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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 sys
-
- 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 = 1200
- self.screen_height = 800
- self.bg_color = (230,230,230)
-
- # 飞船的设置
- self.ship_limit = 3
-
- # 子弹设置
- self.bullet_width = 3
- self.bullet_height = 15
- self.bullet_color = 60,60,60
- self.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 = 1.5
-
-
- self.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 = 1.5
- 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)
'运行
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 = 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('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.centerx
- self.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 = False
- self.moving_left = 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
-
- # 根据self.center 更新rect对象
- self.rect.centerx = self.center
-
- 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

No4 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):
- """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_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
-
- 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_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 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 += 1
- sb.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_width
- number_aliens_x = int(available_space_x / (2 * alien_width))
- return number_aliens_x
-
- 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.x = alien.x
- alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number
- 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_rows
-
- def 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_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"""
- # 将ships_left减1
- """"响应飞船被外星人撞到"""
- 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,并将飞船放到屏幕地段中央
- 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 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 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_width)
- 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)

No6 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.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):
- """"向右移动外星人"""
- self.x += self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction
- self.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_settings
- self.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 = 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
'运行
No8 button.py
- 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(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.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)
-

No9 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.width
- ship.rect.y = 10
- self.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.right
- self.level_rect.top = self.score_rect.bottom + 10
-
-
- 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 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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