Python编程——从入门到实践外星人入侵项目

Odessa ·
更新时间:2024-11-15
· 956 次阅读

练习这个项目时,我用的编辑器是pycharm,然后安装第三方库pygame(功能很强大),这个项目代码还是比较多的,需要学习管理包含多个文件的项目,体会到函数以及变量命名方法还需要重构很多代码,以提高代码的效率,总之,对于刚入门来说,是一个用来练手的一个非常不错的项目。
安装pygame这里就不多说了,下面是我完成所有操作后的代码:
alien_invasion.py

import sys import pygame from pygame.sprite import Group from setting import Settings from game_stats import GameStats from scoreboard import Scoreboard from button import Button from ship import Ship from alien import Alien import game_functions as gf def run_game(): # 初始化游pygame,设置和屏幕对象 pygame.init()#初始化背景设置 ai_settings= Settings() #创建Settings实例,并将其存储在变量ai_settings中 screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))#创建一个名为screen的显示窗口 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) # 创建飞船,子弹编组和外星人编组 ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() # 创建一个外星人群 gf.create_fleet(ai_settings, screen, ship, aliens) # 开始游戏主循环 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, sb, screen, ship, aliens, bullets) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button) run_game()#初始化游戏,并开始主循环

setting.py

class Settings(): """存储游戏中所有设置的类""" 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)#设定创建的显示窗口的大小,以及颜色 # 飞船的设置 self.ship_limit = 3 # 子弹设置 self.bullet_width = 300 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 3 # 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 #外星人点数提高速度 self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): 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) print(self.alien_points)

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("C:\python项目文件\飞机大战\images\ship.bmp") self.rect = self.image.get_rect() self.screen_rect = screen.get_rect()#把表示屏幕的矩形存储在其中 # 将每艘飞船放在屏幕底部中央 self.rect.centerx = self.screen_rect.centerx #self.rect.centerx飞船的中心坐标设置为表示屏幕的中心坐标,即飞船在屏幕中心 self.rect.bottom = self.screen_rect.bottom#飞船下边缘y坐标设置为表示屏幕的矩形的属性bottom # 在飞船属性centerx中存储小数值 self.center = float(self.rect.centerx)#使用函数float()将self.rect.centerx的值转换为小数 self.bottom = float(self.rect.bottom) # 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 #在pygame中,原点位于屏幕左上角 if self.moving_right and self.rect.right 0: self.center -= self.ai_settings.ship_speed_factor if self.moving_up and self.rect.top > 0: self.bottom -= self.ai_settings.ship_speed_factor if self.moving_down and self.rect.bottom < self.screen_rect.bottom: self.bottom += self.ai_settings.ship_speed_factor # 根据self.center更新rect对象 self.rect.centerx = self.center self.rect.bottom = self.bottom 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

game_functions.py

import sys from time import sleep import pygame from bullet import Bullet from alien import Alien from random import randint 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 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:#玩家单击游戏窗口的关闭按钮时,将检测到pygame.QUTT事件,调用sys.exit()退出事件 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() #创建一群新外星人并让飞船居中 create_fleet(ai_settings, screen, ship, aliens) ship.center_ship() 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 update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets): """更新子弹位置,并删除消失的子弹""" #更新子弹位置 bullets.update() # 删除以消失子弹 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""" # 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: # 删除现有子弹, 加快游戏节奏,并新建一群外星人 #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 fire_bullet(ai_settings,screen, ship, bullets): """如果还没有达到限制,就发射一颗子弹""" # 创建一颗子弹,并加入到编组bullet中 if len(bullets) 0: #将ship_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() #创建一群外星人,并将飞船放到屏幕底部中央 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, sb, screen, ship, aliens, bullets): """检查是否有外星人到达屏幕底端""" screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: #像飞船被撞到一样处理 ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets) break def update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets): """检查是否有外星人位于屏幕边缘,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, sb, screen, ship, aliens, bullets) print('ship hit!!!') # 检查是否有外星人到达屏幕底端 check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets) 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方向""" for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def check_high_score(stats, sb): """检查是否产生了最高分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()

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,在设置正确的位置 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 # 存储用小数表示子弹的位置 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)

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("C:\python项目文件\飞机大战\images\lien.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 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 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

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 # 在任何时候都不应重置最高得分 self.high_score = 1 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

button.py

import pygame.font class Button(): def __init__(self, ai_setings, screen, msg): """初始化按钮的属性""" self.screen = screen self.screen_rect = screen.get_rect() #设置按钮属性和其他属性 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""" 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)

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图像 self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): """将得分渲染为一幅渲染的图像""" 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 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) 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) def prep_high_score(self): """将最高分转化为渲染的图像""" 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): """显示还剩余多少飞船""" 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)

以上便是外星人这个项目的全部代码,在练习的时候我也是同样遇到过很多问题,后面会将这些问题补充上来,这里也比较多,我会将项目文件上传,大家可以下载看看效果。
这里是效果图:
这是游戏开始界面
在这里插入图片描述我这里将子弹宽度是设置为300。
这里是代码文件以及图片下载链接:https://download.csdn.net/download/weixin_45054387/12333195


作者:南方有大雪



外星人 外星人入侵 Python

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