

    飞船的设计---ship.py

    import pygame
    from pygame.sprite import Sprite
    
    class Ship(Sprite):
        def __init__(self, ai_settings, screen):  # screen用于
            """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
            # 加载飞船图像并获取其外接矩形
            self.image = pygame.image.load('images/ship.bmp')
            self.rect = self.image.get_rect()
            self.screen_rect = screen.get_rect()
            # 将每艘新飞船放置在屏幕底部中央
            self.rect.centerx = self.screen_rect.centerx
            self.rect.bottom = self.screen_rect.bottom
            # 在飞船的属性center中存储小数值
            self.center = float(self.rect.centerx)
            # 移动标志
            self.moving_right = False
            self.moving_left = False
    
        def update(self):
            """根据移动标志调整飞船的位置"""
            # 更新飞船的center值
            if self.moving_right and self.rect.right < self.screen_rect.right:  # 控制飞船不飞出屏幕
                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
    
            # 根据self.center更新rect对象
            self.rect.centerx = self.center
    
        def blitme(self):
            """ 在指定位置绘制飞船"""
            self.screen.blit(self.image, self.rect)
    
    
        def center_ship(self):
            """让飞船在屏幕上居中"""
            self.center = self.screen_rect.centerx
    

    在该板块中,利用Pygame中的sprit类blit方法绘制飞船图像,利用sprit类中的rect属性来确定飞船的坐标使其移动

    外星人的设计---alien.py

    import pygame
    from pygame.sprite import Sprite
    
    
    class Alien(Sprite):
        """表示单个外星人的类"""
    
        def __init__(self, ai_settings, screen):
            """初始化外星人并设置其初始位置"""
            super(Alien, self).__init__()
            self.screen = screen
            self.ai_settings = ai_settings
    
            # 加载外星人图像,并设置其rect属性
            self.image = pygame.image.load('images/alien.bmp')
            self.rect = self.image.get_rect()
    
            # 每个外星人最初都在屏幕左上角附近
            self.rect.x = self.rect.width
            self.rect.y = self.rect.height
    
            # 存储外星人的准确位置
            self.x = float(self.rect.x)
    
        def check_edges(self):
            """如果外星人位于屏幕边缘,就返回True"""
            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):
            """向左或向右移动外星人"""
            self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
            self.rect.x = self.x
    
        def blitme(self):
            """在指定位置绘制外星人"""
            self.screen.blit(self.image, self.rect)
    

    这个模块与上一个模块类似,创建外星人类,并控制其移动。

    子弹的设计---bullet.py

    import pygame
    from pygame.sprite import Sprite
    
    
    class Bullet(Sprite):
        """一个对飞船发射的子弹进行管理的类"""
    
        def __init__(self, ai_settings, screen, ship):
            """在飞船所在位置创建一个子弹对象"""
            super().__init__()
            self.screen = screen
    
            # C在(0,0)出创建一个表示子弹形状,再设置正确的位置
            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
    
            # 存储用小数表示的子弹位置
            self.y = float(self.rect.y)
    
            self.color = ai_settings.bullet_color
            self.speed_factor = ai_settings.bullet_speed_factor
    
        def update(self):
            """向上移动子弹"""
            # 更新表示子弹位置的小数值
            self.y -= self.speed_factor
            # 更新表示子弹的rect的位置
            self.rect.y = self.y
    
        def draw_bullet(self):
            """在屏幕上绘制子弹"""
            pygame.draw.rect(self.screen, self.color, self.rect)
    

    该类与前两个类做法类似

    游戏属性的设置---setting.py和button.py

    class Settings():
        """存储游戏的所以设置的类"""
    
        def __init__(self):
            """初始化游戏的静态设置"""
            # 屏幕设置
            self.screen_width = 1200
            self.screen_height = 800
            self.bg_color = (230, 230, 230)
    
            # 飞船的设置
            self.ship_speed_factor = 1
            self.ship_limit = 3
            # 子弹设置
            self.bullet_speed_factor = 3
            self.bullet_width = 3
            self.bullet_height = 15
            self.bullet_color = 60, 60, 60
            self.bullets_allowed = 3
            # 外星人设置
            self.alien_speed_factor = 1
            self.fleet_drop_speed = 10
            # 以什么样的速度加快游戏节奏
            self.speedup_scale = 1.1
            # 外星人点数的提高速度
            self.score_scale = 1.5
    
        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
            # 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
    
        def increase_speed(self):
            """提高速度设置和外星人点数"""
            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)
    

    setting模块主要储存游戏的相关设置,方便更改,同时通过改变变化速度来使游戏难度逐渐增加

    import pygame.font
    
    
    class Button():
    
        def __init__(self, ai_settings, screen, msg):
            """初始化按钮属性"""
            self.screen = screen
            self.screen_rect = screen.get_rect()
    
            # 设置按钮的尺寸和其他属性
            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)
    
            # 创建按钮的rect对象,并使其居中
            self.rect = pygame.Rect(0, 0, self.width, self.height)
            self.rect.center = self.screen_rect.center
    
