# 项目1回顾
# Alien Invasion.py
import sys
from time import sleep
import pygame
from Settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from Ship import Ship
from alien import Alien
from bullet import Bullet
class AlienInvasion:
"""管理游戏资源和行为的类"""
def __init__(self):
"""初始化游戏并创建游戏资源"""
pygame.init()
self.settings = Settings()
# 非全屏运行
self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
# 全屏运行
# self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
# self.settings.screen_width = self.screen.get_rect().width
# self.settings.screen_height = self.screen.get_rect().height
# 设置当前窗口标题
pygame.display.set_caption("Alien Invasion")
# 创建一个用于存储游戏统计信息的实例
self.stats = GameStats(self)
# 创建记分牌
self.sb = Scoreboard(self)
self.ship = Ship(self)
# 创建子弹精灵组
self.bullets = pygame.sprite.Group()
# 创建外星人精灵组
self.aliens = pygame.sprite.Group()
self._create_fleet()
# 创建Play按钮
self.play_button = Button(self, "Play")
def _create_fleet(self):
"""创建外星人群"""
alien = Alien(self)
alien_width, alien_height = alien.rect.size
# 创建一个外星人并计算一行可容纳多少个外星人
# 外星人的间距为外星人的宽度
available_space_x = self.settings.screen_width - (2 * alien_width)
number_aliens_x = available_space_x // (2 * alien_width)
# 计算屏幕可容纳多少行外星人
ship_height = self.ship.rect.height
available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height)
number_rows = available_space_y // (2 * alien_height)
# 创建外星人群
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number, row_number)
def _create_alien(self, alien_number, row_number):
"""创建一个外星人并将其加入当前行"""
alien = Alien(self)
alien_width, alien_height = alien.rect.size
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
self.aliens.add(alien)
def _update_aliens(self):
"""检查是否有外星人位于屏幕边缘,并更新外星人的位置"""
self._check_fleet_edges()
self.aliens.update()
# 检测外星人与飞船之间的碰撞
if pygame.sprite.spritecollideany(self.ship, self.aliens):
self._ship_hit()
# 检查是否有外星人到达了屏幕底部
self._check_aliens_bottom()
def _check_fleet_edges(self):
"""有外星人到达边缘时采取相应的措施"""
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
"""将整群外星人下移,并改变它们的方向"""
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
self.settings.fleet_direction *= -1
def _check_events(self):
"""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:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
elif event.type == pygame.MOUSEBUTTONDOWN:
# 玩家鼠标点击Play按钮做出响应
# pygame.mouse.get_pos()返回玩家单击时鼠标(x,y)元组
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self, mouse_pos):
"""在玩家单击Play按钮时开始新游戏"""
# game_active为False时游戏才开始并显示Play按钮
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
# 重置游戏设置
self.settings.initialize_dynamic_settings()
# 重置游戏统计信息
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
# 清空余下的外星人和子弹
self.aliens.empty()
self.bullets.empty()
# 创建一群新的外星人并让飞船居中
self._create_fleet()
self.ship.center_ship()
# 隐藏鼠标光标
pygame.mouse.set_visible(False)
def _check_keydown_events(self, event):
"""响应按键"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
"""响应松开"""
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
"""创建一颗子弹,并将其加入编组bullets中"""
if len(self.bullets) < self.settings.bullets_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_screen(self):
"""更新屏幕上的图像,并切换到新屏幕。"""
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
# 显示得分
self.sb.show_score()
# 如果游戏处于非活动状态,就绘制Play按钮
if not self.stats.game_active:
self.play_button.draw_button()
# 让最近绘制的屏幕可见
pygame.display.flip()
def _update_bullets(self):
"""更新子弹的位置并消除消失的子弹"""
