《Python编程从入门到实践》day27

# 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:

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