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  • Python编程:从入门到实践 项目《外星人入侵》完整代码

    学习《Python编程:从入门到实践》有段时间了,跟着书本把所有代码都敲了一遍,感悟很深,现在完成了《外星人入侵》项目,对于库、类、函数、方法都有一定的理解,现在将该项目完整代码分享出来,以供学习。

    1.首先当然是主运行文件alien_invasion.py

    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
    import game_functions as gf
    
    def run_game(): 
        # 初始化pygame、设置和屏幕对象
        pygame.init()
        ai_settings = Settings()
        screen = pygame.display.set_mode(
            (ai_settings.screen_width,ai_settings.screen_height))
        pygame.display.set_caption("Alien Invasion")
        
        # 创建Play按钮
        play_button = Button(ai_settings, screen, "Play")
        
        # 创建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、一个子弹编组和一个外星人编组
        ship = Ship(ai_settings,screen)
        bullets = Group()
        aliens = Group()
        
        # 创建外星人群
        gf.create_fleet(ai_settings,screen,ship,aliens)
        
        # 开始游戏的主循环
        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,stats,screen,sb,ship,aliens,bullets)
    
            gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,
                bullets,play_button)
    
    run_game()
    

      

    2.游戏相关参数设置settings.py

    class Settings(): 
        """存储《外星人入侵》的所有设置的类""" 
        def __init__(self): 
            """初始化游戏的静态设置""" 
            # 屏幕设置
            self.screen_width = 800 
            self.screen_height = 600 
            self.bg_color = (230, 230, 230)
            
            # 飞船的设置
            self.ship_speed_factor = 0.3
            
            #子弹设置
            self.bullet_speed_factor = 1
            self.ship_limit = 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 = 0.1
            self.fleet_drop_speed = 10
            
            # 以什么样的速度加快游戏节奏
            self.speedup_scale = 1.01
            # 外星人点数的提高速度
            self.score_scale = 1.1
    
            self.initialize_dynamic_settings()
            
    		# fleet_direction为1表示向右移,为-1表示向左移
            self.fleet_direction = 1
    
        def initialize_dynamic_settings(self): 
            """初始化随游戏进行而变化的设置""" 
            self.ship_speed_factor = 0.3 
            self.bullet_speed_factor = 1 
            self.alien_speed_factor = 0.1
            
            # fleet_direction为1表示向右;为-1表示向左
            self.fleet_direction = 1
            
            # 记分
            self.alien_points = 50
        
        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)
    

      

    3.按键及事件逻辑game_functions.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):
        """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_UP:
            ship.moving_up = True
        elif event.key == pygame.K_DOWN:
            ship.moving_down = True
        elif event.key == pygame.K_SPACE:
            fire_bullet(ai_settings,screen,ship,bullets)
        elif event.key == pygame.K_q:
            sys.exit()
            
    def fire_bullet(ai_settings,screen,ship,bullets):
        """如果还没有到达限制,就发射一颗子弹"""
        # 创建一颗子弹,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 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
        elif event.key == pygame.K_UP:
            ship.moving_up = False
        elif event.key == pygame.K_DOWN:
            ship.moving_down = 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): 
        """在玩家单击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
            create_fleet(ai_settings, screen, ship, aliens) 
            ship.center_ship()
    
    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 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:
            # 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()
            
            create_fleet(ai_settings, screen, ship, aliens) 
    
    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)
        # 在飞船和外星人后面重绘所有子弹
        for bullet in bullets.sprites():
            bullet.draw_bullet()
        ship.blitme()
        aliens.draw(screen)
        
        # 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 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 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 / (3 * alien_height))
    	return number_rows
    
    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.y = alien.rect.height + 2 * alien.rect.height * row_number
    	alien.rect.x = alien.x
    	aliens.add(alien)
    	
    def create_fleet(ai_settings, screen, ship, aliens): 
    	"""创建外星人群""" 
    	# 创建一个外星人,并计算每行可容纳多少个外星人
    	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): 
    			create_alien(ai_settings, screen, aliens, alien_number, 
    				row_number)
    
