Python实战——外星人入侵游戏

Python实战——外星人入侵游戏

  • 项目简介
  • 1.准备工作
  • 2.代码部分
  • alien_invasion.py
  • alien.py
  • bullet.py
  • button.py
  • ship.py
  • settings.py
  • scoreboard.py
  • game_stats.py
  • game_functions.py
  • 3. 添加内容介绍
  • 添加的随着等级改变子弹设置
  • 保存最高分的文件,使得下次打开不重置最高分
  • 添加击中音效
  • 4. 遇到的bug
  • 类继承
  • 坐标更新
  • 5. 心得体会
  • 6. 下载资源
  • 项目简介

    经历三天时间完成为python实战小游戏,外星人入侵,主要完成了书目当中的主要功能。同时添加了一些自己定义的功能:每次保留历史最高分,随着等级的不断提升改变飞船子弹的相关设置,加入音效模块在集中外星人的时候击中音效。同时,简单写了几个遇到的bug,希望可以对大家有帮助,下载资源链接附在最后。

    1.准备工作

    对于小游戏的编写主要进行图片的配置
    图片配置
    由于后续需要音频,加载特效音频

    下载对应的pygame模块以及配置好python,具体的编写工具可以利用pycharm实现,相关安装配置工作可以在网站上搜索,很详细不再赘述

    展现一下最终结果图

    2.代码部分

    alien_invasion.py

    整个游戏的主流程界面,创建相关类和参数,以及推动游戏进行

    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():
        # 初始化屏幕
        pygame.init()
        ai_settings = Settings()
        screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
        pygame.display.set_caption("Alien Invasion")
        # 创建一个用于存储游戏统计信息的实例,并创建积分牌
        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、外星人的编组
        bullets = Group()
        aliens = Group()
        # 创建外星人群
        gf.create_fleet(ai_settings, screen, ship, aliens)
        # 创建开始按钮
        play_button = Button(ai_settings, screen, "Play")
    
        # 开始游戏
        while True:
            gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets)
    
            if stats.game_active:
                ship.update()  # 飞船更新
                gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets)  # 子弹更新
                gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets)
                # 每次循环都重新绘制屏幕
            gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
    
    
    run_game()
    
    

    alien.py

    外星人类,主要进行外星人相关参数初始化以及在游戏进程当中的参数改变

    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):
            """"初始化单个外星人的位置"""
            super(Alien, self).__init__()
            self.screen = screen
            self.ai_settings = ai_settings
    
            # 加载外星人图像,并且设置其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 blitme(self):
            """"在指定位置绘制外星人"""
            self.screen.blit(self.image, self.rect)
    
        def update(self):
            """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 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
    

    bullet.py

    子弹类,主要进行子弹的初始化和显示子弹图形的操作

    import pygame
    from pygame.sprite import Sprite
    
    
    class Bullet(Sprite):
    
        def __init__(self, ai_settings, screen, ship):
            super(Bullet, self).__init__()
            self.screen = screen
    
            # 在(0.0)处创建一个表示子弹的矩形,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):
            self.y -= self.speed_factor
            self.rect.y = self.y
    
        def draw_bullet(self):
            pygame.draw.rect(self.screen,self.color,self.rect)
    

    button.py

    按钮模块,主要是绘制和显示了开始玩游戏的按钮,可以根据自己的需要设置其他的按钮,思路相同

    import pygame.font
    
    
    class Button():
        def __init__(self, ai_settings, screen, msg):
            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_coclor = (255, 255, 255)
            self.font = pygame.font.SysFont(None, 48)  # 使得pygame的文本渲染到屏幕上,默认字体,48字号
    
            # 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渲染为图像,并使其在按钮上居中"""
            self.msg_image = self.font.render(msg, True, self.text_coclor,
                                              self.button_color)  # 将存储在msg当中的文本渲染为图像,启用反锯齿可以使得文本边缘更平滑
            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)  # 绘制矩形
            self.screen.blit(self.msg_image, self.msg_image_rect)   # 传递一副图像以及与该图像相关联的rect图像
    
