20212207 《Python程序设计》实验四 Python综合实践实验报告
课程:《Python程序设计》
班级: 2122
姓名:唐思怡
学号:20212207
实验教师:王志强
实验日期:2022年5月19日
必修/选修: 公选课
1.实验内容
Python综合应用:爬虫、数据处理、可视化、机器学习、神经网络、游戏、网络安全等。
注:在华为ECS服务器(OpenOuler系统)和物理机(Windows/Linux系统)上使用VIM、PDB、IDLE、Pycharm等工具编程实现。
2. 实验过程及结果
(一)实验内容
编写外星人入侵小游戏,实现武装飞船,射击移动的外星人并计分的功能
(二)选题思路
作为刚刚接触编程技术的大一新生,知识欠缺,不宜好高骛远,因此选题采用了书本上的教学案例,一则可以巩固前面所学,二则可以跟着书本推进,知道自己的不足并加以改正
(三)实验代码
alien_invasion.py
import sys from time import sleep import pygame from settings import Settings from game_stats import GameStats from scoreboard import Scoreboard from button import Button from ship import Ship from bullet import Bullet from alien import Alien class AlienInvasion: def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Alien Invasion") self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() self.play_button = Button(self, "Play") def run_game(self): while True: self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_screen() def _check_events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) def _check_play_button(self, mouse_pos): button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() pygame.mouse.set_visible(False) def _check_keydown_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def _fire_bullet(self): if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): self.bullets.update() for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisions() def _check_bullet_alien_collisions(self): collisions = pygame.sprite.groupcollide( self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.check_high_score() if not self.aliens: self.bullets.empty() self._create_fleet() self.settings.increase_speed() self.stats.level += 1 self.sb.prep_level() def _update_aliens(self): self._check_fleet_edges() self.aliens.update() if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() self._check_aliens_bottom() def _check_aliens_bottom(self): screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _ship_hit(self): if self.stats.ships_left > 0: self.stats.ships_left -= 1 self.sb.prep_ships() self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _create_fleet(self): alien = Alien(self) alien_width, alien_height = alien.rect.size available_space_x = self.settings.screen_width - (2 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) number_rows = available_space_y // (2 * alien_height) for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): alien = Alien(self) alien_width, alien_height = alien.rect.size 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 self.aliens.add(alien) def _check_fleet_edges(self): for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _update_screen(self): self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() if __name__ == '__main__': ai = AlienInvasion() ai.run_game()
alien.py
import pygame from pygame.sprite import Sprite class Alien(Sprite): def __init__(self, ai_game): super().__init__() self.screen = ai_game.screen self.settings = ai_game.settings self.image = pygame.image.load('images/alien.bmp') 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 check_edges(self): screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right or self.rect.left <= 0: return True def update(self): self.x += (self.settings.alien_speed * self.settings.fleet_direction) self.rect.x = self.x
bullet.py
import pygame from pygame.sprite import Sprite class Bullet(Sprite): def __init__(self, ai_game): super().__init__() self.screen = ai_game.screen self.settings = ai_game.settings self.color = self.settings.bullet_color self.rect = pygame.Rect(0, 0, self.settings.bullet_width, self.settings.bullet_height) self.rect.midtop = ai_game.ship.rect.midtop self.y = float(self.rect.y) def update(self): self.y -= self.settings.bullet_speed self.rect.y = self.y def draw_bullet(self): pygame.draw.rect(self.screen, self.color, self.rect)
button.py
import pygame.font class Button: def __init__(self, ai_game, msg): self.screen = ai_game.screen self.screen_rect = self.screen.get_rect() 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) self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center 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)
game_stats.py
