專案:外星人入侵
- 語言:python
- 呼叫第三方庫:pygame
- 來源:《Python編程:從入門到實踐》
自學《Python編程:從入門到實踐》這本書,感覺很不錯,知識點簡單明了,有大量實體供讀者深入理解,二十多天的時間,已經入門python基礎,經過幾周的復習,便開始了本書的第一個專案實戰:外星人入侵,
經過十幾天起早貪黑的努力,終于將代碼與打包方法全部搞定,接下來我將逐步介紹給大家,
打包使用的是python第三方庫的pyinstaller,本教程分兩節,第二節有詳細pyinstaller打包程序(pyinstaller不知道是做什么的,看第二節,裝逼必備)
好了,話不多說,接下來開始第一節——外星人入侵的代碼!
主檔案: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
from alien import Alien
import game_functions as gf
def run_game():
# 初始化pygame、設定和螢屏物件
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode(
(ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 創建Play按鈕
play_button = Button(ai_settings, screen, "Play")
# 創建存盤游戲統計資訊的實體,并創建記分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 創建一艘飛船、一個子彈編組和一個外星人編組
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 創建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 創建一個外星人
alien = Alien(ai_settings, screen)
# 開始游戲的主回圈
while True:
# 監視鍵盤和滑鼠事件
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()
游戲的所有功能和游戲正常運行所必須的函式呼叫,都體現在這一個檔案中,接下來就是各個功能模塊,
模塊一:外星人—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
# 加載外星人影像,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屏左上角附近
self.rect.x = self.rect.width
self.rect.y = self.rect.height
# 存盤外星人的準確位置
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):
"""如果外星人位于螢屏邊緣,就回傳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):
"""向左或向右移動外星人"""
self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
self.rect.x = self.x
游戲中外星人的行為與設定都在這個檔案中,
模塊二:飛船—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
# 加載飛船影像并獲取其外接矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 將每艘新飛船放在螢屏底部中央
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 在飛船的屬性center中存盤小數值
self.center = float(self.rect.centerx)
# 移動標志
self.moving_right = False
self.moving_left = False
def update(self):
'''根據移動標志調整飛船的位置'''
# 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
# 根據self.center更新rect物件
self.rect.centerx = self.center
def blitme(self):
'''在指定位置繪制飛船'''
self.screen.blit(self.image, self.rect)
def center_ship(self):
"""讓飛船在螢屏上居中"""
self.center = self.screen_rect.centerx
游戲中飛船的行為與設定都在這個檔案中,
模塊三:子彈—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):
"""在飛船所處的位置創建一個子彈物件"""
super(Bullet, self).__init__()
self.screen = screen
# 在(0,0)處創建一個表示子彈的矩形,再設定正確的位置
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
# 存盤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):
"""在螢屏上繪制子彈"""
pygame.draw.rect(self.screen, self.color, self.rect)
對子彈的修改與設計都在這個檔案中,可以自己修改子彈的大小,速度,數量等等,
模塊四:初始化控制游戲外觀和飛船速度等的屬性—settings.py
class Settings():
'''存盤《外星人入侵》的所有設定的類'''
def __init__(self):
'''初始化游戲的靜態設定'''
# 螢屏設定
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# 飛船的設定
self.ship_speed_factor = 1.5
self.ship_limit = 3
# 子彈設定
# self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
# 外星人設定
self.fleet_drop_speed = 10
# 以什么樣的速度加快游戲節奏
self.speedup_scale = 1.3
self.initialize_dynamic_settings()
# fleet_direction為1表示向右移,為-1表示向左移
self.fleet_direction = 1
# 加快游戲節奏的速度
self.speedup_scale = 1.2
# 外星人點數的提高速度
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
"""初始化隨游戲進行而變化的設定"""
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 1.5
self.alien_speed_factor = 1
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)
游戲中初始化游戲外觀以及必要元素的屬性,都在這個檔案中設定好,
接下來就是內容最多的模塊,游戲功能的實作,
模塊五:游戲功能—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):
'''回應按鍵'''
