《Python编程:从入门到实践》项目一“外星人入侵”实现保存最高分至本地文件

《Python编程:从入门到实践》项目一“外星人入侵”实现保存最高分至本地文件,第1张

概述各模块代码1.alien_invasion.pyimportpygamefrompygame.spriteimportGroupfromsettingsimportSettingsfromgame_statsimportGameStatsfromscoreboardimportScoreboardfrombuttonimportButtonfromshipimportShipimportgame_functionsasgfde 各模块代码1.alIEn_invasion.py
import pygamefrom pygame.sprite import Groupfrom settings import Settingsfrom game_stats import GameStatsfrom scoreboard import scoreboardfrom button import buttonfrom ship import Shipimport game_functions as gfdef 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")    # 创建一个用于储存游戏统计信息的实例    stats = GameStats(ai_settings)    # 创建记分牌    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d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, stats, sb, screen, ship, alIEns, bullets)        gf.update_screen(ai_settings, screen, stats, sb, ship, alIEns,                         bullets, play_button)run_game()
2.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    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        self.load_high_score()    def save_high_score(self):        """保存最高得分"""        with open('score.txt', 'w') as file_object:            file_object.write(str(self.high_score))            file_object.close()    def load_high_score(self):        """加载最高得分"""        try:            with open('score.txt') as file_object:                h_s = file_object.read()                try:                    self.high_score = int(h_s)                except ValueError:                    self.high_score = 0                file_object.close()        except fileNotFoundError:            with open('score.txt', 'w') as file_object:                file_object.close()
3.game_functions.py
import sysimport pygamefrom bullet import Bulletfrom alIEn import AlIEnfrom time import sleepdef check_keydown_events(event, ai_settings, screen, stats, ship, bullets):    # 检测按键按下    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:        stats.save_high_score()        sys.exit()def fire_bullet(ai_settings, screen, ship, bullets):    """如果还没到达限制,就发射一颗子d"""    # 创建新子d,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):    # 检测按键松开    if event.key == pygame.K_RIGHT:        ship.moving_right = False    elif event.key == pygame.K_left:        ship.moving_left = Falsedef 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:            stats.save_high_score()            sys.exit()        elif event.type == pygame.KEYDOWN:            check_keydown_events(event, ai_settings, screen, stats, 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_ship()        # 清空外星人列表和子d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_screen(ai_settings, screen, stats, sb, ship, alIEns,                  bullets, play_button):    """更新屏幕上的图片,并切换到新的屏幕"""    # 每次循环时都重绘屏幕    screen.fill(ai_settings.bg_color)    ship.blitme()    # 在飞船和外星人后面重绘所有子d    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()def update_bullets(ai_settings, screen, stats, sb, ship, alIEns, bullets):    """更新子d的位置,并删除已消失的子d"""    # 更新子d的位置    bullets.update()    # 删除已消失的子d    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):    """响应子d和外星人的碰撞"""    # 删除发生碰撞的子d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d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_xdef 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_rowsdef 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    for row_number in range(number_rows):        for alIEn_number in range(number_alIEns_x):            # 创建一个外星人并假期加入当前行            create_alIEn(ai_settings, screen, alIEns, alIEn_number, row_number)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)            breakdef change_fleet_direction(ai_settings, alIEns):    """将整群外星人下移,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 *= -1def 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ship_left减1        stats.ships_left -= 1        # 更新记分牌        sb.prep_ship()        # 清空外星人列表和子d列表        alIEns.empty()        bullets.empty()        # 创建一批新的外星人,并将飞船放在屏幕底端中央        create_fleet(ai_settings, screen, ship, alIEns)        ship.center_ship()        # 暂停        sleep(0.5)    else:        stats.game_active = False        stats.save_high_score()        pygame.mouse.set_visible(True)def check_alIEns_bottom(ai_settings, stats, sb, screen, ship, alIEns, bullets):    """检查是否有外星人到达屏幕底端"""    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, sb, screen, ship, alIEns, bullets)            breakdef update_alIEns(ai_settings, stats, sb, screen, ship, alIEns, bullets):    """检测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)    # 检测是否有外星人到达屏幕底端    check_alIEns_bottom(ai_settings, stats, sb, screen, 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()
4.scoreboard.py
import pygame.Fontfrom pygame.sprite import Groupfrom ship import Shipclass scoreboard():    """显示得分信息"""    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_ship()    def prep_score(self):        """将得分转换为一幅渲染的图像"""        round_score = round(self.stats.score, -1)        score_str = 'score: ' + "{:,}".format(round_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 = round(self.stats.high_score, -1)        high_score_str = 'High_score: ' + "{:,}".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('Level: ' + 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.screen_rect.right - 20        self.level_rect.top = self.score_rect.bottom + 10    def prep_ship(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 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)        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)
5.button.py
import pygame.Fontclass 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渲染成图像,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)
6.ship.py
import pygamefrom pygame.sprite import Spriteclass Ship(Sprite):    def __init__(self, ai_settings, screen):        """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):        """使飞船在屏幕上居中"""        self.center = self.screen_rect.centerx
7.alIEn.py
import pygamefrom pygame.sprite import Spriteclass 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起始位置"""        super().__init__()        self.ai_settings = ai_settings        self.screen = screen        # 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方位置        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)
8.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d设置        self.bullet_wIDth = 3        self.bullet_height = 15        self.bullet_color = 60, 60, 60        self.bullets_allowed = 5        # 外星人设置        self.fleet_drop_speed = 3        # 加快游戏节奏的速度        self.speedup_scale = 1.1        # 外星人点数提高的速度        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 = 1        self.alIEn_speed_factor = 0.2        # fleed_direction为1表示向右移,为-1表示向左移        self.fleet_direction = 1        # 计分        self.alIEn_points = 50    def increase_speed(self):        """提高游戏设置"""        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)
9.bullet.py
import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite):    """一个对飞船发射的子d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d对象"""        super(Bullet, self).__init__()        self.screen = screen        # 在(0,0)处创建一个表示子d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        # 存储用小鼠表示的子d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d"""        # 更新表示子d位置的小数值        self.y -= self.speed_factor        # 更新表示子d的rect的位置        self.rect.y = self.y    def draw_bullet(self):        """在屏幕上绘制子d"""        pygame.draw.rect(self.screen, self.color, self.rect)
总结

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