python编程从入门到实践外星人入侵_Python编程:从入门到实践 项目《外星人入侵》完整代码...

学习《Python编程:从入门到实践》有段时间了,跟着书本把所有代码都敲了一遍,感悟很深,现在完成了《外星人入侵》项目,对于库、类、函数、方法都有一定的理解,现在将该项目完整代码分享出来,以供学习。

1.首先当然是主运行文件alien_invasion.py

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、一个子弹编组和一个外星人编组

ship = Ship(ai_settings,screen)

bullets = Group()

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()

2.游戏相关参数设置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 = 800

self.screen_height = 600

self.bg_color = (230, 230, 230)

# 飞船的设置

self.ship_speed_factor = 0.3

#子弹设置

self.bullet_speed_factor = 1

self.ship_limit = 3

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_factor = 0.1

self.fleet_drop_speed = 10

# 以什么样的速度加快游戏节奏

self.speedup_scale = 1.01

# 外星人点数的提高速度

self.score_scale = 1.1

self.initialize_dynamic_settings()

# fleet_direction为1表示向右移,为-1表示向左移

self.fleet_direction = 1

def initialize_dynamic_settings(self):

"""初始化随游戏进行而变化的设置"""

self.ship_speed_factor = 0.3

self.bullet_speed_factor = 1

self.alien_speed_factor = 0.1

# fleet_direction为1表示向右;为-1表示向左

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)

3.按键及事件逻辑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_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 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

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):

"""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_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

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

bullets.empty()

ai_settings.increase_speed()

# 提高等级

stats.level += 1

sb.prep_level()

create_fleet(ai_settings, screen, ship, aliens)

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有子弹

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()

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 get_number_rows(ai_settings, ship_height, alien_height):

"""计算屏幕可容纳多少行外星人"""

available_space_y = (ai_settings.screen_height -

(3 * alien_height) - ship_height)

number_rows = int(available_space_y / (3 * alien_height))

return number_rows

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.y = alien.rect.height + 2 * alien.rect.height * row_number

alien.rect.x = alien.x

aliens.add(alien)

def create_fleet(ai_settings, screen, ship, aliens):

"""创建外星人群"""

# 创建一个外星人,并计算每行可容纳多少个外星人

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)

# 创建外星人群

for row_number in range(number_rows):

for alien_number in range(number_aliens_x):

create_alien(ai_settings, screen, aliens, alien_number,

row_number)

def check_fleet_edges(ai_settings, aliens):

"""有外星人到达边缘时采取相应的措施"""

for alien in aliens.sprites():

if alien.check_edges():

change_fleet_direction(ai_settings, aliens)

break

def change_fleet_direction(ai_settings, aliens):

"""将整群外星人下移,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"""

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,并将飞船放到屏幕底端中央

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 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 update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets):

"""

检查是否有外星人位于屏幕边缘,并更新整群外星人的位置

"""

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)

4.计分相关设置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_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 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_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 show_score(self):

"""在屏幕上显示飞船和得分"""

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)

# 绘制飞船

self.ships.draw(self.screen)

5.跟踪游戏统计信息

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

6.“游戏开始”按键设置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('arial', 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"""

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)

7.飞船相关设置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始位置"""

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('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center中存储小数值

self.center = float(self.rect.centerx)

self.centery = float(self.rect.centery)

# 移动标志

self.moving_right = False

self.moving_left = False

self.moving_up = False

self.moving_down = 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

if self.moving_up and self.rect.top > 0:

self.centery -= self.ai_settings.ship_speed_factor

if self.moving_down and self.rect.bottom < self.screen_rect.bottom:

self.centery += self.ai_settings.ship_speed_factor

# 根据self.center更新rect对象

self.rect.centerx = self.center

self.rect.centery = self.centery

def center_ship(self):

"""让飞船在屏幕上居中"""

self.center = self.screen_rect.centerx

self.centery = self.screen_rect.bottom

def blitme(self):

"""在指定位置绘制飞船"""

self.screen.blit(self.image,self.rect)

8.外星人相关设置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 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):

"""向左或右移动外星人"""

self.x += (self.ai_settings.alien_speed_factor *

self.ai_settings.fleet_direction)

self.rect.x = self.x

9.子弹相关设置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_height)

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)

关于ship.py文件中

self.image = pygame.image.load(‘images/ship.bmp’)

和alien.py文件中

self.image = pygame.image.load(‘images/alien.bmp’)

代码里的图片,需要各位自行在根目录下新建文件夹和图像

另外,自己在调试项目的过程中,常常有报错,其中主要错误的反而是忘了下划线、冒号还有代码缩进,代码缩进要么完全使用空格,要么全都使用tab进行缩进,python在识别缩进上非常严格。

写给自己,也分享给大家。

原文:https://blog.csdn.net/kenidi8215/article/details/88862701

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