• 20201320 《Python程序设计》实验四报告


    20201320 《Python程序设计》实验四报告  

    课程:《Python程序设计》
    班级: 2013
    姓名: 石志涛
    学号:20201320
    实验教师:王志强
    实验日期:2020年6月13日
    必修/选修: 公选课

    1.实验内容

    python综合实践——游戏

    2. 实验过程及结果

    使用pygame包来进行编程

    文件

    1)构建程序主体

    检测事件,刷新屏幕,重置游戏

    2)编写功能文件

    对主要运行的操作编写在这个文件里,按需添加、修改

    3)设定文件

    将主要游戏设定数据统一放在这个文件中,方便游戏调试以及修改数值

    4)统计文件

    积分、等级系统和死亡判定放入这个文件中

    5)对象文件

    所有对象文件的统称,包括用户、敌方单位、子弹、屏幕、计分板

    源文件

    (1)main_program.py

    import pygame
    
    from settings import Settings
    from game_stats import GameStats
    from scoreboard import Scoreboard
    from button import Button
    from pygame.sprite import Group
    from user import User
    
    import game_functions as gf
    
    
    def run_game():
        pygame.init()
        print("1")
        clock = pygame.time.Clock()
        print("2")
        m_settings = Settings()
        print("3")
        screen = pygame.display.set_mode((m_settings.screen_width, m_settings.screen_height))
        print("4")
        pygame.display.set_caption("打飞机")
        print("5")
        play_button = Button(m_settings, screen, "Play")
        print("6")
        stats = GameStats(m_settings)
        print("7")
        player = User(m_settings, screen)
        print("8")
        bullets = Group()
        print("9")
        enemies = Group()
        print("10")
        sb = Scoreboard(m_settings, screen, stats)
        print("11")
        gf.create_fleet(m_settings, screen, player, enemies)
        print("12")
    
        while True:
            clock.tick(120)
            gf.check_events(m_settings, screen, stats, sb, play_button, player, enemies, bullets)
            if stats.game_active:
                player.update()
                gf.update_bullets(m_settings, screen, stats, sb, player, enemies, bullets)
                gf.update_enemies(m_settings, screen, stats, sb, player, enemies, bullets)
            gf.update_screen(m_settings, screen, stats, sb, player, enemies, bullets, play_button)
    
    
    run_game()

    在调试的时候加入了print函数来检查未导入的py文件,调用game_functions中的update_screen函数刷新屏幕

    (2)game_functions.py

    import pygame
    import sys
    from time import sleep
    from bullet import Bullet
    from enemy import Enemy
    
    
    def check_keydown_event(event,m_settings,screen,player,bullets):
        if event.key == pygame.K_RIGHT:
            player.moving_right = True
        elif event.key == pygame.K_LEFT:
            player.moving_left = True
        if event.key == pygame.K_UP:
            player.moving_up = True
        elif event.key == pygame.K_DOWN:
            player.moving_down = True
        if event.key == pygame.K_SPACE:
            fire_bullet(m_settings, screen, player,bullets)
    
    
    def check_keyup_event(event, player):
        if event.key == pygame.K_RIGHT:
            player.moving_right = False
        elif event.key == pygame.K_LEFT:
            player.moving_left = False
        if event.key == pygame.K_UP:
            player.moving_up = False
        elif event.key == pygame.K_DOWN:
            player.moving_down = False
    
    
    def check_events(m_settings, screen, stats,sb,play_button, player,enemies, bullets):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
    
            elif event.type == pygame.KEYDOWN:
                check_keydown_event(event,m_settings,screen,player,bullets)
    
            elif event.type == pygame.KEYUP:
                check_keyup_event(event,player)
    
