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Python編程——從入門到實踐外星人入侵項目

編輯:Python

練習這個項目時,我用的編輯器是pycharm,然後安裝第三方庫pygame(功能很強大),這個項目代碼還是比較多的,需要學習管理包含多個文件的項目,體會到函數以及變量命名方法還需要重構很多代碼,以提高代碼的效率,總之,對於剛入門來說,是一個用來練手的一個非常不錯的項目。
安裝pygame這裡就不多說了,下面是我完成所有操作後的代碼:
alien_invasion.py

import sys
import pygame
from pygame.sprite import Group
from setting import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from alien import Alien
import game_functions as gf
def run_game():
# 初始化游pygame,設置和屏幕對象
pygame.init()#初始化背景設置
ai_settings= Settings() #創建Settings實例,並將其存儲在變量ai_settings中
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))#創建一個名為screen的顯示窗口
pygame.display.set_caption("Alien Invasion")
#創建Play按鈕
play_button = Button(ai_settings, screen, "Play")
#創建一個用於存儲游戲統計信息的實例,並創建記分牌
stats= GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 創建飛船,子彈編組和外星人編組
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 創建一個外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 開始游戲主循環
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, sb, screen, ship, aliens, bullets)
gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()#初始化游戲,並開始主循環

setting.py

class Settings():
"""存儲游戲中所有設置的類"""
def __init__(self):
"""初始化游戲的靜態設置"""
# 屏幕設置
self.screen_width = 800
self.screen_height = 600
self.bg_color = (230,230,230)#設定創建的顯示窗口的大小,以及顏色
# 飛船的設置
self.ship_limit = 3
# 子彈設置
self.bullet_width = 300
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
# 外星人設置
self.fleet_drop_speed = 10
#以什麼樣的速度加快游戲節奏
self.speedup_scale = 1.1
#外星人點數提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction為1表示向右移,為-1表示向左移
self.fleet_direction = 1
#記分
self.alien_points = 50
def increase_speed(self):
"""提高速度設置和外星人點數"""
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)
print(self.alien_points)

ship.py

import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings, screen):
"""初始化飛船並設置其初始位置"""
super(Ship, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載飛船圖像並獲取其外接矩形
self.image = pygame.image.load("C:\python項目文件\飛機大戰\images\ship.bmp")
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()#把表示屏幕的矩形存儲在其中
# 將每艘飛船放在屏幕底部中央
self.rect.centerx = self.screen_rect.centerx #self.rect.centerx飛船的中心坐標設置為表示屏幕的中心坐標,即飛船在屏幕中心
self.rect.bottom = self.screen_rect.bottom#飛船下邊緣y坐標設置為表示屏幕的矩形的屬性bottom
# 在飛船屬性centerx中存儲小數值
self.center = float(self.rect.centerx)#使用函數float()將self.rect.centerx的值轉換為小數
self.bottom = float(self.rect.bottom)
# 移動標志
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
"""根據移動標志調整飛船的位置"""
# 更新飛船的center值,而不是rect
#在pygame中,原點位於屏幕左上角
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.bottom -= self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.bottom += self.ai_settings.ship_speed_factor
# 根據self.center更新rect對象
self.rect.centerx = self.center
self.rect.bottom = self.bottom
def blitme(self):
"""在指定位置繪制飛船"""
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""讓飛船在屏幕上居中"""
self.center = self.screen_rect.centerx