    

    ship.py

    初始化和更新飞船的信息,以及上下左右移动的内容。注释掉的部分是上下移动,也可以添加进去

    import pygame
    from pygame.sprite import Sprite
    
    
    class Ship(Sprite):
        def __init__(self, ai_settings, screen):
            """初始化飞船,并且设置其初始位置"""
            super(Ship,self).__init__()
            self.screen = screen
            self.ai_settings = ai_settings
            # 加载获得外接矩形
            self.image = pygame.image.load('images/ship.bmp')
            self.rect = self.image.get_rect()
            self.screen_rect = screen.get_rect()
    
            # 放在底部
            self.rect.centerx = self.screen_rect.centerx
            self.rect.bottom = self.screen_rect.bottom
    
            self.centerx = float(self.rect.centerx)
            # self.centery = float(self.rect.centery)
            # 可持续移动
            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.right < self.screen_rect.right:
                self.centerx += self.ai_settings.ship_speed_factor
            if self.moving_left and self.rect.left > 0:
                self.centerx -= self.ai_settings.ship_speed_factor
            # if self.moving_up and self.rect.top > 0:
            #     # self.rect.centerx -= self.ai_settings.ship_speed_factor
            #     self.centery -= self.ai_settings.ship_speed_factor
            # if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
            #     # self.rect.centerx -= self.ai_settings.ship_speed_factor
            #     self.centery += self.ai_settings.ship_speed_factor
    
            self.rect.centerx = self.centerx
            # self.rect.centery = self.centery
    
        def blitme(self):
            self.screen.blit(self.image, self.rect)
    
        def center_ship(self):
            self.center=self.screen_rect.centerx
    
    

    settings.py

    所有部分的初始化设置部分,和游戏当中更改设置部分,可以让整个游戏的参数更清晰明了

    
    class Settings:
        def __init__(self):
            # 初始化屏幕设置
            self.screen_width = 960
            self.screen_height = 720
            self.bg_color = (150, 205, 205)
            # 飞船设置
            self.ship_limit = 3
            # 子弹设置
            self.bullet_width = 5
            self.bullet_height = 15
            self.bullet_color = 0, 0, 0
            self.bullets_allowed = 3
            # 外星人设置
            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
    
            self.initialize_dynamic_settings()
    
            # 记分
            self.alien_points = 50
    
        def initialize_dynamic_settings(self):
            """初始化随游戏变化而变化的设置"""
            self.ship_speed_factor = 1.5
            self.bullet_speed_factor = 3
            self.alien_speed_factor = 1
            # 1为向右移,-1为向左移
            self.fleet_direction = 1
    
        def increase_speed(self):
            """提高速度设置"""
            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)
            print(self.alien_points)
    
    

    scoreboard.py

    更新和显示得分和等级信息

    import pygame.font
    from pygame.sprite import Group
    from ship import Ship
    
    
    class Scoreboard():
        """显示得分信息的类"""
    
        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)
    
            # 准备初始得分图像
            self.prep_score()
            self.prep_high_score()
            self.prep_level()
            self.prep_ships()
    
        def prep_score(self):
            """将得分渲染成为一个图像"""
            rounded_score = int(round(self.stats.score, -1))  # 将stats.score的值圆整为最近的10的整数倍,并将结果存储到该数值当中
            score_str = str("Score: ") + "{:,}".format(rounded_score)  # 在数值当中出入逗号
            self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
    
            # 将得分显示在屏幕的右上角
            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图像"""
            high_score = int(round(self.stats.high_score, -1))  # 将stats.score的值圆整为最近的10的整数倍,并将结果存储到该数值当中
            high_score_str = str("High Score: ") + "{:,}".format(high_score)  # 在数值当中出入逗号
            self.high_score_image = self.font.render(high_score_str, True, self.text_color, self.ai_settings.bg_color)
    
            self.high_score_rect = self.high_score_image.get_rect()
            self.high_score_rect.right = self.score_rect.right
            self.high_score_rect.top = self.score_rect.bottom
    
        def prep_level(self):
            """将等级渲染成为图像"""
            level_str = str("Level: ") + str(self.stats.level)
            self.level_image = self.font.render(level_str, True, self.text_color, self.ai_settings.bg_color)
    
            # 将等级显示在右下角
            self.level_rect = self.level_image.get_rect()
            self.level_rect.right = self.score_rect.right
            self.level_rect.bottom = self.screen_rect.bottom - 20
    
        def prep_ships(self):
            """显示剩余还有多少飞船"""
            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)
    