# 更新子弹的位置
self.bullets.update()
# 删除消失的子弹
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
"""响应子弹和外星人碰撞"""
# 删除发生碰撞的子弹和外星人
collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
if collisions:
for aliens in collisions.values():
self.stats.score += self.settings.alien_points * len(aliens)
self.sb.prep_score()
self.sb.check_high_score()
# self.stats.score += self.settings.alien_points
# self.sb.prep_score()
if not self.aliens:
# 删除现有的子弹并新建一群外星人
self.bullets.empty()
self._create_fleet()
# 调用increase_speed()加快游戏节奏,加大游戏难度
self.settings.increase_speed()
# 提高等级
self.stats.level += 1
self.sb.prep_level()
def _ship_hit(self):
"""响应飞船被外星人撞到"""
if self.stats.ships_left > 0:
# 将Ship_left减1并更新记分牌
self.stats.ships_left -= 1
self.sb.prep_ships()
# 清空余下的外星人和子弹
self.aliens.empty()
self.bullets.empty()
# 创建一批新的外星人,并将飞船放到屏幕底部的中央
self._create_fleet()
self.ship.center_ship()
# 暂停
sleep(0.5)
else:
self.stats.game_active = False
# 游戏结束,重新显示光标
pygame.mouse.set_visible(True)
def _check_aliens_bottom(self):
"""检查是否有外星人到达屏幕底端"""
screen_rect = self.screen.get_rect()
for alien in self.aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
# 想飞船被撞到一样处理
self._ship_hit()
break
def run_game(self):
"""开始游戏的主循环"""
while True:
self._check_events()
if self.stats.game_active:
self.ship.update()
self.bullets.update()
self._update_bullets()
self._update_aliens()
self._update_screen()
if __name__ == '__main__':
# 创建游戏实例并运行游戏
ai = AlienInvasion()
ai.run_game()
# Settings.py
class Settings:
"""存储《外星人入侵》的所有设置的类"""
def __init__(self):
"""初始化游戏的设置"""
# 屏幕设置
self.screen_width = int(1200)
self.screen_height = int(800)
self.bg_color = (230, 230, 230)
# 飞船设置
self.ship_speed = 1.5
self.ship_limit = 3
# 子弹设置
self.bullet_speed = 1.5
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 = 1.0
self.fleet_drop_speed = 100
# fleet_direction为1表示向右移,为-1表示向左移
self.fleet_direction = 1
# 加快游戏节奏的速度
self.speedup_scale = 1.1
# 外星人分数的提高速度
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 = 1.5
self.bullet_speed = 3.0
self.alien_speed = 1.0
# 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分数"""
self.ship_speed *= self.speedup_scale
self.bullet_speed *= self.speedup_scale
self.alien_speed *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
# 每提高一个等级,在终端窗口看到新的分数值,确认分数不断增加后,删除print()函数,否则会影响游戏性能
print(self.alien_points)
# game_stats.py
class GameStats:
"""跟踪游戏的统计信息"""
def __init__(self, ai_game):
"""初始化统计信息"""
self.settings = ai_game.settings
self.reset_stats()
# 游戏在刚启动时处于非活动状态
self.game_active = False
# 任何情况下都不应该重置最高得分
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.settings.ship_limit
self.score = 0
# 设置当前游戏等级
self.level = 1
# 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_game):
"""初始化显示得分涉及的属性"""
self.ai_game = ai_game
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
self.settings = ai_game.settings
self.stats = ai_game.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)
# 初始化得分图像
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"""
# round()函数让小数精确到小数点后一位,小数位由第二位实参指定
# 如果第二位实参为负数,将舍入到最近的10的整数倍
rounded_score = round(self.stats.score, -1)
# 将数值转换为字符串时在其中插入逗号
score_str = "{:,}".format(rounded_score)
# score_str = str(self.stats.score)
self.score_image = self.font.render(score_str, True,
self.text_color, self.settings.bg_color)
# 在屏幕右上角显示得分
self.score_rect = self.score_image.get_rect()
# score_rect右边缘与屏幕右边缘始终相距20像素,上边缘与屏幕上边缘相距20像素
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 = round(self.stats.high_score, -1)
