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