    

    game_stats.py

    整个游戏的统计信息模块,主要统计得分、等级,以及确定游戏是否进行

    class GameStats():
    
        def __init__(self, ai_settings):
            self.ai_settings = ai_settings
            self.reset_stats()
            self.game_active = False
            # 在任何情况下都不重置最高分
            # self.high_score=0
    
        def reset_stats(self):
            self.ships_left = self.ai_settings.ship_limit
            self.score=0
            self.level=1
            self.high_score = 0
    
            # 比较文件中的最高分和现在的最高分
            save_high_score=self.read_high_score()
            if int(save_high_score)>self.high_score:
                self.high_score=int(save_high_score)
    
        def read_high_score(self):
            Note = open('x.txt', mode='r')
            content = Note.read()
            print(content)
            Note.close()
            return content
    
    

    game_functions.py

    整个项目最核心的部分,放置着控制游戏进行的各种功能模块

    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):
        """检查键盘按下的事件响应"""
        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_bullets(ai_settings, screen, ship, bullets)
        elif event.key == pygame.K_q:
            sys.exit()
    
    
    def check_keyup_events(event, ship):
        """检查键盘弹起的事件响应"""
        if event.key == pygame.K_RIGHT:
            ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            ship.moving_left = False
    
    
    def write_high_score(stats):
        Note = open('x.txt', mode='w')
        Note.write(str(stats.high_score) + '\n')
        Note.close()
    
    
    def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
        """响应鼠标和键盘"""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                write_high_score(stats)
                sys.exit()
    
            elif event.type == pygame.KEYDOWN:
                check_keydown_events(event, ai_settings, screen, ship, bullets)
                # print(event.key)
    
            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):
        """让玩家在点击play按钮时候开始游戏"""
        button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
        if button_clicked and not stats.game_active:  # 该函数检查鼠标按下部分的x,y坐标是否在play的矩形框内
            # 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
    
            # 重置积分牌
            sb.prep_level()
            sb.prep_score()
            sb.prep_high_score()
            sb.prep_ships()
    
            aliens.empty()
            bullets.empty()
    
            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"""
        # 每次循环都重新绘制屏幕
        screen.fill(ai_settings.bg_color)
        # 子弹循环绘制
        for bullet in bullets.sprites():
            bullet.draw_bullet()
    
        ship.blitme()
        aliens.draw(screen)  # 对编组调用draw,将会自动绘制每个元素
        # 显示得分
        sb.show_score()
    
        # 如果游戏处于非活动状态,就显示play按钮
        if not stats.game_active:
            play_button.draw_button()  # 绘制play按钮
    
        # 让最新绘制可见
        pygame.display.flip()
    
    
    def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
        """更新一些个子弹设置"""
        # 更新子弹的位置
        bullets.update()
        # 删除已经消失的子弹
        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 check_high_score(stats, sb):
        """检查是否诞生了新的最高分"""
        if stats.score > stats.high_score:
            stats.high_score = stats.score
            sb.prep_high_score()
    
    
    def check_level_provide_bullets(ai_settings, stats, sb):
        """检查等级是否达到最够高,可以提供大额子弹"""
        dream_level_1 = 2
        dream_level_2 = 3
        dream_level_3 = 4
    
        if stats.level >= dream_level_1:
            ai_settings.bullet_width = 15
        elif stats.level >= dream_level_2:
            ai_settings.bullets_allowed = 5
            ai_settings.bullet_width = 20
        elif stats.level >= dream_level_3:
            ai_settings.bullet_speed_factor = 1.5 * ai_settings.bullet_speed_factor
        sb.prep_level()
    
    
    def play_sound():
        pygame.mixer.init()
        pygame.mixer.music.load('z_biubiu.mp3')
        pygame.mixer.music.play()
    
    
    def check_bullet_alien_collisions(ai_settings, screen, stats, sb, ship, aliens, bullets):
        """检查外星人和子弹发生了一些个碰撞之后更新分数,飞船和外星人碰撞后重置"""
        collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
    
        if collisions:
            for aliens in collisions.values():  # 确保每个外星人都计入,防止一个子弹打中多个外星人等情况出现积分错误
                play_sound()
                stats.score += ai_settings.alien_points
                sb.prep_score()
            check_high_score(stats, sb)
    
        if len(aliens) == 0:
            # 删除现有子弹并且加快游戏进度
            bullets.empty()
            ai_settings.increase_speed()
    
