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python程式設計從入門到實踐外星人入侵_Python程式設計:從入門到實踐 項目《外星人入侵》完整代碼...

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。

原文:https://blog.csdn.net/kenidi8215/article/details/88862701