20201320 《Python程序设计》实验四报告
课程:《Python程序设计》
班级: 2013
姓名: 石志涛
学号:20201320
实验教师:王志强
实验日期:2020年6月13日
必修/选修: 公选课
1.实验内容
python综合实践——游戏
2. 实验过程及结果
使用pygame包来进行编程
文件
1)构建程序主体
检测事件,刷新屏幕,重置游戏
2)编写功能文件
对主要运行的操作编写在这个文件里,按需添加、修改
3)设定文件
将主要游戏设定数据统一放在这个文件中,方便游戏调试以及修改数值
4)统计文件
积分、等级系统和死亡判定放入这个文件中
5)对象文件
所有对象文件的统称,包括用户、敌方单位、子弹、屏幕、计分板
源文件
(1)main_program.py
import pygame from settings import Settings from game_stats import GameStats from scoreboard import Scoreboard from button import Button from pygame.sprite import Group from user import User import game_functions as gf def run_game(): pygame.init() print("1") clock = pygame.time.Clock() print("2") m_settings = Settings() print("3") screen = pygame.display.set_mode((m_settings.screen_width, m_settings.screen_height)) print("4") pygame.display.set_caption("打飞机") print("5") play_button = Button(m_settings, screen, "Play") print("6") stats = GameStats(m_settings) print("7") player = User(m_settings, screen) print("8") bullets = Group() print("9") enemies = Group() print("10") sb = Scoreboard(m_settings, screen, stats) print("11") gf.create_fleet(m_settings, screen, player, enemies) print("12") while True: clock.tick(120) gf.check_events(m_settings, screen, stats, sb, play_button, player, enemies, bullets) if stats.game_active: player.update() gf.update_bullets(m_settings, screen, stats, sb, player, enemies, bullets) gf.update_enemies(m_settings, screen, stats, sb, player, enemies, bullets) gf.update_screen(m_settings, screen, stats, sb, player, enemies, bullets, play_button) run_game()
在调试的时候加入了print函数来检查未导入的py文件,调用game_functions中的update_screen函数刷新屏幕
(2)game_functions.py
import pygame import sys from time import sleep from bullet import Bullet from enemy import Enemy def check_keydown_event(event,m_settings,screen,player,bullets): if event.key == pygame.K_RIGHT: player.moving_right = True elif event.key == pygame.K_LEFT: player.moving_left = True if event.key == pygame.K_UP: player.moving_up = True elif event.key == pygame.K_DOWN: player.moving_down = True if event.key == pygame.K_SPACE: fire_bullet(m_settings, screen, player,bullets) def check_keyup_event(event, player): if event.key == pygame.K_RIGHT: player.moving_right = False elif event.key == pygame.K_LEFT: player.moving_left = False if event.key == pygame.K_UP: player.moving_up = False elif event.key == pygame.K_DOWN: player.moving_down = False def check_events(m_settings, screen, stats,sb,play_button, player,enemies, bullets): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_event(event,m_settings,screen,player,bullets) elif event.type == pygame.KEYUP: check_keyup_event(event,player) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_x, mouse_y = pygame.mouse.get_pos() check_play_button(m_settings, screen, stats,sb,play_button, player,enemies, bullets,mouse_x,mouse_y) def check_play_button(m_settings,screen,stats,sb,play_button,player,enemies,bullets,mouse_x,mouse_y): button_check = play_button.rect.collidepoint(mouse_x, mouse_y) if button_check and not stats.game_active: m_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_players() sb.prep_bullet_allowed() enemies.empty() bullets.empty() create_fleet(m_settings,screen,player,enemies) player.center_player() def update_screen(m_settings, screen, stats,sb,player,enemies,bullets,play_button): screen.fill(m_settings.bg_color) sb.show_score() for bullet in bullets.sprites(): bullet.draw_bullet() player.blitme() enemies.draw(screen) if not stats.game_active: play_button.draw_button() pygame.display.flip() def update_bullets(m_settings,screen,stats,sb,player,enemies,bullets): bullets.update() for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullets_enemy_collisions(m_settings, screen,stats,sb, player, enemies, bullets) def check_bullets_enemy_collisions(m_settings,screen,stats,sb,player,enemies,bullets): collisions = pygame.sprite.groupcollide(bullets, enemies, True, True) if collisions: for enemies in collisions.values(): stats.score += m_settings.enemy_points * len(enemies) sb.prep_score() check_high_score(stats, sb) if len(enemies) == 