20182201学号 2019-2020-2 《Python程序设计》实验4报告
课程:《Python程序设计》
班级: 1822
姓名: 成居鸿
学号:20182201
实验教师:王志强
实验日期:2020年5月23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(主函数)
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
使用pygame里的clock函数进行时间调节,以免出现CPU运算速度过快导致游戏体验极差
检查事件调用game_functions中的check_events函数来进行操作检查
最后调用game_functions中的update_screen函数刷新屏幕
2)game_functions.py (功能文件)
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
在碰撞检测pygame.sprite.groupcollide(bullets, enemies, True, True)中,可以将bullets对应的数值改为Fault(体验极佳)
3)settings.py(设定模块)
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)
设定数据存放,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(游戏统计)
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
用户图形自绘
update方法在主程序调用中,通过function函数对moving的布尔值修改来移动进行控制
6)enemy.py(敌对单位)
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
敌对单位的移动自动进行,在碰到边缘时自行下降并改变方向(具体操作在功能文件中)
7)bullet.py(子弹)
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)
子弹的移动也是自动控制
self.color = randint(0,255),randint(0,255),randint(0,255)子弹颜色随机生成(把固定颜色的代码注释掉了)
8)button.py(底板屏幕)
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)
屏幕底板和文字
9)screenboard.py(计分板)
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)
在计分板中添加了一些其他信息(包括子最大子弹数量和剩余飞船)
exe文件生成
1)使用pip安装pyinstaller
2)通过cmd指令将主文件封装(附加图标,去除Windows窗口)
3)将调用的py文件放入生成的dist文件夹中(自己编写的py文件和调用pygame文件)
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
- 问题2:exe生成文件无法正常启动
- 问题2解决方案:添加print函数,寻找exe文件无法解释的代码进行修改
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是有些使我头疼。
而且在某些地方参考书也会出现问题(没有涉及的地方参考书上是没有解决方法的)
网上的某些参考往往也不是很靠谱(可以运行的程序都是大同小异,不能运行的程序各有各的问题)
参考资料
- 《python编程从入门到实践》