class GameStats: def __init__(self, ai_game): self.settings = ai_game.settings self.reset_stats() self.game_active = False self.high_score = 0 def reset_stats(self): self.ships_left = self.settings.ship_limit self.score = 0 self.level = 1
scoreboard.py
import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard: def __init__(self, ai_game): self.ai_game = ai_game self.screen = ai_game.screen self.screen_rect = self.screen.get_rect() self.settings = ai_game.settings self.stats = ai_game.stats self.text_color = (30, 30, 30) self.font = pygame.font.SysFont(None, 48) self.prep_score() self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): 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.settings.bg_color) 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): high_score = 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.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): level_str = str(self.stats.level) self.level_image = self.font.render(level_str, True, self.text_color, self.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 + 10 def prep_ships(self): self.ships = Group() for ship_number in range(self.stats.ships_left): ship = Ship(self.ai_game) ship.rect.x = 10 + ship_number * ship.rect.width ship.rect.y = 10 self.ships.add(ship) def check_high_score(self): if self.stats.score > self.stats.high_score: self.stats.high_score = self.stats.score self.prep_high_score() 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.ships.draw(self.screen)
settings.py
class Settings: def __init__(self): self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) self.ship_limit = 3 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = (60, 60, 60) self.bullets_allowed = 3 self.fleet_drop_speed = 10 self.speedup_scale = 1.1 self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): self.ship_speed = 1.5 self.bullet_speed = 3.0 self.alien_speed = 1.0 self.fleet_direction = 1 self.alien_points = 50 def increase_speed(self): self.ship_speed *= self.speedup_scale self.bullet_speed *= self.speedup_scale self.alien_speed *= self.speedup_scale self.alien_points = int(self.alien_points * self.score_scale)
ship.py
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self, ai_game): super().__init__() self.screen = ai_game.screen self.settings = ai_game.settings self.screen_rect = ai_game.screen.get_rect() self.image = pygame.image.load('images/ship.bmp') self.rect = self.image.get_rect() self.rect.midbottom = self.screen_rect.midbottom self.x = float(self.rect.x) self.moving_right = False self.moving_left = False def update(self): if self.moving_right and self.rect.right < self.screen_rect.right: self.x += self.settings.ship_speed if self.moving_left and self.rect.left > 0: self.x -= self.settings.ship_speed self.rect.x = self.x def blitme(self): self.screen.blit(self.image, self.rect) def center_ship(self): self.rect.midbottom = self.screen_rect.midbottom self.x = float(self.rect.x)
图片
(四)运行结果
在本机上运行
在云服务器上运行
上传代码
在终端运行
(五 )实现过程
跟着书本的步骤,从短短几十行代码逐渐扩充到两百多行,其中对一些代码进行改进,一些代码进行删减,其中也有因为书上写的较简略而卡壳的时候。在整个过程中,第一次这么直观的感受到一个程序功能的完善是不断改进的过程,在旧的基础上加以修改和完善才会使功能更加强大。
一些代码的说明:
pygame.display.set_mode() 创建显示窗口
run_game()控制游戏
Settings模块:将所有的设置都存储到一个地方,每次访问设置时,只需要使用一个设置对象
blitme()绘制图像
moving_right持续移动 update()检查moving_right的状态
_check_keydown_events()中添加代码块实现快捷键结束游戏
_update_screen()每次主循环中重绘屏幕
_check_events()检测相关的事件
Sprite.groupcollide()将一个编组中每个元素的rect同另外一个编组中每个元素的rect进行比较
Button类用于创建带标签的实心矩形按钮
3. 实验过程中遇到的问题和解决过程
- 问题1:用pip不能安装pycharm
- 解决方案:参考视频后发现没有添加路径,添加后就可以正常安装了
- 问题2:不会使用云服务器
- 解决方案:请教会的同学,上b站查找教学视频,在csdn查阅相关资料等
- 问题3:云服务器上的python是python2,不能正常运行
- 解决方案:查询相关资料,下载python3
- 问题4:写代码时运行出错
- 解决方法:反复对照书本上的代码,看看是否有拼写或其他错误,找出并改正,实在不行就询问基础较好的同学
- 问题5:pygame找不到屏幕
- 解决方法:安装xming
4. 对全课的总结和思考
一开始选python的时候,觉得和c语言课一起上可以相互学习,但是随着学习的深入,发现python和c语言的差距还是挺大的,而且python也不像之前所了解到的那么容易。
回顾上课的这段时光,上第一节课的时候,我对如何正确安装能够运行python的pycharm和idle都还迷迷糊糊。从第一节课学习写猜数字小游戏,到后来的计算机,测评python技能树,用socket进行通讯,最后还跟着书上的步骤写出了一整个可以运行的游戏,还是特别有成就感的。在13周的学习中,我学到了数列的应用,字符串,正则表达式,函数文件及目录操作,数据库,网络爬虫等知识,收获颇丰,但是,也是因为学的东西太多了,我觉得不能及时巩固,也不能掌握如何深入的运用,只能略知皮毛。
所以我建议可以把课程的内容放慢一点,一步一步来,把每个知识点讲的更透一点,因为虽然网上可以查阅相关知识,但是筛选和查找所花费的时间还是很多的,而且效率较低,不如老师直接讲更加有用。
总的来说,很高兴选到python这门课,也学到了很多,对编程技术的理解又更深了一点。