0: bullets.empty() m_settings.increase_speed() stats.level += 1 sb.prep_level() create_fleet(m_settings, screen, player, enemies) def fire_bullet(m_settings, screen, player,bullets): if len(bullets) < m_settings.bullets_allowed: new_bullet = Bullet(m_settings, screen, player) bullets.add(new_bullet) def get_number_enemy_x(m_settings, enemy_width): available_space_x = m_settings.screen_width - 2 * enemy_width number_enemies_x = int(available_space_x / (2 * enemy_width)) return number_enemies_x def get_number_rows(m_settings,player_height,enemy_height): available_space_y = (m_settings.screen_height - (3 * enemy_height) - player_height) number_rows = int(available_space_y / (2 * enemy_height)-1) return number_rows def create_enemy(m_settings,screen,enemies,enemy_number,row_number): enemy = Enemy(m_settings, screen) enemy_width = enemy.rect.width enemy.x = enemy_width + 2 * enemy_width * enemy_number enemy.rect.x = enemy.x enemy.rect.y = enemy.rect.height + 2 * enemy.rect.height * row_number enemies.add(enemy) def create_fleet(m_settings,screen,player,enemies): enemy = Enemy(m_settings, screen) number_enemies_x = get_number_enemy_x(m_settings, enemy.rect.width) number_rows = get_number_rows(m_settings,player.rect.height,enemy.rect.height) for row_number in range(number_rows): for enemy_number in range(number_enemies_x): create_enemy(m_settings,screen,enemies,enemy_number,row_number) def check_fleet_edges(m_settings,enemies): for enemy in enemies.sprites(): if enemy.check_edges(): change_fleet_direction(m_settings,enemies) break def change_fleet_direction(m_settings,enemies): for enemy in enemies.sprites(): enemy.rect.y += m_settings.fleet_drop_speed m_settings.fleet_direction *= -1 def player_hit(m_settings,screen,stats,sb,player,enemies,bullets): if stats.players_left > 0: stats.players_left -= 1 sb.prep_players() enemies.empty() bullets.empty() create_fleet(m_settings,screen,player,enemies) player.center_player() sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) def update_enemies(m_settings,screen,stats,sb,player,enemies,bullets): check_fleet_edges(m_settings,enemies) enemies.update() if pygame.sprite.spritecollideany(player,enemies): player_hit(m_settings,screen,stats,sb,player,enemies,bullets) check_enemies_bottom(m_settings,screen,stats,sb,player,enemies,bullets) def check_enemies_bottom(m_settings,screen,stats,sb,player,enemies,bullets): screen_rect = screen.get_rect() for enemy in enemies.sprites(): if enemy.rect.bottom >= screen_rect.bottom: player_hit(m_settings,screen,stats,sb,player,enemies,bullets) break def check_high_score(stats, sb): if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
所有的功能操作都放在这个文件中,根据游戏逻辑来调用对应功能
(3)settings.py
class Settings: def __init__(self): self.screen_width = 1280 self.screen_height = 720 self.bg_color = (230, 230, 235) self.player_limit = 4 self.bullet_width = 3 self.bullet_height = 10 self.bullet_color = 60,60,60 self.bullets_allowed = 5 self.fleet_drop_speed = 10 self.fleet_direction = 1 self.speedup_scale = 1.1 self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): self.player_speed_factor = 1.5 self.bullet_speed_factor = 3 self.enemy_speed_factor = 0.5 self.fleet_direction = 1 self.enemy_points = 50 def increase_speed(self): self.player_speed_factor *= self.speedup_scale self.bullet_speed_factor *= self.speedup_scale self.enemy_speed_factor *= self.speedup_scale self.enemy_points = int(self.enemy_points * self.score_scale)
设定游戏各项数据,可按照需求进行修改(将子弹大小扩大,修改窗口大小等)
(4)game_stats.py
class GameStats(): def __init__(self,m_settings): self.m_settings = m_settings self.reset_stats() self.game_active = False self.high_score = 0 def reset_stats(self): self.players_left = self.m_settings.player_limit self.score = 0 self.level = 1
统计游戏分数(最高分),难度等级,游戏是否开始
(5)user.py (用户对象)
