學習《Python編程:從入門到實踐》有段時間了,跟着書本把所有代碼都敲了一遍,感悟很深,現在完成了《外星人入侵》項目,對於庫、類、函數、方法都有一定的理解,現在將該項目完整代碼分享出來,以供學習。
1.首先當然是主運行文件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、設置和屏幕對象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") # 創建Play按鈕 play_button = Button(ai_settings, screen, "Play") # 創建存儲游戲統計信息的實例,並創建記分牌 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) #創建一艘飛船、一個子彈編組和一個外星人編組 ship = Ship(ai_settings,screen) bullets = Group() aliens = Group() # 創建外星人群 gf.create_fleet(ai_settings,screen,ship,aliens) # 開始游戲的主循環 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.游戲相關參數設置settings.py
class Settings(): """存儲《外星人入侵》的所有設置的類""" def __init__(self): """初始化游戲的靜態設置""" # 屏幕設置 self.screen_width = 800 self.screen_height = 600 self.bg_color = (230, 230, 230) # 飛船的設置 self.ship_speed_factor = 0.3 #子彈設置 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 # 外星人設置 self.alien_speed_factor = 0.1 self.fleet_drop_speed = 10 # 以什么樣的速度加快游戲節奏 self.speedup_scale = 1.01 # 外星人點數的提高速度 self.score_scale = 1.1 self.initialize_dynamic_settings() # fleet_direction為1表示向右移,為-1表示向左移 self.fleet_direction = 1 def initialize_dynamic_settings(self): """初始化隨游戲進行而變化的設置""" self.ship_speed_factor = 0.3 self.bullet_speed_factor = 1 self.alien_speed_factor = 0.1 # fleet_direction為1表示向右;為-1表示向左 self.fleet_direction = 1 # 記分 self.alien_points = 50 def increase_speed(self): """提高速度設置和外星人點數""" 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.按鍵及事件邏輯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): """響應按鍵""" 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): """如果還沒有到達限制,就發射一顆子彈""" # 創建一顆子彈,並將其加入到編組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): """響應松開""" 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): """響應按鍵和鼠標事件""" 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): """在玩家單擊Play按鈕時開始新游戲""" button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y) if button_clicked and not stats.game_active: # 重置游戲設置 ai_settings.initialize_dynamic_settings() # 隱藏光標 pygame.mouse.set_visible(False) # 重置游戲統計信息 stats.reset_stats() stats.game_active = True # 重置記分牌圖像 sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() # 清空外星人列表和子彈列表 aliens.empty() bullets.empty() # 創建一群新的外星人,並讓飛船居中 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets): """更新子彈的位置,並刪除已消失的子彈""" # 更新子彈的位置 bullets.update() # 刪除已消失的子彈 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): """響應子彈和外星人的碰撞""" # 刪除發生碰撞的子彈和外星人 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滅,就提高一個等級 bullets.empty() ai_settings.increase_speed() # 提高等級 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): """更新屏幕上的圖像,並切換到新屏幕""" #每次循環時都重繪屏幕 screen.fill(ai_settings.bg_color) # 在飛船和外星人后面重繪所有子彈 for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) # 顯示得分 sb.show_score() # 如果游戲處於非活動狀態,就繪制Play按鈕 if not stats.game_active: play_button.draw_button() # 讓最近繪制的屏幕可見 pygame.display.flip() def get_number_aliens_x(ai_settings, alien_width): """計算每行可容納多少個外星人""" 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): """計算屏幕可容納多少行外星人""" 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): """創建一個外星人並將其放在當前行""" 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): """創建外星人群""" # 創建一個外星人,並計算每行可容納多少個外星人 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) # 創建外星人群 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): """有外星人到達邊緣時采取相應的措施""" for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings, aliens): """將整群外星人下移,並改變它們的方向""" 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): """響應被外星人撞到的飛船""" if stats.ships_left > 0: # 將ships_left減1 stats.ships_left -= 1 # 更新記分牌 sb.prep_ships() # 清空外星人列表和子彈列表 aliens.empty() bullets.empty() # 創建一群新的外星人,並將飛船放到屏幕底端中央 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() # 暫停 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): """檢查是否有外星人到達了屏幕底端""" screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: # 像飛船被撞到一樣進行處理 ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets) break def check_high_score(stats, sb): """檢查是否誕生了新的最高得分""" 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): """ 檢查是否有外星人位於屏幕邊緣,並更新整群外星人的位置 """ check_fleet_edges(ai_settings, aliens) aliens.update() # 檢測外星人和飛船之間的碰撞 if pygame.sprite.spritecollideany(ship, aliens): ship_hit(ai_settings, stats, screen, sb, ship, aliens, bullets) # 檢查是否有外星人到達屏幕底端 check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)
4.計分相關設置scoreboard.py