    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,并改变它们的方向""" 
        for alien in aliens.sprites():
            alien.rect.y += ai_settings.fleet_drop_speed 
        ai_settings.fleet_direction *= -1
    
    def ship_hit(ai_settings, stats, screen, sb, 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() 
              
            # 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
            create_fleet(ai_settings, screen, ship, aliens) 
            ship.center_ship() 
              
            # 暂停
            sleep(0.5)
        
        else:
            stats.game_active = False
            pygame.mouse.set_visible(True)
    
    def check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets): 
        """检查是否有外星人到达了屏幕底端""" 
        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, screen, sb, 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()
    
    def update_aliens(ai_settings, stats, screen, sb, 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, screen, sb, ship, aliens, bullets)
        
        # 检查是否有外星人到达屏幕底端
        check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)
    

      

    4.计分相关设置scoreboard.py

    import pygame.font
    from pygame.sprite import Group
    
    from ship import Ship
    
    class Scoreboard():
        """显示得分信息的类"""
    
        def __init__(self, ai_settings, screen, stats): 
            """初始化显示得分涉及的属性""" 
            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设置
            self.text_color = (30, 30, 30)
            self.font = pygame.font.SysFont(None, 48)
    
            # 准备包含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)
            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 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)
            
            # 将等级放在得分下方
            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) 
    
        def show_score(self): 
            """在屏幕上显示飞船和得分""" 
            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)
    

      

    5.跟踪游戏统计信息

    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()
            # 游戏刚启动时处于活动状态
            self.game_active = False
            
            # 在任何情况下都不应重置最高得分
            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
            
    

      

    6.“游戏开始”按键设置button.py

    import pygame.font
    
    class Button():
        
        def __init__(self, ai_settings, screen, msg):
            """初始化按钮的属性"""
            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('arial', 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) 
    

      

    7.飞船相关设置ship.py

    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
            
            # 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)
            self.centery = float(self.rect.centery)
    
            # 移动标志
            self.moving_right = False
            self.moving_left = False
            self.moving_up = False
            self.moving_down = False
            
        def update(self):
            """根据移动标志调整飞船的位置"""
            # 更新飞船的center值,而不是rect
            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
                
            if self.moving_up and self.rect.top > 0:
                self.centery -= self.ai_settings.ship_speed_factor
            if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
                self.centery += self.ai_settings.ship_speed_factor
    
            # 根据self.center更新rect对象
            self.rect.centerx = self.center
            self.rect.centery = self.centery
    
        def center_ship(self): 
            """让飞船在屏幕上居中""" 
            self.center = self.screen_rect.centerx
            self.centery = self.screen_rect.bottom
            
        def blitme(self):
            """在指定位置绘制飞船""" 
            self.screen.blit(self.image,self.rect) 
    

      

    8.外星人相关设置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起始位置""" 
            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 blitme(self): 
            """在指定位置绘制外星人""" 
            self.screen.blit(self.image, self.rect)
    
        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): 
            """向左或右移动外星人""" 
            self.x += (self.ai_settings.alien_speed_factor * 
                        self.ai_settings.fleet_direction)
            self.rect.x = self.x 
    

      

    9.子弹相关设置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): 
            """在飞船所处的位置创建一个子弹对象""" 
            super(Bullet, self).__init__() 
            self.screen = screen
    
            # 在(0,0)处创建一个表示子弹的矩形,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) 
    

      

    关于ship.py文件中
    self.image = pygame.image.load(‘images/ship.bmp’)
    和alien.py文件中
    self.image = pygame.image.load(‘images/alien.bmp’)
    代码里的图片,需要各位自行在根目录下新建文件夹和图像

    另外,自己在调试项目的过程中,常常有报错,其中主要错误的反而是忘了下划线、冒号还有代码缩进,代码缩进要么完全使用空格,要么全都使用tab进行缩进,python在识别缩进上非常严格。

    写给自己,也分享给大家。


    原文:https://blog.csdn.net/kenidi8215/article/details/88862701

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  • 原文地址:https://www.cnblogs.com/qbdj/p/11004744.html
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