import pygame from pygame.sprite import Sprite class User(Sprite): def __init__(self,m_settings,screen): super().__init__() self.screen = screen self.m_settings = m_settings self.image = pygame.image.load('img/player.png') 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) self.bottomx = float(self.rect.bottom) self.moving_right = False self.moving_left = False self.moving_up = False self.moving_down = False def update(self): if self.moving_right and self.rect.centerx < self.screen_rect.right: self.center += self.m_settings.player_speed_factor if self.moving_left and self.rect.centerx > 0: self.center -= self.m_settings.player_speed_factor if self.moving_up and self.rect.top > 50: self.bottomx -= self.m_settings.player_speed_factor if self.moving_down and self.rect.bottom < self.screen_rect.bottom: self.bottomx += self.m_settings.player_speed_factor self.rect.centerx = self.center self.rect.bottom = self.bottomx def blitme(self): self.screen.blit(self.image, self.rect) def center_player(self): self.center = self.screen_rect.centerx self.bottomx = self.screen_rect.bottom
(6)enemy.py
import pygame from pygame.sprite import Sprite class Enemy(Sprite): def __init__(self, m_settings, screen): super().__init__() self.screen = screen self.m_settings = m_settings self.image = pygame.image.load('img/em.png') 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.m_settings.enemy_speed_factor * self.m_settings.fleet_direction) self.rect.x = self.x
(7)bullet.py
import pygame from random import randint from pygame.sprite import Sprite class Bullet(Sprite): def __init__(self,m_settings,screen,player): super(Bullet, self).__init__() self.screen = screen self.rect = pygame.Rect(0,0,m_settings.bullet_width,m_settings.bullet_height) self.rect.centerx = player.rect.centerx self.rect.top = player.rect.top self.y = float(self.rect.y) # self.color = m_settings.bullet_color self.color = randint(0,255),randint(0,255),randint(0,255) self.speed_factor = m_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)
(8)button.py
import pygame.font class Button: def __init__(self,m_settings,screen,msg): print("@") self.screen = screen self.screen_rect = screen.get_rect() print("@") self.width, self.height = 200, 50 self.button_color = (100,200,250) self.text_color = (255,255,255) print("@") self.font = pygame.font.SysFont("arial",36) print("@") self.rect = pygame.Rect(0,0,self.width,self.height) self.rect.center = self.screen_rect.center print("!") 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)
屏幕的背景和文字
(9)screenboard.py
import pygame.font from pygame.sprite import Group from user import User class Scoreboard: def __init__(self,m_settings,screen,stats): self.screen = screen self.screen_rect = screen.get_rect() self.m_settings = m_settings self.stats = stats self.text_color = (30,30,30) self.font = pygame.font.SysFont("arial",36) self.prep_score() self.prep_high_score() self.prep_level() self.prep_players() self.prep_bullet_allowed() 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.screen.blit(self.bullet_max_image,self.bullet_max_rect) self.players.draw(self.screen) 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.m_settings.bg_color) self.score_rect = self.score_image.get_rect() self.score_rect.right = self.screen_rect.right - 20 self.score_rect.top = 10 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.m_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('level: '+str(self.stats.level), True, self.text_color, self.m_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 + 5 def prep_bullet_allowed(self): bullet_max = self.m_settings.bullets_allowed bullet_max_str = "Max Bullet: "+str(bullet_max) self.bullet_max_image = self.font.render(bullet_max_str, True, self.text_color, self.m_settings.bg_color) self.bullet_max_rect = self.bullet_max_image.get_rect() self.bullet_max_rect.right = self.score_rect.right self.bullet_max_rect.top = self.level_rect.bottom + 5 def prep_players(self): self.players = Group() for player_number in range(self.stats.players_left): player = User(self.m_settings,self.screen) player.rect.x = 10 + player_number * player.rect.width player.rect.y = 10 self.players.add(player)
3. 实验过程中遇到的问题和解决过程
- 问题1:代码杂乱
- 问题1解决方案:重构函数,将相似的方法放在一起
其他(感悟、思考等)
python的模块种类繁多,给我带来了许多可以拓展的空间。而且编写游戏的过程中,虽然不用考虑繁杂的堆栈存储,但是在游戏运行的逻辑上还存在
很多困惑,网上的某些参考往往也不是很靠谱