import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): """顯示得分信息的類""" def __init__(self, ai_settings, screen, stats): """初始化顯示得分涉及的屬性""" self.screen = screen self.screen_rect = screen.get_rect() self.ai_settings = ai_settings self.stats = stats # 顯示得分信息時使用的字體設置 self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) # 准備包含最高得分和當前得分的圖像 self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): """將得分轉換為一幅渲染的圖像""" 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) # 將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): """將最高得分轉換為渲染的圖像""" 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) #將最高得分放在屏幕頂部中央 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): """將等級轉換為渲染的圖像""" self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color) # 將等級放在得分下方 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): """顯示還余下多少艘飛船""" 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): """在屏幕上顯示飛船和得分""" 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) # 繪制飛船 self.ships.draw(self.screen)
5.跟蹤游戲統計信息
class GameStats(): """跟蹤游戲的統計信息""" def __init__(self, ai_settings): """初始化統計信息""" self.ai_settings = ai_settings self.reset_stats() # 游戲剛啟動時處於活動狀態 self.game_active = False # 在任何情況下都不應重置最高得分 self.high_score = 0 def reset_stats(self): """初始化在游戲運行期間可能變化的統計信息""" self.ships_left = self.ai_settings.ship_limit self.score = 0 self.level = 1
6.“游戲開始”按鍵設置button.py
import pygame.font class Button(): def __init__(self, ai_settings, screen, msg): """初始化按鈕的屬性""" self.screen = screen self.screen_rect = screen.get_rect() # 設置按鈕的尺寸和其他屬性 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) # 創建按鈕的rect對象,並使其居中 self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center # 按鈕的標簽只需創建一次 self.prep_msg(msg) def prep_msg(self, msg): """將msg渲染為圖像,並使其在按鈕上居中""" 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): # 繪制一個用顏色填充的按鈕,再繪制文本 self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)
7.飛船相關設置ship.py
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_settings,screen): """初始化飛船並設置其初始位置""" super(Ship,self).__init__() self.screen = screen self.ai_settings = ai_settings # 加載飛船圖像並獲取其外接矩形 self.image = pygame.image.load('images/ship.bmp') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # 將每艘新飛船放在屏幕底部中央 self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 在飛船的屬性center中存儲小數值 self.center = float(self.rect.centerx) self.centery = float(self.rect.centery) # 移動標志 self.moving_right = False self.moving_left = False self.moving_up = False self.moving_down = False def update(self): """根據移動標志調整飛船的位置""" # 更新飛船的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 # 根據self.center更新rect對象 self.rect.centerx = self.center self.rect.centery = self.centery def center_ship(self): """讓飛船在屏幕上居中""" self.center = self.screen_rect.centerx self.centery = self.screen_rect.bottom def blitme(self): """在指定位置繪制飛船""" self.screen.blit(self.image,self.rect)
8.外星人相關設置alien.py
import pygame from pygame.sprite import Sprite class Alien(Sprite): """表示單個外星人的類""" def __init__(self, ai_settings, screen): """初始化外星人並設置其起始位置""" super(Alien, self).__init__() self.screen = screen self.ai_settings = ai_settings # 加載外星人圖像,並設置其rect屬性 self.image = pygame.image.load('images/alien.bmp') self.rect = self.image.get_rect() # 每個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 # 存儲外星人的准確位置 self.x = float(self.rect.x) def blitme(self): """在指定位置繪制外星人""" self.screen.blit(self.image, self.rect) def check_edges(self): """如果外星人位於屏幕邊緣,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): """向左或右移動外星人""" self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x
9.子彈相關設置bullet.py
import pygame from pygame.sprite import Sprite class Bullet(Sprite): """一個對飛船發射的子彈進行管理的類""" def __init__(self, ai_settings, screen, ship): """在飛船所處的位置創建一個子彈對象""" super(Bullet, self).__init__() self.screen = screen # 在(0,0)處創建一個表示子彈的矩形,再設置正確的位置 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 #存儲用小數表示的子彈位置 self.y = float(self.rect.y) self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): """向上移動子彈""" #更新表示子彈位置的小數值 self.y -= self.speed_factor #更新表示子彈的rect的位置 self.rect.y = self.y def draw_bullet(self): """在屏幕上繪制子彈""" pygame.draw.rect(self.screen, self.color, self.rect)
關於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’)
代碼里的圖片,需要各位自行在根目錄下新建文件夾和圖像
另外,自己在調試項目的過程中,常常有報錯,其中主要錯誤的反而是忘了下划線、冒號還有代碼縮進,代碼縮進要么完全使用空格,要么全都使用tab進行縮進,python在識別縮進上非常嚴格。
寫給自己,也分享給大家。
原文:https://blog.csdn.net/kenidi8215/article/details/88862701