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_x, mouse_y = pygame.mouse.get_pos()
                check_play_button(m_settings, screen, stats,sb,play_button, player,enemies, bullets,mouse_x,mouse_y)
    
    
    def check_play_button(m_settings,screen,stats,sb,play_button,player,enemies,bullets,mouse_x,mouse_y):
        button_check = play_button.rect.collidepoint(mouse_x, mouse_y)
        if button_check and not stats.game_active:
    
            m_settings.initialize_dynamic_settings()
    
            pygame.mouse.set_visible(False)
            stats.reset_stats()
            stats.game_active = True
    
            sb.prep_score()
            sb.prep_high_score()
            sb.prep_level()
            sb.prep_players()
            sb.prep_bullet_allowed()
    
            enemies.empty()
            bullets.empty()
    
            create_fleet(m_settings,screen,player,enemies)
            player.center_player()
    
    
    def update_screen(m_settings, screen, stats,sb,player,enemies,bullets,play_button):
    
        screen.fill(m_settings.bg_color)
        sb.show_score()
        for bullet in bullets.sprites():
            bullet.draw_bullet()
        player.blitme()
        enemies.draw(screen)
    
        if not stats.game_active:
            play_button.draw_button()
    
        pygame.display.flip()
    
    
    def update_bullets(m_settings,screen,stats,sb,player,enemies,bullets):
        bullets.update()
    
        for bullet in bullets.copy():
            if bullet.rect.bottom <= 0:
                bullets.remove(bullet)
    
        check_bullets_enemy_collisions(m_settings, screen,stats,sb, player, enemies, bullets)
    
    
    def check_bullets_enemy_collisions(m_settings,screen,stats,sb,player,enemies,bullets):
        collisions = pygame.sprite.groupcollide(bullets, enemies, True, True)
    
        if collisions:
            for enemies in collisions.values():
                stats.score += m_settings.enemy_points * len(enemies)
                sb.prep_score()
            check_high_score(stats, sb)
    
        if len(enemies) == 0:
            bullets.empty()
            m_settings.increase_speed()
    
            stats.level += 1
            sb.prep_level()
    
            create_fleet(m_settings, screen, player, enemies)
    
    
    def fire_bullet(m_settings, screen, player,bullets):
        if len(bullets) < m_settings.bullets_allowed:
            new_bullet = Bullet(m_settings, screen, player)
            bullets.add(new_bullet)
    
    
    def get_number_enemy_x(m_settings, enemy_width):
        available_space_x = m_settings.screen_width - 2 * enemy_width
        number_enemies_x = int(available_space_x / (2 * enemy_width))
        return number_enemies_x
    
    
    def get_number_rows(m_settings,player_height,enemy_height):
        available_space_y = (m_settings.screen_height - (3 * enemy_height) - player_height)
        number_rows = int(available_space_y / (2 * enemy_height)-1)
        return number_rows
    
    
    def create_enemy(m_settings,screen,enemies,enemy_number,row_number):
        enemy = Enemy(m_settings, screen)
        enemy_width = enemy.rect.width
        enemy.x = enemy_width + 2 * enemy_width * enemy_number
        enemy.rect.x = enemy.x
        enemy.rect.y = enemy.rect.height + 2 * enemy.rect.height * row_number
        enemies.add(enemy)
    
    
    def create_fleet(m_settings,screen,player,enemies):
        enemy = Enemy(m_settings, screen)
        number_enemies_x = get_number_enemy_x(m_settings, enemy.rect.width)
        number_rows = get_number_rows(m_settings,player.rect.height,enemy.rect.height)
    
        for row_number in range(number_rows):
            for enemy_number in range(number_enemies_x):
                create_enemy(m_settings,screen,enemies,enemy_number,row_number)
    
    
    def check_fleet_edges(m_settings,enemies):
        for enemy in enemies.sprites():
            if enemy.check_edges():
                change_fleet_direction(m_settings,enemies)
                break
    
    
    def change_fleet_direction(m_settings,enemies):
        for enemy in enemies.sprites():
            enemy.rect.y += m_settings.fleet_drop_speed
        m_settings.fleet_direction *= -1
    
    
    def player_hit(m_settings,screen,stats,sb,player,enemies,bullets):
        if stats.players_left > 0:
            stats.players_left -= 1
    
            sb.prep_players()
    
            enemies.empty()
            bullets.empty()
            create_fleet(m_settings,screen,player,enemies)
            player.center_player()
    
            sleep(0.5)
        else:
            stats.game_active = False
            pygame.mouse.set_visible(True)
    
    
    def update_enemies(m_settings,screen,stats,sb,player,enemies,bullets):
        check_fleet_edges(m_settings,enemies)
        enemies.update()
    
        if pygame.sprite.spritecollideany(player,enemies):
            player_hit(m_settings,screen,stats,sb,player,enemies,bullets)
    
        check_enemies_bottom(m_settings,screen,stats,sb,player,enemies,bullets)
    
    
    def check_enemies_bottom(m_settings,screen,stats,sb,player,enemies,bullets):
        screen_rect = screen.get_rect()
        for enemy in enemies.sprites():
            if enemy.rect.bottom >= screen_rect.bottom:
                player_hit(m_settings,screen,stats,sb,player,enemies,bullets)
                break
    
    
    def check_high_score(stats, sb):
        if stats.score > stats.high_score:
            stats.high_score = stats.score
            sb.prep_high_score()

