太空飞船

对书《Python编程 从入门到实践》里面的太空飞船代码进行实践

该项目在windows上使用了Pygame模块,所以需要安装Pygame
访问:(https://bitbucket.org/pygame/pygame/downloads/),查找与你运行的Python版本匹配的windows安装程序

下载合适的文件后,如果是.exe文件,就直接运行
如果该文件扩展名为whl,就将它复制到你的项目文件夹中,再打开一个命令窗口,切换到该文件(太空飞船项目文件代码处)所在的文件夹中,并使用pip来运行它(我下的是pygame-1.9.4-cp37-cp37m-win32.whl):

>python -m pip install --user pygame-1.9.2a0-cp35-none-win32.whl

我会将所有文件代码以及Pygame安装包一起打包放在博客上,如有需要请
在下方留言,免费百度云链接
我的Python版本为3.7.3

alien_invasion.py

import sys

import pygame
from pygame.sprite import Group

from settings import Settings
from ship import Ship
import game_funtions as gf
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard

def run_game():
	# 初始化游戏并创建一个屏幕对象
	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、一个子弹编组和一个外星人编组
	ship = Ship(screen, ai_settings)
	bullets = Group()
	aliens = Group()
	 
	#创建外星人群
	gf.create_fleet(ai_settings, screen, aliens, ship)
	
	# 开始游戏的主循环
	while True:
		
		#监视键盘和鼠标事件
		
		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, screen, stats, sb, ship, aliens, bullets)
			
		gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
		
run_game()

alien.py

import pygame
from pygame.sprite import Sprite

class Alien(Sprite):
	
	def __init__(self, ai_settings, screen):
		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 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
		
	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

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_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)

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
		
		#按钮的标签只需要创建一次
		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)

game_funtions.py

import sys
from time import sleep

import pygame
from bullet import Bullet
from alien import Alien

def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
		#监视键盘和鼠标事件
		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, aliens, ship)
		ship.center_ship()

def check_keydown_events(event, ai_settings, screen, ship, bullets):
	if event.key == pygame.K_RIGHT:
	#飞船向右移动
		ship.moving_right = True
	if event.key == pygame.K_LEFT:
		ship.moving_left = True
	elif event.key == pygame.K_SPACE:
		if len(bullets) < ai_settings.bullets_allowed:
			new_bullet = Bullet(ai_settings, screen, ship)
			bullets.add(new_bullet)
	elif event.key == pygame.K_q:
		sys.exit()
		
def check_keyup_events(event, ship):
	if event.key == pygame.K_RIGHT:
		ship.moving_right = False
	if event.key == pygame.K_LEFT:
		ship.moving_left = False

def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
		screen.fill(ai_settings.bg_color)
		#在飞船和外星人后面重绘所有的子弹
		for bullet in bullets.sprites():
			bullet.draw_bullet()
		ship.blitme()
		aliens.draw(screen)
		#显示得分
		sb.show_score()
		
		if not stats.game_active:
			play_button.draw_button()
			
		pygame.display.flip()

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)
		print(len(bullets))	
	#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
	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:
	#删掉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, aliens, ship)
def create_fleet(ai_settings, screen, aliens, ship):
	"""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
	for row_number in range(number_rows):
		for alien_number in range(number_aliens_x):
			#创建一个外星人并加入当前行
			create_alien(ai_settings, screen, aliens, alien_number, row_number)

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 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 / (2 * alien_height))
	return number_rows

		
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
	"""
		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, screen, stats, sb, ship, aliens, bullets)
		print("Ship hit!!!")
		
	check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
	
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):
	"""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, screen, stats, sb, ship, aliens, bullets):
	"""响应被外星人撞到的飞船   """
	if stats.ships_left > 0:
		#将ships_left -=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, 并将飞船放到屏幕低端中央
		create_fleet(ai_settings, screen, aliens, ship)
		ship.center_ship()
	
		#暂停
		sleep(0.5)
	else:
		stats.game_active = False
		pygame.mouse.set_visible(True)

def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
	"""检查是否有外星人到达了屏幕低端   """
	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, screen, stats, 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()

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

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
		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 show_score(self):
		"""在屏幕上显示得分   """
		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)
		self.ships.draw(self.screen)
		
	def prep_high_score(self):
		"""将最高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)
		
		#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):
		self.ships = Group()
		for ship_number in range(self.stats.ships_left):
			ship = Ship(self.screen, self.ai_settings)
			ship.rect.x = 10 + ship_number * ship.rect.width
			ship.rect.y = 10
			self.ships.add(ship)

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 = 700
		self.bg_color = (230, 230, 230)
		
		#外星人设置
		self.alien_speed_factor = 3
		self.fleet_drop_speed = 10
		#fleet_direction为1表示向右移,为-1表示向左移
		self.fleet_direction = 1 
		
		
		#飞船的设置
		self.ship_speed_factor = 1.5
		self.ship_limit = 3
		
		#子弹设置
		self.bullet_speed_factor = 10
		self.bullet_width = 300
		self.bullet_height = 15
		self.bullet_color = 60, 60, 60
		self.bullets_allowed = 3
		
		#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)
		print(self.alien_points)

ship.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
	
	def __init__(self, screen, ai_settings):
		"""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 = self.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)
		
		#移动标志
		self.moving_right = False
		self.moving_left = False
	
	def update(self):
		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):
		"""让飞船在屏幕居中   """
		self.center = self.screen_rect.centerx

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