20191302 实验四《Python程序设计》实验报告

学号 2019-2020-2 《Python程序设计》实验四报告

课程:《Python程序设计》
班级: 1913
姓名: 董佳帅
学号:20191302
实验教师:王志强
实验日期:2020年6月2日
必修/选修: 公选课

一、实验内容

在这次python综合实践中,我仿照教材,利用python中的pygame做了《外星人入侵》的游戏。

游戏规则:

1、按←和→控制飞船移动,按空格发射子弹
2、消灭一个外星人记50分,最高分记录在界面最上方
3、每过一关外星人的移动速度会增加
4、飞船共四滴血,飞船触碰到外星人或让外星人运动到最下端,则损失1滴血,血耗尽,游戏结束,可再次开始

二、实验分析

开发这个游戏应该分为多个模块,依次是:飞船的设计、外星人的设计、子弹的设计、游戏属性等的设置、计分系统和主函数,同时更要处理好各模块之间的导入和联系,为了代码更整洁,要将让游戏运行的函数单独放在一个模块里。

三、实验内容

飞船的设计---ship.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
    def __init__(self, ai_settings, screen):  # screen用于
        """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
        # 加载飞船图像并获取其外接矩形
        self.image = pygame.image.load('images/ship.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()
        # 将每艘新飞船放置在屏幕底部中央
        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):
        """根据移动标志调整飞船的位置"""
        # 更新飞船的center值
        if self.moving_right and self.rect.right < self.screen_rect.right:  # 控制飞船不飞出屏幕
            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

在该板块中,利用Pygame中的sprit类blit方法绘制飞船图像,利用sprit类中的rect属性来确定飞船的坐标使其移动

外星人的设计---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初始位置"""
        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 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):
        """向左或向右移动外星人"""
        self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction)
        self.rect.x = self.x

    def blitme(self):
        """在指定位置绘制外星人"""
        self.screen.blit(self.image, self.rect)

这个模块与上一个模块类似,创建外星人类,并控制其移动。

子弹的设计---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):
        """在飞船所在位置创建一个子弹对象"""
        super().__init__()
        self.screen = screen

        # C在(0,0)出创建一个表示子弹形状,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)

该类与前两个类做法类似

游戏属性的设置---setting.py和button.py

class Settings():
    """存储游戏的所以设置的类"""

    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_speed_factor = 1
        self.ship_limit = 3
        # 子弹设置
        self.bullet_speed_factor = 3
        self.bullet_width = 3
        self.bullet_height = 15
        self.bullet_color = 60, 60, 60
        self.bullets_allowed = 3
        # 外星人设置
        self.alien_speed_factor = 1
        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

    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
        # 计分
        self.alien_points = 50
        # fleet_direction为1表示向右移,为-1表示向左移
        self.fleet_direction = 1

    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)

setting模块主要储存游戏的相关设置,方便更改,同时通过改变变化速度来使游戏难度逐渐增加

import pygame.font


class Button():

    def __init__(self, ai_settings, screen, msg):
        """初始化按钮属性"""
        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,并使其在按钮上居中"""
        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)

button模块控制的是游戏开始按钮,利用font模块加载文字,并将其渲染为图像按钮

记分系统---game_stats.py和scoreboard.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跃状态
        self.game_active = False
        # 不重置最高评分
        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

game_stats模块用于信息统计

import pygame.font
from pygame.sprite import Group
from ship import Ship


class Scoreboard():
    """显示得分的类"""
    def __init__(self,ai_settings,screen,stats):
        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
        self.text_color = (30,30,30)
        self.font = pygame.font.SysFont(None,48)
        # 准备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_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)
        score_str = str(self.stats.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)
        # 绘制飞船
        self.ships.draw(self.screen)

    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 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)

        # 将等级放在得分下面
        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):
        """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)

scoreboard模块用来计算关卡等级、得分、最高分以及还剩下的生命值

储存函数的模块---game_functions.py

import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep


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:  # 快速关闭游戏快捷键
        sys.exit()


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):
    """玩家在单击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
        creat_fleet(ai_settings, screen, ship, aliens)
        ship.center_ship()


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)  # 填充颜色
    #  在飞船和外星人后面重绘所以子弹
    for bullets in bullets.sprites():
        bullets.draw_bullet()
    ship.blitme()  # 绘制飞船
    aliens.draw(screen)  # 绘制外星人
    # 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()


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 fire_bullet(ai_settings, screen, ship, bullets):
    """如果还每到达限制就发射一颗子弹"""
    # 创建新子弹,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 creat_fleet(ai_settings, screen, ship, aliens):
    """创建外星人群"""
    # 创建一个外星人,并计算一行和容纳多少个外星人
    # 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)
    # 创建外星人群
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            # 创建一个外星人并将其加入当前行
            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, stats, sb, screen, ship, aliens, bullets):
    """检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, stats, sb, screen, ship, aliens, bullets)
    check_aliens_bottom(ai_settings, stats, sb, screen, 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):
    """将整群外星人下移,并改变他们的方向"""
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


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:  # 删除现有的子弹,加快游戏节奏,并新创建一群外星人 如果整群外星人都被消灭,就提高一个等级
        bullets.empty()
        ai_settings.increase_speed()
        # 提高等级
        stats.level += 1
        sb.prep_level()
        creat_fleet(ai_settings, screen, ship, aliens)


def ship_hit(ai_settings, stats, sb, screen, ship, aliens, bullets):
    """响应被外星人撞到的飞船"""
    if stats.ships_left > 0:
        # 将ships_left减1
        stats.ships_left -= 1
        # 更新记分牌
        sb.prep_ships()

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)
    # 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,并将飞船放到屏幕底端中央
    creat_fleet(ai_settings, screen, ship, aliens)
    ship.center_ship()
    # 暂停
    sleep(0.5)

def check_aliens_bottom(ai_settings, stats, sb, screen, ship, aliens, bullets):
    """检查是否有外星人到达了屏幕底部"""
    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, sb, screen, 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_functions模块是游戏的灵魂,串联其他模块,存储游戏运行过程中的函数,供主函数和其他模块引用。

主函数---alien_invasion.py

import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
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()  # 初始化背景设置
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))  # 设置窗口大小
    pygame.display.set_caption("Alien Invasion")  # 设置窗口标题
    # 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()
    # 创建一个外星人群
    aliens = Group()
    gf.creat_fleet(ai_settings, screen,ship, aliens)

    # 开始游戏的循环
    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, stats, sb, screen, ship, aliens, bullets)
        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)


run_game()

主函数模块相当于总分结构中的总,使其他所有的模块发挥作用,通过运行该文件开始游戏。

四、实验结果

游戏运行视频已发至B站https://www.bilibili.com/video/BV1sz4y197bf/

五、课程总结

通过Python程序设计这节课,我了解了python的基本语法和基本功能,已有了一点利用python来编程的能力,同时当天作业当天完成的要求也治好了自己的拖延症,增强了自己自主学习的能力和动手的能力。
从一开始的基本语法,到后来的面向对象编程,到文件的操作,到数据库,再到爬虫和pygame,我深刻了解到python强大的魅力和无限的潜能,在以后的学习和工作中还要对python有更进一步的研究。
对于本课的建议:很感谢王老师的教导,每次看到您不厌其烦地为同学们解答问题(即使是一些rz问题),我都为自己有这样的好老师而庆幸,关于建议,我希望可以再加一些python程序的演示,向同学们展示python的强大,激发同学们的兴趣。最后希望python程序设计这堂课越办越好!

posted @ 2020-06-02 17:05  20191302董佳帅  阅读(1349)  评论(0编辑  收藏  举报
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