小橙同学终于耗时两周完成了《外星人入侵》项目,整体感觉下来python真的的确较Java以及C语言上手快,易理解,能短时间内上手项目开发。
根据上一周的学习笔记以及同步《Python编程_从入门到实践》的内容上的顺序,我将该项目分成三个模块,分别是武装飞船模块,外星人模块,以及记分模块,三个模块分别讲述不同的知识点,再联系项目本身让你动手操作体验其作用,不得不再提一句,《Python编程_从入门到实践》这本书对于每个代码块的注释以及功能模块作用描述的及其细致,让小白也能秒懂。
ps:文章末尾会附上本项目所有源码,有需自取哈!
Model 1 武装飞船
在武装飞船模块中,需要掌握游戏计划的制定;使用Pygame编写的游戏的基本结构,如何设置背景色,以及如何将设置存储在可供游戏的各个部分访问的独立类中;如何在屏幕上绘制图像,以及如何让玩家控制游戏元素的移动,如何创建自动移动的元素,如在屏幕中向上飞驰的子弹,以及如何删除不在需要的对象;如何定期重构项目的代码,为后续开发提供便利。
Model 2 外星人
在外星人模块中,需要掌握如何在游戏中添加大量相同的元素,如创建一群外星人;如何使用嵌套循环来创建元素网格,还通过调用每个元素的方法update()移动大量的元素,如何控制对象在屏幕上移动的方向,以及如何响应事件,如有外星人到达屏幕边缘;如何检测和响应子弹和外星人碰撞以及外星人和飞船碰撞;如何在游戏中跟踪统计信息,以及如何使用标志game_active来判断游戏是否结束了
Model 3 记分
在记分模块中,需要掌握如何创建用于开始新游戏的Play按钮,如何检测鼠标事件,以及在游戏处于活动状态时如何隐藏光标。同时还学习了如何随游戏的进行调整其节奏,如何实现记分系统,以及如何以文本和非文本方式显示信息。
项目代码架构如下,共计9个py文件,其中每个py文件的作用以及功能代码注释的很清晰啦
源码如下,按需自取!!!
No1 alien_invasion.py
import sys
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():
#初始化游戏并创建一个屏幕对象
# 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")
# 创建一个用于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
ship = Ship(ai_settings,screen)
# 创建一个用于存储子弹的编组
bullets = Group()
# 创建一个外星人编组
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()
No2 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 = 1200
self.screen_height = 800
self.bg_color = (230,230,230)
# 飞船的设置
self.ship_limit = 3
# 子弹设置
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60,60,60
self.bullets_allowed = 10
# 外星人设置
self.fleet_drop_speed = 10
# 以什么样的速度加快游戏节奏
self.speedup_scale = 1.1
# 外星人点数的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
""""初始化随游戏进行而变化的设置"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 3
self.alien_speed_factor = 1
# fleet_direction为1表示向右移,为-1表示向左移
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)
No3 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试位置"""
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('D:/alien_invasion/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cebter中存储小数值
self.center = float(self.rect.centerx)
# 移动标志
self.moving_right = False
self.moving_left = 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
# 根据self.center 更新rect对象
self.rect.centerx = self.center
def blitme(self):
""""在指定位置绘制飞船"""
self.screen.blit(self.image,self.rect)
def center_ship(self):
""""让飞船在屏幕上居中"""
self.center = self.screen_rect.centerx
No4 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_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
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_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 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
# 检查是否有子弹击中了外星人
# 如果是这样,就删除相应的子弹和外星人
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
# 删除现有的子弹并新建一群外星人
bullets.empty()
ai_settings.increase_speed()
# 提高等级
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
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 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.x = alien.x
alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
aliens.add(alien)
def create_fleet(ai_settings,screen,ship,aliens):
"""创建外星人群"""
# 创建一个外星人,并计算一行可容纳多少个外星人
# 外星人间距为外星人宽度
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)
# 创建第一行外星人
# 创建外星人群
for row_number in range(number_rows):
# 创建一个外星人并将其加入当前行
for alien_number in range(number_aliens_x):
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def get_number_rows(ai_settings,ship_height,alien_height):
""""计算屏幕可容纳多少外星人"""
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 check_fleet_edges(ai_settings,aliens):
"""有外星人到达边缘采取相应的措施"""
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
""""将整个外星人下移,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"""
# 将ships_left减1
""""响应飞船被外星人撞到"""
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,并将飞船放到屏幕地段中央
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 update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
""""检查是否有外星人位于屏幕边缘,并更新外星人群中所有外星人的位置"""
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)
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以子弹
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()
No5 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_width)
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)
No6 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rec属性
self.image = pygame.image.load('D:/alien_invasion/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):
""""向右移动外星人"""
self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction
self.rect.x = self.x
No7 game_stats.py
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()
# 游戏刚启动时处于非活动状态
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
No8 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(None,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,并使其再按钮上居中"""
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)
No9 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)
# 准备初始得分图像
# 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_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 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_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 show_score(self):
""""在屏幕上显示当前得分和最高得分"""
self.screen.blit(self.score_image,self.score_rect)
# 绘制飞船
self.ships.draw(self.screen)
self.screen.blit(self.high_score_image,self.high_score_rect)
self.screen.blit(self.level_image,self.level_rect)
至此,《外星人入侵》项目完结撒花,末尾附上小橙同学为运行项目效果特意拍的小视频。
一个项目的结尾,又是另一个项目的开始。Keep Moving!
B站视频链接如下:
python实训项目<外星人入侵>