本文主要是介绍Python实训项目《外星人入侵》学习笔记第二弹,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
小橙同学终于耗时两周完成了《外星人入侵》项目,整体感觉下来python真的的确较Java以及C语言上手快,易理解,能短时间内上手项目开发。
根据上一周的学习笔记以及同步《Python编程_从入门到实践》的内容上的顺序,我将该项目分成三个模块,分别是武装飞船模块,外星人模块,以及记分模块,三个模块分别讲述不同的知识点,再联系项目本身让你动手操作体验其作用,不得不再提一句,《Python编程_从入门到实践》这本书对于每个代码块的注释以及功能模块作用描述的及其细致,让小白也能秒懂。
ps:文章末尾会附上本项目所有源码,有需自取哈!
Model 1 武装飞船
在武装飞船模块中,需要掌握游戏计划的制定;使用Pygame编写的游戏的基本结构,如何设置背景色,以及如何将设置存储在可供游戏的各个部分访问的独立类中;如何在屏幕上绘制图像,以及如何让玩家控制游戏元素的移动,如何创建自动移动的元素,如在屏幕中向上飞驰的子弹,以及如何删除不在需要的对象;如何定期重构项目的代码,为后续开发提供便利。
Model 2 外星人
在外星人模块中,需要掌握如何在游戏中添加大量相同的元素,如创建一群外星人;如何使用嵌套循环来创建元素网格,还通过调用每个元素的方法update()移动大量的元素,如何控制对象在屏幕上移动的方向,以及如何响应事件,如有外星人到达屏幕边缘;如何检测和响应子弹和外星人碰撞以及外星人和飞船碰撞;如何在游戏中跟踪统计信息,以及如何使用标志game_active来判断游戏是否结束了
Model 3 记分
在记分模块中,需要掌握如何创建用于开始新游戏的Play按钮,如何检测鼠标事件,以及在游戏处于活动状态时如何隐藏光标。同时还学习了如何随游戏的进行调整其节奏,如何实现记分系统,以及如何以文本和非文本方式显示信息。
项目代码架构如下,共计9个py文件,其中每个py文件的作用以及功能代码注释的很清晰啦
源码如下,按需自取!!!
No1 alien_invasion.py
import sysimport pygame
from pygame.sprite import Groupfrom settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
import game_functions as gfdef run_game():#初始化游戏并创建一个屏幕对象# 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)# 创建一艘飞船ship = Ship(ai_settings,screen)# 创建一个用于存储子弹的编组bullets = Group()# 创建一个外星人编组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()
No2 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 = 1200self.screen_height = 800self.bg_color = (230,230,230)# 飞船的设置self.ship_limit = 3# 子弹设置self.bullet_width = 3self.bullet_height = 15self.bullet_color = 60,60,60self.bullets_allowed = 10# 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# 外星人点数的提高速度self.score_scale = 1.5self.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_factor = 1.5self.bullet_speed_factor = 3self.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 = 50def increase_speed(self):""""提高速度设置和外星人点数"""self.ship_speed_factor *= self.speedup_scaleself.bullet_speed_factor *= self.speedup_scaleself.alien_speed_factor *= self.speedup_scaleself.alien_points = int(self.alien_points * self.score_scale)
No3 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试位置"""super(Ship,self).__init__()self.screen = screenself.ai_settings = ai_settings# 加载飞船图像并获取其外接矩形self.image = pygame.image.load('D:/alien_invasion/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.centerxself.rect.bottom = self.screen_rect.bottom# 在飞船的属性cebter中存储小数值self.center = float(self.rect.centerx)# 移动标志self.moving_right = Falseself.moving_left = Falsedef 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rectif self.moving_right and self.rect.right < self.screen_rect.right:self.center += self.ai_settings.ship_speed_factorif self.moving_left and self.rect.left > 0:self.center -= self.ai_settings.ship_speed_factor# 根据self.center 更新rect对象self.rect.centerx = self.centerdef 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
No4 game_functions.py
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Aliendef check_keydown_events(event,ai_settings,screen,ship,bullets):"""响应按键"""if event.key == pygame.K_RIGHT:ship.moving_right = Trueelif event.key == pygame.K_LEFT:ship.moving_left = Trueelif 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 = Falseelif event.key == pygame.K_LEFT:ship.moving_left = Falsedef 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_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.scoresb.prep_high_score()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# 检查是否有子弹击中了外星人# 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:# 如果整群外星人都被消灭,就提高一个等级# 删除现有的子弹并新建一群外星人bullets.empty()ai_settings.increase_speed()# 提高等级stats.level += 1sb.prep_level()create_fleet(ai_settings,screen,ship,aliens)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_widthnumber_aliens_x = int(available_space_x / (2 * alien_width))return number_aliens_xdef 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.widthalien.x = alien_width + 2 * alien_width * alien_numberalien.rect.x = alien.xalien.rect.y = alien.rect.height + 2 * alien.rect.height * row_numberaliens.add(alien)def create_fleet(ai_settings,screen,ship,aliens):"""创建外星人群"""# 创建一个外星人,并计算一行可容纳多少个外星人# 