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