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_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"""
# 創建新子彈,并將其加入到編組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):
'''回應松開'''
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):
'''回應按鍵和滑鼠事件'''
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.KEYDOWN:
check_keydown_events(event, ship)
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按鈕時開始新游戲"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not stats.game_active:
# 重置游戲設定
ai_settings.initialize_dynamic_settings()
# 隱藏游標
pygame.mouse.set_visible(False)
# 重置游戲統計資訊
stats.reset_stats()
stats.game_active = True
# 重置記分牌影像
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
# 清空外星人串列和子彈串列
aliens.empty()
bullets.empty()
# 創建一群新的外星人,并讓飛船居中
create_fleet(ai_settings, screen, ship, aliens)
ship.center_ship()
if play_button.rect.collidepoint(mouse_x, mouse_y):
stats.game_active = True
def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
"""更新螢屏上的影像,并切換到新螢屏"""
# 每次回圈時都重繪螢屏
screen.fill(ai_settings.bg_color)
# 在飛船和外星人后面重繪所有子彈
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
# 顯示得分
sb.show_score()
# 如果游戲處于非活動狀態,就繪制Play按鈕
if not stats.game_active:
play_button.draw_button()
# 讓最近繪制的螢屏可見
pygame.display.flip()
def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""更新子彈的位置,并洗掉已消失的子彈"""
# 更新子彈的位置
bullets.update()
# 洗掉已消失的子彈
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):
"""回應子彈和外星人的碰撞"""
# 洗掉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 create_fleet(ai_settings, screen, aliens):
"""創建外星人群"""
# 創建一個外星人,并計算一行可容納多少個外星人
# 外星人間距為外星人寬度
alien = Alien(ai_settings, screen)
alien_width = alien.rect.width
available_space_x = ai_settings.screen_width - 2 * alien_width
number_aliens_x = int(available_space_x / (2 * alien_width))
# 創建第一行外星人
for alien_number in range(number_aliens_x):
# 創建一個外星人并將其加入當前行
alien = Alien(ai_settings, screen)
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
aliens.add(alien)
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):
"""計算螢屏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 / (2 * alien_height))
return number_rows
def create_alien(ai_settings, screen, aliens, alien_number, row_number):
"""創建一個外星人并將其放在當前行"""
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):
"""創建外星人群"""
# 創建一個外星人,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)
# 創建外星人群
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):
"""將整群外星人下移,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, screen, stats, sb, ship, aliens, bullets):
"""回應被外星人撞到的飛船"""
if stats.ships_left > 0:
# 將ships_left減1
stats.ships_left -= 1
# 更新記分牌
sb.prep_ships()
# 清空外星人串列和子彈串列
aliens.empty()
bullets.empty()
# 創建一群新的外星人,并將飛船放到螢屏底端中央
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, screen, stats, sb, ship, aliens, bullets):
"""檢查是否有外星人到達了螢屏底端"""
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, screen, stats, sb, ship, aliens, bullets)
break
def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
"""檢查是否有外星人到達螢屏邊緣,更新外星人群中所有外星人的位置"""
check_fleet_edges(ai_settings, aliens)
aliens.update()
# 檢查是否有外星人抵達螢屏底端
check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
# 檢測外星人和飛船之間的碰撞
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
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()
游戲中的所有細小之處的處理辦法以及游戲中各個元素的行為設定都在這個檔案中,即游戲中的核心,而第一個py檔案—alien_invasion.py則相當于游戲的大腦,好,我們繼續!