            # 按钮的标签只需创建一次
            self.prep_msg(msg)
    
        def prep_msg(self, msg):
            """将msg渲染为图像,并使其在按钮上居中"""
            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):
            # 绘制一个用颜色填充的按钮,再绘制文本
            self.screen.fill(self.button_color, self.rect)
            self.screen.blit(self.msg_image, self.msg_image_rect)
    

    button模块控制的是游戏开始按钮,利用font模块加载文字,并将其渲染为图像按钮

    记分系统---game_stats.py和scoreboard.py

    class GameStats():
        """跟踪游戏的统计信息"""
    
        def __init__(self, ai_settings):
            """初始化统计信息"""
            self.ai_settings = ai_settings
            self.reset_stats()
    
            # 游戏刚启动时处于非活跃状态
            self.game_active = False
            # 不重置最高评分
            self.high_score =0
    
        def reset_stats(self):
            """初始化在游戏运行期间可能变化的统计信息"""
            self.ships_left = self.ai_settings.ship_limit
            self.score = 0
            self.level = 1
    

    game_stats模块用于信息统计

    import pygame.font
    from pygame.sprite import Group
    from ship import Ship
    
    
    class Scoreboard():
        """显示得分的类"""
        def __init__(self,ai_settings,screen,stats):
            self.screen = screen
            self.screen_rect = screen.get_rect()
            self.ai_settings = ai_settings
            self.stats = stats
    
            # 显示得分信息时使用的字体
            self.text_color = (30,30,30)
            self.font = pygame.font.SysFont(None,48)
            # 准备最高得分和当前得分的图像
            self.prep_score()
            self.prep_high_score()
            self.prep_level()
            self.prep_ships()
    
        def prep_score(self):
            """将得分转换为一幅渲染的图像"""
            rounded_score = int(round(self.stats.score, -1))
            score_str = "{:,}".format(rounded_score)
            score_str = str(self.stats.score)
            self.score_image = self.font.render(score_str, True, self.text_color,self.ai_settings.bg_color)
    
            # 将得分放在屏幕右上角
            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):
            """在屏幕上显示得分"""
            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)
            # 绘制飞船
            self.ships.draw(self.screen)
    
        def prep_high_score(self):
            """将最高得分转换为渲染的图像"""
            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)
    
            # 将最高得分放在屏幕顶部中央
            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):
            """将等级转换为渲染的图像"""
            self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
    
            # 将等级放在得分下面
            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):
            """显示还余下多少艘飞船"""
            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)
    

    scoreboard模块用来计算关卡等级、得分、最高分以及还剩下的生命值

    储存函数的模块---game_functions.py

    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):
        """响应按键"""
        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:  # 快速关闭游戏快捷键
            sys.exit()
    
    
    def check_keyup_events(event, ship):
        """响应松开"""
        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):
        """响应按键和鼠标事件"""
        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):
        """玩家在单击Play按钮时开始新游戏"""
        button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
        if button_clicked and not stats.game_active:
            # 重置游戏设置
            ai_settings.initialize_dynamic_settings()
            # 隐藏光标
            pygame.mouse.set_visible(False)
            # 重置游戏统计信息
            stats.reset_stats()
            stats.game_active = True
            # 重置记分牌图像
            sb.prep_score()
            sb.prep_high_score()
            sb.prep_level()
            sb.prep_ships()
            # 清空外星人列表和子弹列表
            aliens.empty()
            bullets.empty()
            # 创建一群新的外星人,并让飞船居中
            creat_fleet(ai_settings, screen, ship, aliens)
            ship.center_ship()
    
    
    def update_screen(ai_settings,screen,stats, sb, ship,aliens,bullets, play_button):
        """更新屏幕上的图像,并切换到新屏幕"""
        # 每次循环时都重绘屏幕
        screen.fill(ai_settings.bg_color)  # 填充颜色
        #  在飞船和外星人后面重绘所以子弹
        for bullets in bullets.sprites():
            bullets.draw_bullet()
        ship.blitme()  # 绘制飞船
        aliens.draw(screen)  # 绘制外星人
        # 显示得分
        sb.show_score()
        # 如果游戏处于非活动状态,就绘制Play按钮
        if not stats.game_active:
            play_button.draw_button()
        # 让最近绘制的屏幕可见
        pygame.display.flip()
    
    
    def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
        """更新子弹的位置,并删除已消失的子弹"""
        # 更新子弹的位置
        bullets.update()
        # 删除已消失的子弹
        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 fire_bullet(ai_settings, screen, ship, bullets):
        """如果还每到达限制就发射一颗子弹"""
        # 创建新子弹,并将其加入到编组bullets中
        if len(bullets) < ai_settings.bullets_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)
    
    
    def creat_fleet(ai_settings, screen, ship, aliens):
        """创建外星人群"""
        # 创建一个外星人,并计算一行和容纳多少个外星人
        # 外星人间距为外星人宽度
        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)
        # 创建外星人群
        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                # 创建一个外星人并将其加入当前行
                create_alien(ai_settings, screen, aliens, alien_number, row_number)
    
