Python实训项目《外星人入侵》学习笔记第二弹

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>

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