外星人间距为外星人宽度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)# 创建第一行外星人# 创建外星人群for row_number in range(number_rows):# 创建一个外星人并将其加入当前行for alien_number in range(number_aliens_x):create_alien(ai_settings,screen,aliens,alien_number,row_number)def get_number_rows(ai_settings,ship_height,alien_height):""""计算屏幕可容纳多少外星人"""available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)number_rows = int(available_space_y / (2 * alien_height))return number_rowsdef check_fleet_edges(ai_settings,aliens):"""有外星人到达边缘采取相应的措施"""for alien in aliens.sprites():if alien.check_edges():change_fleet_direction(ai_settings,aliens)break
def change_fleet_direction(ai_settings,aliens):""""将整个外星人下移,并改变它们的方向"""for alien in aliens.sprites():alien.rect.y += ai_settings.fleet_drop_speedai_settings.fleet_direction *= -1def ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets):""""响应被外星人撞到的飞船"""# 将ships_left减1""""响应飞船被外星人撞到"""if stats.ships_left > 0:# 将ships_left减1stats.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,并将飞船放到屏幕地段中央create_fleet(ai_settings,screen,ship,aliens)ship.center_ship()# 暂停sleep(0.5)else:stats.game_active = Falsepygame.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)breakdef 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,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)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以子弹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()
No5 bullet.py
import pygame
from pygame.sprite import Spriteclass 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_width)self.rect.centerx = ship.rect.centerxself.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_colorself.speed_factor = ai_settings.bullet_speed_factordef 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.ydef draw_bullet(self):""""在屏幕上绘制子弹"""pygame.draw.rect(self.screen,self.color,self.rect)
No6 alien.py
import pygame
from pygame.sprite import Spriteclass 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 = screenself.ai_settings = ai_settings# 加载外星人图像,并设置其rec属性self.image = pygame.image.load('D:/alien_invasion/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.widthself.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 Trueelif self.rect.left <= 0:return Truedef update(self):""""向右移动外星人"""self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_directionself.rect.x = self.x
No7 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_settingsself.reset_stats()# 游戏刚启动时处于非活动状态self.game_active = False# 在任何情况下都不应重置最高得分self.high_score = 0def 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_limitself.score = 0self.level = 1
No8 button.py
import pygame.fontclass Button():def __init__(self,ai_settings,screen,msg):""""初始化按钮的属性"""self.screen = screenself.screen_rect = screen.get_rect()# 设置按钮的尺寸和其他属性self.width, self.height = 200,50self.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,并使其再按钮上居中"""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.centerdef 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)
No9 scoreboard.py
import pygame.font
from pygame.sprite import Groupfrom ship import Shipclass 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 = screenself.screen_rect = screen.get_rect()self.ai_settings = ai_settingsself.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)# 准备初始得分图像# 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_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.widthship.rect.y = 10self.ships.add(ship)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.rightself.level_rect.top = self.score_rect.bottom + 10def 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 -20self.score_rect.top = 20def 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.centerxself.high_score_rect.top = self.score_rect.topdef 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)# 绘制飞船self.ships.draw(self.screen)self.screen.blit(self.high_score_image,self.high_score_rect)self.screen.blit(self.level_image,self.level_rect)
至此,《外星人入侵》项目完结撒花,末尾附上小橙同学为运行项目效果特意拍的小视频。
一个项目的结尾,又是另一个项目的开始。Keep Moving!
B站视频链接如下:
python实训项目<外星人入侵>
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