    所有的功能操作都放在这个文件中,根据游戏逻辑来调用对应功能

    (3)settings.py

    class Settings:
        def __init__(self):
            self.screen_width = 1280
            self.screen_height = 720
            self.bg_color = (230, 230, 235)
    
            self.player_limit = 4
    
            self.bullet_width = 3
            self.bullet_height = 10
            self.bullet_color = 60,60,60
            self.bullets_allowed = 5
    
            self.fleet_drop_speed = 10
            self.fleet_direction = 1
    
            self.speedup_scale = 1.1
            self.score_scale = 1.5
    
            self.initialize_dynamic_settings()
    
        def initialize_dynamic_settings(self):
    
            self.player_speed_factor = 1.5
            self.bullet_speed_factor = 3
            self.enemy_speed_factor = 0.5
    
            self.fleet_direction = 1
    
            self.enemy_points = 50
    
        def increase_speed(self):
            self.player_speed_factor *= self.speedup_scale
            self.bullet_speed_factor *= self.speedup_scale
            self.enemy_speed_factor *= self.speedup_scale
    
            self.enemy_points = int(self.enemy_points * self.score_scale)

    设定游戏各项数据,可按照需求进行修改(将子弹大小扩大,修改窗口大小等)

    (4)game_stats.py

    class GameStats():
    
        def __init__(self,m_settings):
            self.m_settings = m_settings
            self.reset_stats()
            self.game_active = False
            self.high_score = 0
    
        def reset_stats(self):
            self.players_left = self.m_settings.player_limit
            self.score = 0
            self.level = 1

    统计游戏分数(最高分),难度等级,游戏是否开始

    (5)user.py (用户对象)

    import pygame
    from pygame.sprite import Sprite
    
    
    class User(Sprite):
    
        def __init__(self,m_settings,screen):
            super().__init__()
            self.screen = screen
            self.m_settings = m_settings
    
            self.image = pygame.image.load('img/player.png')
            self.rect = self.image.get_rect()
            self.screen_rect = screen.get_rect()
    
            self.rect.centerx = self.screen_rect.centerx
            self.rect.bottom = self.screen_rect.bottom
    
            self.center = float(self.rect.centerx)
            self.bottomx = float(self.rect.bottom)
    
            self.moving_right = False
            self.moving_left = False
            self.moving_up = False
            self.moving_down = False
    
        def update(self):
            if self.moving_right and self.rect.centerx < self.screen_rect.right:
                self.center += self.m_settings.player_speed_factor
            if self.moving_left and self.rect.centerx > 0:
                self.center -= self.m_settings.player_speed_factor
            if self.moving_up and self.rect.top > 50:
                self.bottomx -= self.m_settings.player_speed_factor
            if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
                self.bottomx += self.m_settings.player_speed_factor
    
            self.rect.centerx = self.center
            self.rect.bottom = self.bottomx
    
        def blitme(self):
            self.screen.blit(self.image, self.rect)
    
        def center_player(self):
            self.center = self.screen_rect.centerx
            self.bottomx = self.screen_rect.bottom

    (6)enemy.py

    import pygame
    from pygame.sprite import Sprite
    
    
    class Enemy(Sprite):
    
        def __init__(self, m_settings, screen):
            super().__init__()
            self.screen = screen
            self.m_settings = m_settings
    
            self.image = pygame.image.load('img/em.png')
            self.rect = self.image.get_rect()
    
            self.rect.x = self.rect.width
            self.rect.y = self.rect.height
    
            self.x = float(self.rect.x)
    
        def blitme(self):
            self.screen.blit(self.image, self.rect)
    
        def check_edges(self):
            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):
            self.x += (self.m_settings.enemy_speed_factor * self.m_settings.fleet_direction)
            self.rect.x = self.x

