zoukankan      html  css  js  c++  java
  • 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

  • 相关阅读:
    Ubuntu adb devices :???????????? no permissions (verify udev rules) 解决方法
    ubuntu 关闭显示器的命令
    ubuntu android studio kvm
    ubuntu 14.04版本更改文件夹背景色为草绿色
    ubuntu 创建桌面快捷方式
    Ubuntu 如何更改用户密码
    ubuntu 14.04 返回到经典桌面方法
    ubuntu 信使(iptux) 创建桌面快捷方式
    Eclipse failed to get the required ADT version number from the sdk
    Eclipse '<>' operator is not allowed for source level below 1.7
  • 原文地址:https://www.cnblogs.com/qbdj/p/11004744.html
Copyright © 2011-2022 走看看