high_score_str = "{:,}".format(high_score)
self.prep_high_score_image = self.font.render(high_score_str, True, self.text_color, self.settings.bg_color)
# 将最高得分放在屏幕顶端中央
self.high_score_rect = self.prep_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"""
level_str = str(self.stats.level)
self.level_image = self.font.render(level_str, True,
self.text_color, self.settings.bg_color)
# 将等级放在得分下面
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):
"""显示还剩余多少艘飞船"""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_game)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
def show_score(self):
"""在屏幕上绘制得分、等级和余下的飞船数"""
self.screen.blit(self.score_image, self.score_rect)
self.screen.blit(self.prep_high_score_image, self.high_score_rect)
self.screen.blit(self.level_image, self.level_rect)
self.ships.draw(self.screen)
def check_high_score(self):
"""检查是否诞生了新的最高得分"""
if self.stats.score > self.stats.high_score:
self.stats.high_score = self.stats.score
self.prep_high_score()
# button.py
import pygame.font
class Button:
def __init__(self, ai_game, msg):
"""初始化按钮的属性"""
self.screen = ai_game.screen
self.screen_rect = self.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,并使其在按钮上居中"""
# 方法font.render()接受一个布尔实参,该实参制定开启还是关闭反锯齿功能(反锯齿让文本的边缘更平滑)
# 后面两个实参分别是文本颜色和背景色(如果没有指定背景色,pygame渲染文本时将使用透明背景)
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)
# screen.blit传递一幅图像以及与该图像相关联的rect
self.screen.blit(self.msg_image, self.msg_image_rect)
# Ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
"""管理飞船的类"""
def __init__(self, ai_game):
"""初始化飞船并设置其初始位置"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
# 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()
# 将每艘飞船放在屏幕底部中央
self.rect.midbottom = self.screen_rect.midbottom
# 在飞船的属性x中存储小数值
self.x = float(self.rect.x)
# 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"""
# 更新飞船而不是rect对象的x值
# 如果飞船右移的标志和飞船外接矩形右边缘的x坐标 小于 屏幕右边缘x坐标,开始右移
if self.moving_right and self.rect.right < self.screen_rect.right:
self.x += self.settings.ship_speed
# self.rect.x += self.settings.ship_speed
# 如果飞船左移的标志和飞船外接矩形左边缘的x坐标 大于于 0,开始左移
if self.moving_left and self.rect.left > 0:
self.x -= self.settings.ship_speed
# self.rect.x -= self.settings.ship_speed
# 根据self.x 更新rect对象
self.rect.x = self.x
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""让飞船在屏幕底端居中"""
self.rect.midbottom = self.screen_rect.midbottom
self.x = float(self.rect.x)
# 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_game):
"""初始化未设置其起始位置"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.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 check_edges(self):
"""如果外星人处于屏幕边缘,就返回True"""
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right or self.rect.left <= 0:
return True
def update(self) :
"""向右移动外星人"""
self.x += (self.settings.alien_speed * self.settings.fleet_direction)
self.rect.x = self.x
# 今日知识点学习
第15章 生成数据
15.1 安装Matplotlib
运行结果:pip._vendor.urllib3.exceptions.ReadTimeoutError:HTTPSConnectionPool(host='files.pythonhosted.org', port=443): Read timed out.
使用pycharm安装
15.2 绘制简单的折线图
# 主程序
# module 'backend_interagg' has no attribute 'FigureCanvas'. Did you mean: 'FigureCanvasAgg'?
# 解决办法:matplotlib切换图形界面显示终端TkAgg。
# 代码:import matplotlib
# matplotlib.use('TkAgg')
import matplotlib
matplotlib.use('TkAgg')
import matplotlib.pyplot as plt
squares = [1,4,9,16,25]
fig, ax = plt.subplots()
ax.plot(squares)
plt.show()
运行结果: