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
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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
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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)
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3.按键及事件逻辑game_functions.py
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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)
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4.计分相关设置scoreboard.py
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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)
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5.跟踪游戏统计信息
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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
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6.“游戏开始”按键设置button.py
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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)
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7.飞船相关设置ship.py
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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)
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8.外星人相关设置alien.py
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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
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9.子弹相关设置bullet.py
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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)
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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。