game_functions.py

import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
from random import randint
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""響應按鍵"""
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 check_keyup_events(event, ship):
"""響應松開"""
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):
"""響應按鍵和鼠標事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:#玩家單擊游戲窗口的關閉按鈕時,將檢測到pygame.QUTT事件,調用sys.exit()退出事件
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):
"""在玩家單擊Play按鈕時開始游戲"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
#重置游戲設置
ai_settings.initialize_dynamic_settings()
#隱藏光標
pygame.mouse.set_visible(False)
#重置游戲統計信息
stats.reset_stats()
stats.game_active = True
#重置記分圖像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
#創建一群新外星人並讓飛船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
"""更新屏幕上的圖像,並切換到新屏幕"""
# 每次循環都重繪屏幕
screen.fill(ai_settings.bg_color)
#在飛船和外星人後面重繪所有子彈
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
#顯示得分
sb.show_score()
#如果游戲處於非活動狀態,就繪制play按鈕
if not stats.game_active:
play_button.draw_button()
# 讓最近繪制的屏幕可見
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新子彈位置,並刪除消失的子彈"""
#更新子彈位置
bullets.update()
# 刪除以消失子彈
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):
"""響應子彈和外星人的碰撞"""
# 如果是這樣,就刪除相應的子彈和外星人
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:
# 刪除現有子彈, 加快游戲節奏,並新建一群外星人
#如果整群外星人都被消滅,就提高一個等級
bullets.empty()
ai_settings.increase_speed()
#提高等級
stats.level += 1
sb.prep_level()
create_fleet(ai_settings, screen, ship, aliens)
def fire_bullet(ai_settings,screen, ship, bullets):
"""如果還沒有達到限制,就發射一顆子彈"""
# 創建一顆子彈,並加入到編組bullet中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def create_fleet(ai_settings, screen, ship, aliens):
"""創建外星人群"""
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)
#創建第一行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
#創建一個外星人並加入當前行
create_alien(ai_settings, screen, aliens, alien_number, row_number)
def get_number_aliens_x(ai_settings, alien_width):
"""計算每行可容納多少外星人"""
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):
"""創建一個外星人並將它放在當前行"""
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
alien.x = alien_width + 2 * alien_width * alien_number
#alien.x = randint(10,30) + 2 * alien_width * alien_number 隨機生成位置
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
#alien.rect.y = randint(-30,0) + 2 * alien.rect.height * row_number 隨機生成位置
aliens.add(alien)
def get_number_rows(ai_settings, ship_height, alien_height):
"""計算屏幕可容納多少外星人"""
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 ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""響應被外星人撞到的飛船"""
if stats.ships_left > 0:
#將ship_left減1
stats.ships_left -= 1
#更新記分牌
sb.prep_ships()
#清空外星人列表和子彈列表
aliens.empty()
bullets.empty()
#創建一群外星人,並將飛船放到屏幕底部中央
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
#暫停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""檢查是否有外星人到達屏幕底端"""
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
#像飛船被撞到一樣處理
ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
break
def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets):
"""檢查是否有外星人位於屏幕邊緣,更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
#檢測外星人和飛船之間的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets)
print('ship hit!!!')
# 檢查是否有外星人到達屏幕底端
check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets)
def check_fleet_edges(ai_settings, aliens):
"""有外星人到達邊緣時采取相應的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings, aliens)
break
def change_fleet_direction(ai_settings, aliens):
"""將整群外星人下移並改變方向"""
for alien in aliens.sprites():
alien.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def check_high_score(stats, sb):
"""檢查是否產生了最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()

bullet.py

import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一個對飛船發射的子彈進行管理的類"""
def __init__(self, ai_settings, screen, ship):
"""在飛船所處的位置創建一個子彈對象"""
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)處創建一個表示子彈的矩形,在設置正確的位置
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
# 存儲用小數表示子彈的位置
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向上移動子彈"""
# 更新表示子彈位置的小數值
self.y -= self.speed_factor
# 更新表示子彈的rect位置
self.rect.y = self.y
def draw_bullet(self):
"""在屏幕上繪制子彈"""
pygame.draw.rect(self.screen, self.color, self.rect)

alien.py

import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
"""表示單個外星人的類"""
def __init__(self, ai_settings,screen):
"""初始化外星人並設置起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載外星人圖像,並設置其rect屬性
self.image = pygame.image.load("C:\python項目文件\飛機大戰\images\lien.bmp")
self.rect = self.image.get_rect()
# 每個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
# 存儲外星人的准確位置
self.x = float(self.rect.x)
def blitme(self):
"""在指定位置繪制外星人"""
self.screen.blit(self.image, self.rect)
def update(self):
"""向左或右移動外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
def check_edges(self):
"""如果外星人位於屏幕邊緣,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

game_stats.py

class GameStats():
"""跟蹤游戲的統計信息"""
def __init__(self, ai_settings):
"""初始化統計信息"""
self.ai_settings = ai_settings
self.reset_stats()
#游戲剛啟動時處於非活動狀態
self.game_active = False
# 在任何時候都不應重置最高得分
self.high_score = 1
def reset_stats(self):
"""初始化在游戲運行期間可能變化的統計信息"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1

button.py

import pygame.font
class Button():
def __init__(self, ai_setings, screen, msg):
"""初始化按鈕的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
#設置按鈕屬性和其他屬性
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)
#創建按鈕的rect對象,並使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
#按鈕的標簽只需創建一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""將msg渲染為圖像, 並使其在按鈕上居中"""
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):
#繪制一個用顏色填充的按鈕,再繪制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)

scoreboard.py

import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""顯示得分信息的類"""
def __init__(self, ai_settings, screen, stats):
"""初始化顯示得分涉及的屬性"""
self.screen = screen
self.screen_rect =screen.get_rect()
self.ai_settings = ai_settings
self.stats = stats
#顯示得分信息時使用的字體設置
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
#准備包含最高得分和當前得分圖像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""將得分渲染為一幅渲染的圖像"""
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)
#將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):
"""在屏幕上顯示當前得分和最高得分"""
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)
#繪制飛船
self.ships.draw(self.screen)
def prep_high_score(self):
"""將最高分轉化為渲染的圖像"""
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)
#將最高得分放在屏幕頂部中央
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):
"""將等級轉換為渲染的圖像"""
self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
#將等級放在得分下方
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):
"""顯示還剩余多少飛船"""
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)

以上便是外星人這個項目的全部代碼,在練習的時候我也是同樣遇到過很多問題,後面會將這些問題補充上來,這裡也比較多,我會將項目文件上傳,大家可以下載看看效果。
這裡是效果圖:

我這裡將子彈寬度是設置為300。
這裡是代碼文件以及圖片下載鏈接:https://download.csdn.net/download/weixin_45054387/12333195


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