    (7)bullet.py

    import pygame
    from random import randint
    from pygame.sprite import Sprite
    
    
    class Bullet(Sprite):
    
        def __init__(self,m_settings,screen,player):
            super(Bullet, self).__init__()
            self.screen = screen
    
            self.rect = pygame.Rect(0,0,m_settings.bullet_width,m_settings.bullet_height)
            self.rect.centerx = player.rect.centerx
            self.rect.top = player.rect.top
    
            self.y = float(self.rect.y)
    
    #        self.color = m_settings.bullet_color
            self.color = randint(0,255),randint(0,255),randint(0,255)
            self.speed_factor = m_settings.bullet_speed_factor
    
        def update(self):
            self.y -= self.speed_factor
            self.rect.y = self.y
    
        def draw_bullet(self):
            pygame.draw.rect(self.screen,self.color,self.rect)

    (8)button.py

    import pygame.font
    
    
    class Button:
        def __init__(self,m_settings,screen,msg):
            print("@")
            self.screen = screen
            self.screen_rect = screen.get_rect()
            print("@")
            self.width, self.height = 200, 50
            self.button_color = (100,200,250)
            self.text_color = (255,255,255)
            print("@")
            self.font = pygame.font.SysFont("arial",36)
            print("@")
            self.rect = pygame.Rect(0,0,self.width,self.height)
            self.rect.center = self.screen_rect.center
            print("!")
            self.prep_msg(msg)
    
    
        def prep_msg(self,msg):
            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):
            self.screen.fill(self.button_color,self.rect)
            self.screen.blit(self.msg_image,self.msg_image_rect)

    屏幕的背景和文字

    (9)screenboard.py

    import pygame.font
    from pygame.sprite import Group
    
    from user import User
    
    
    class Scoreboard:
        def __init__(self,m_settings,screen,stats):
            self.screen = screen
            self.screen_rect = screen.get_rect()
            self.m_settings = m_settings
            self.stats = stats
    
            self.text_color = (30,30,30)
            self.font = pygame.font.SysFont("arial",36)
    
            self.prep_score()
            self.prep_high_score()
            self.prep_level()
            self.prep_players()
            self.prep_bullet_allowed()
    
        def show_score(self):
            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.screen.blit(self.bullet_max_image,self.bullet_max_rect)
            self.players.draw(self.screen)
    
        def prep_score(self):
            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.m_settings.bg_color)
    
            self.score_rect = self.score_image.get_rect()
            self.score_rect.right = self.screen_rect.right - 20
            self.score_rect.top = 10
    
        def prep_high_score(self):
            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.m_settings.bg_color)
    
            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):
            self.level_image = self.font.render('level: '+str(self.stats.level), True, self.text_color, self.m_settings.bg_color)
    
            self.level_rect = self.level_image.get_rect()
            self.level_rect.right = self.score_rect.right
            self.level_rect.top = self.score_rect.bottom + 5
    
        def prep_bullet_allowed(self):
            bullet_max = self.m_settings.bullets_allowed
            bullet_max_str = "Max Bullet: "+str(bullet_max)
            self.bullet_max_image = self.font.render(bullet_max_str, True, self.text_color, self.m_settings.bg_color)
    
            self.bullet_max_rect = self.bullet_max_image.get_rect()
            self.bullet_max_rect.right = self.score_rect.right
            self.bullet_max_rect.top = self.level_rect.bottom + 5
    
        def prep_players(self):
            self.players = Group()
            for player_number in range(self.stats.players_left):
                player = User(self.m_settings,self.screen)
                player.rect.x = 10 + player_number * player.rect.width
                player.rect.y = 10
                self.players.add(player)

    3. 实验过程中遇到的问题和解决过程

    • 问题1:代码杂乱
    • 问题1解决方案:重构函数,将相似的方法放在一起

    其他(感悟、思考等)

    python的模块种类繁多,给我带来了许多可以拓展的空间。而且编写游戏的过程中,虽然不用考虑繁杂的堆栈存储,但是在游戏运行的逻辑上还存在

    很多困惑,网上的某些参考往往也不是很靠谱

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  • 原文地址:https://www.cnblogs.com/sztsao/p/14821740.html
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