blog:github+hexo的blog連結
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學習《Python程式設計: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,對于庫、類、函數、方法都有一定的了解,現在将該項目完整代碼分享出來,以供學習。
1.首先當然是主運作檔案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、設定和螢幕對象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 建立Play按鈕
play_button = Button(ai_settings, screen, "Play")
# 建立存儲遊戲統計資訊的執行個體,并建立記分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
#建立一艘飛船、一個子彈編組和一個外星人編組
ship = Ship(ai_settings,screen)
bullets = Group()
aliens = Group()
# 建立外星人群
gf.create_fleet(ai_settings,screen,ship,aliens)
# 開始遊戲的主循環
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.遊戲相關參數設定settings.py
class Settings():
"""存儲《外星人入侵》的所有設定的類"""
def __init__(self):
"""初始化遊戲的靜态設定"""
# 螢幕設定
self.screen_width = 800
self.screen_height = 600
self.bg_color = (230, 230, 230)
# 飛船的設定
self.ship_speed_factor = 0.3
#子彈設定
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
# 外星人設定
self.alien_speed_factor = 0.1
self.fleet_drop_speed = 10
# 以什麼樣的速度加快遊戲節奏
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):
"""初始化随遊戲進行而變化的設定"""
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):
"""提高速度設定和外星人點數"""
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"""
# 建立一顆子彈,并将其加入到編組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):
"""響應按鍵和滑鼠事件"""
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按鈕時開始新遊戲"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置遊戲設定
ai_settings.initialize_dynamic_settings()
# 隐藏光标
pygame.mouse.set_visible(False)
# 重置遊戲統計資訊
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()
# 清空外星人清單和子彈清單
aliens.empty()
bullets.empty()
# 建立一群新的外星人,并讓飛船居中
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,并删除已消失的子彈"""
# 更新子彈的位置
bullets.update()
# 删除已消失的子彈
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"""
# 删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):
"""更新螢幕上的圖像,并切換到新螢幕"""
#每次循環時都重繪螢幕
screen.fill(ai_settings.bg_color)
# 在飛船和外星人後面重繪所有子彈
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 顯示得分
sb.show_score()
# 如果遊戲處于非活動狀态,就繪制Play按鈕
if not stats.game_active:
play_button.draw_button()
# 讓最近繪制的螢幕可見
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):
"""計算螢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):
"""建立一個外星人并将其放在目前行"""
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):
"""建立外星人群"""
# 建立一個外星人,并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)
# 建立外星人群
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):
"""将整群外星人下移,并改變它們的方向"""
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:
# 将ships_left減1
stats.ships_left -= 1
# 更新記分牌
sb.prep_ships()
# 清空外星人清單和子彈清單
aliens.empty()
bullets.empty()
# 建立一群新的外星人,并将飛船放到螢幕底端中央
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螢幕底端"""
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于螢幕邊緣,并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螢幕底端
check_aliens_bottom(ai_settings, stats, screen, sb, ship, aliens, bullets)
4.計分相關設定scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
"""顯示得分資訊的類"""
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
# 顯示得分資訊時使用的字型設定
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 準備包含最高得分和目前得分的圖像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""将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)
# 将得分放在螢幕右上角
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)
#将最高得分放在螢幕頂部中央
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):
"""将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)
# 将等級放在得分下方
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):
"""顯示還餘下多少艘飛船"""
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):
"""在螢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.跟蹤遊戲統計資訊
class GameStats():
"""跟蹤遊戲的統計資訊"""
def __init__(self, ai_settings):
"""初始化統計資訊"""
self.ai_settings = ai_settings
self.reset_stats()
# 遊戲剛啟動時處于活動狀态
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):
"""初始化在遊戲運作期間可能變化的統計資訊"""
self.ships_left = self.ai_settings.ship_limit
self.score = 0
self.level = 1
6.“遊戲開始”按鍵設定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()
# 設定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)
# 建立按鈕的rect對象,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按鈕的标簽隻需建立一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""将msg渲染為圖像,并使其在按鈕上居中"""
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):
# 繪制一個用顔色填充的按鈕,再繪制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
7.飛船相關設定ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
def __init__(self, ai_settings,screen):
"""初始化飛船并設定其初始位置"""
super(Ship,self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載飛船圖像并擷取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 将每艘新飛船放在螢幕底部中央
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)
# 移動标志
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
"""根據移動标志調整飛船的位置"""
# 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):
"""讓飛船在螢幕上居中"""
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.外星人相關設定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):
"""初始化外星人并設定其起始位置"""
super(Alien, self).__init__()
self.screen = screen
self.ai_settings = ai_settings
# 加載外星人圖像,并設定其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螢幕左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存儲外星人的準确位置
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):
"""如果外星人位于螢幕邊緣,就傳回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.子彈相關設定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):
"""在飛船所處的位置建立一個子彈對象"""
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)處建立一個表示子彈的矩形,再設定正确的位置
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):
"""在螢幕上繪制子彈"""
pygame.draw.rect(self.screen, self.color, self.rect)
關于ship.py檔案中
self.image = pygame.image.load(‘images/ship.bmp’)
和alien.py檔案中
self.image = pygame.image.load(‘images/alien.bmp’)
代碼裡的圖檔,需要各位自行在根目錄下建立檔案夾和圖像
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劃線、冒号還有代碼縮進,代碼縮進要麼完全使用空格,要麼全都使用tab進行縮進,python在識别縮進上非常嚴格。
寫給自己,也分享給大家。