    
    def get_number_aliens_x(ai_settings, alien_width):
        """计算每行可容纳多少个外星人"""
        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):
        """创建一个外星人并将其放在当前行"""
        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_height):
        """计算屏幕可容纳多少行外星人"""
        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, stats, sb, screen, ship, aliens, bullets):
        """检查是否有外星人位于屏幕边缘,并更新整群外星人的位置"""
        check_fleet_edges(ai_settings, aliens)
        aliens.update()
        # 检测外星人和飞船之间的碰撞
        if pygame.sprite.spritecollideany(ship, aliens):
            ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
        check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets)
    
    
    def check_fleet_edges(ai_settings, aliens):
        """有外星人到达边缘时采取相应的措施"""
        for alien in aliens.sprites():
            if alien.check_edges():
                change_fleet_direction(ai_settings, aliens)
                break
    
    
    def change_fleet_direction(ai_settings, aliens):
        """将整群外星人下移,并改变他们的方向"""
        for alien in aliens.sprites():
            alien.rect.y += ai_settings.fleet_drop_speed
        ai_settings.fleet_direction *= -1
    
    
    def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
        """响应子弹和外星人的碰撞"""
        # 删除发生碰撞的子弹和外星人
        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:  # 删除现有的子弹,加快游戏节奏,并新创建一群外星人 如果整群外星人都被消灭,就提高一个等级
            bullets.empty()
            ai_settings.increase_speed()
            # 提高等级
            stats.level += 1
            sb.prep_level()
            creat_fleet(ai_settings, screen, ship, aliens)
    
    
    def ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets):
        """响应被外星人撞到的飞船"""
        if stats.ships_left > 0:
            # 将ships_left减1
            stats.ships_left -= 1
            # 更新记分牌
            sb.prep_ships()
    
        else:
            stats.game_active = False
            pygame.mouse.set_visible(True)
        # 清空外星人列表和子弹列表
        aliens.empty()
        bullets.empty()
        # 创建一群新的外星人,并将飞船放到屏幕底端中央
        creat_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()
        # 暂停
        sleep(0.5)
    
    def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets):
        """检查是否有外星人到达了屏幕底部"""
        screen_rect = screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:  # 像飞船被撞到一样进行处理
                ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
                break
    
    
    def check_high_score(stats, sb):
        """检查是否诞生了新的最高得分"""
        if stats.score > stats.high_score:
            stats.high_score = stats.score
            sb.prep_high_score()
    

    game_functions模块是游戏的灵魂,串联其他模块,存储游戏运行过程中的函数,供主函数和其他模块引用。

    主函数---alien_invasion.py

    import pygame
    from settings import Settings
    from ship import Ship
    import game_functions as gf
    from pygame.sprite import Group
    from game_stats import GameStats
    from button import Button
    from scoreboard import Scoreboard
    
    
    def run_game():
        # 初始化游戏并创建一个屏幕对象
        pygame.init()  # 初始化背景设置
        ai_settings = Settings()
        screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))  # 设置窗口大小
        pygame.display.set_caption("Alien Invasion")  # 设置窗口标题
        # 创建play按钮
        play_button = Button(ai_settings, screen, "Play")
        # 创建一个用于存储游戏统计信息的实例,并创建记分牌
        stats = GameStats(ai_settings)
        sb = Scoreboard(ai_settings, screen, stats)
        # 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()
        # 创建一个外星人群
        aliens = Group()
        gf.creat_fleet(ai_settings, screen,ship, aliens)
    
        # 开始游戏的循环
        while True:
            # 监视键盘和鼠标事件
            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, stats, sb, screen, ship, aliens, bullets)
            gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
    
    
    run_game()
    

    主函数模块相当于总分结构中的总,使其他所有的模块发挥作用,通过运行该文件开始游戏。

    四、实验结果

    游戏运行视频已发至B站https://www.bilibili.com/video/BV1sz4y197bf/

    五、课程总结

    通过Python程序设计这节课,我了解了python的基本语法和基本功能,已有了一点利用python来编程的能力,同时当天作业当天完成的要求也治好了自己的拖延症,增强了自己自主学习的能力和动手的能力。
    从一开始的基本语法,到后来的面向对象编程,到文件的操作,到数据库,再到爬虫和pygame,我深刻了解到python强大的魅力和无限的潜能,在以后的学习和工作中还要对python有更进一步的研究。
    对于本课的建议:很感谢王老师的教导,每次看到您不厌其烦地为同学们解答问题(即使是一些rz问题),我都为自己有这样的好老师而庆幸,关于建议,我希望可以再加一些python程序的演示,向同学们展示python的强大,激发同学们的兴趣。最后希望python程序设计这堂课越办越好!

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  • 原文地址:https://www.cnblogs.com/dongjiashuai/p/13032316.html
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