模塊六:按鈕—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(None, 48)
# 創建按鈕的rect物件,并使其居中
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
# 按鈕的標簽只需創建一次
self.prep_msg(msg)
def prep_msg(self, msg):
"""將msg渲染為影像,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):
# 繪制一個用顏色填充的按鈕,再繪制文本
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
游戲中按鈕的設定,游戲開始和結束時顯示的play在這個檔案中,
模塊七:計分系統—game_stats.py
class GameStats:
"""跟蹤游戲的統計資訊"""
def __init__(self, ai_settings):
"""初始化統計資訊"""
self.ai_settings = ai_settings
self.reset_stats()
# 讓游戲一開始處于非活動狀態
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):
"""初始化在游戲運行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
實作一個記分系統,以實時地跟蹤玩家的得分,并顯示最高得分、當前等級和余下的飛船數等,
模塊八:顯示得分—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體設定
self.text_color = (30, 30, 30)
self.font = pygame.font.SysFont(None, 48)
# 準備初始得分影像
self.prep_score()
# 準備包含最高得分和當前得分的影像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
"""將得分轉換為一幅渲染的影像"""
rounded_score = 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)
# 將得分放在螢屏右上角
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):
"""在螢屏上顯示飛船和得分"""
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)
def prep_high_score(self):
"""將最高得分轉換為渲染的影像"""
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)
# 將最高得分放在螢屏頂部中央
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):
"""將等級轉換為渲染的影像"""
self.level_image = self.font.render(str(self.stats.level), True,
self.text_color, self.ai_settings.bg_color)
# 將等級放在得分下方
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):
"""顯示還余下多少艘飛船"""
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)
好啦,這些就是外星人入侵的全部代碼了,幾百行代碼,不算太多,但也快要把我搞死了,內容知識面很廣闊,非常好的實戰專案,所以大家可以一起學習一下,外星人入侵所有代碼已經打包,需要的自行下載,上邊我說到第二節是裝逼必備,為什么呢?
想象一下,當你進行刻苦的學習之后,完成了外星人入侵游戲專案,但是因為寫出來的游戲只能在有python解釋器的電腦上運行,而別人的電腦上沒有啊,為了玩這個游戲還要辛苦的安裝python解釋器嘛?這顯然是不可行的,因此pyinstaller庫就解決了這個問題,讓你寫的游戲能夠在小伙伴們的電腦上運行,豈不美哉!但是呢對很多同學來說pyinstaller庫不大熟悉甚至可能還從未接觸,這個庫的作用是將py檔案打包成exe的可執行性檔案,這樣的話就可以讓你的小伙伴們下載到自己電腦上玩這款游戲啦,下一節我就講一下pyinstaller的使用,并將外星人入侵的的游戲打包出來!
總結:
emm~我現在呢剛剛大一,學的軟體工程,只可惜我們專業沒有python語言,但我覺得python真的太強大了,碰巧寒假很長,所以呢就自學吧!現在基礎學完已經著手準備爬蟲了,經過一周左右的了解,爬蟲框框了解了(有點小難)嘿嘿,計劃將爬蟲作為自己的標準小技能,作為學習程序中搜集資料的實用技能,還有哦,c語言真的很重要,有的人說c語言沒什么用,學了根本用不到,我不反對,但不可否定的是,c語言是一切的根本呀,我之所以不到一個月的學完了python基礎,一部分源于python的簡單,當然這是次要原因,最主要的就是因為有c語言的功底,基礎很重要,python中很多地方都神似c語言,往大了說,太多太多的編程語言都很相似,基礎扎實的話,編程語言很好學的,這是一位大二的學長告訴我的(我也開始贊同他的說法咯),才上了大一上學期,還沒學指標,在python中已經迷迷糊糊中感受到了面向物件編程的強大魅力!但因為python的種種原因再加上我的專業課,或許java才是我的最終歸宿吧!自學非常艱難,學習中,肯定會經常出現迷茫,比如學了那么久,我到底學了啥,想一想什么也做不到,不要怕,不要迷茫,要相信學習時間的一點點積累,曾經的所思所想所愿,一定都會如約而至的!看看我的名字,嘿嘿,莫慌!一起進步!一起加油!
所有代碼已經打包在網盤:
鏈接:https://pan.baidu.com/s/1OhlWvozah8f9-_bZ4JUYZA
提取碼:1234
轉載請註明出處,本文鏈接:https://www.uj5u.com/qita/256018.html
標籤:其他
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