            # 消灭所有外星人,提升一个等级
            stats.level += 1
            # sb.prep_level()
            check_level_provide_bullets(ai_settings, stats, sb)
    
            create_fleet(ai_settings, screen, ship, aliens)
            # 删除现有的子弹并且创建新的一群外星人
    
    
    def fire_bullets(ai_settings, screen, ship, bullets):
        """进行子弹的更新,限制了子弹个数"""
        if len(bullets) < ai_settings.bullets_allowed:  # 限制子弹数量
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)
    
    
    def get_number_x(ai_settings, alien_width):
        """计算每行可以容纳多少外星人"""
        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 get_number_rows(ai_settings, ship_height, alien_height):
        """计算屏幕可以容纳多少外星人"""
        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 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)
        # 创建第一个外星人并且将其加入其中
        alien_width = alien.rect.width
        alien.x = alien_width + 2 * alien_width * alien_number
        alien.rect.x = alien.x
        # alien.rect.x=alien.rect.width+2*alien.rect.width*alien_number # 注意不可以使用这行,因为不更新alien.x 会导致产生的外星人都在一列重复着
        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"""
        alien = Alien(ai_settings, screen)
        number_aliens_x = get_number_x(ai_settings, alien.rect.width)
        number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
    
        # 创建第一个行外星人
        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                create_alien(ai_settings, screen, aliens, alien_number, row_number)
                # print(alien_number, row_number)
    
    
    def check_fleet_edges(ai_settings, aliens):
        """外星人到达边缘时采取相应措施"""
        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,并且改变他们的方向"""
        for alien in aliens.sprites():
            alien.rect.y += ai_settings.fleet_drop_speed
        ai_settings.fleet_direction *= -1
    
    
    def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
        """响应被外星人碰到的飞船"""
        if stats.ships_left > 0:
            stats.ships_left -= 1
    
            # 更新记分牌
            sb.prep_ships()
            aliens.empty()
            bullets.empty()
    
            # 创建一群新的外星人,并将飞船放在底部中央
            create_fleet(ai_settings, screen, ship, aliens)
            ship.center_ship()
            sleep(0.5)
    
        else:
            stats.game_active = False
            pygame.mouse.set_visible(True)
    
    
    def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
        """检查外星人是否在底部,在底部进行一些个重置操作"""
        screen_rect = screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
                break
    
    
    def update_aliens(ai_settings, stats, screen, sb, ship, aliens, bullets, ):
        """检查是否有外星人在边缘
           然后更新外星人的位置
        """
        check_fleet_edges(ai_settings, aliens)
        aliens.update()
    
        # 检查外星人和飞船之间的碰撞
        if pygame.sprite.spritecollideany(ship, aliens):
            ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
    
        check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
    
    

    3. 添加内容介绍

    添加的随着等级改变子弹设置

    根据不同的等级设置子弹参数,在game_functions.py当中添加函数

    def check_level_provide_bullets(ai_settings, stats, sb):
        """检查等级是否达到最够高,可以提供大额子弹"""
        dream_level_1 = 2
        dream_level_2 = 3
        dream_level_3 = 4
    
        if stats.level >= dream_level_1:
            ai_settings.bullet_width = 15
        elif stats.level >= dream_level_2:
            ai_settings.bullets_allowed = 5
            ai_settings.bullet_width = 20
        elif stats.level >= dream_level_3:
            ai_settings.bullet_speed_factor = 1.5 * ai_settings.bullet_speed_factor
        sb.prep_level()
    

    之后在game_functions.py的check_bullet_alien_collisions函数当中进行调用,在消灭所有外星人更新等级之后,进行等级查看修改子弹参数

        if len(aliens) == 0:
            # 删除现有子弹并且加快游戏进度
            bullets.empty()
            ai_settings.increase_speed()
    
            # 消灭所有外星人,提升一个等级
            stats.level += 1
            # sb.prep_level()
            check_level_provide_bullets(ai_settings, stats, sb)
    
            create_fleet(ai_settings, screen, ship, aliens)
            # 删除现有的子弹并且创建新的一群外星人
    

    保存最高分的文件,使得下次打开不重置最高分

    在sys.exit( )之前写入当前最高分

    def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
        """响应鼠标和键盘"""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                write_high_score(stats)
                sys.exit()
    
    def write_high_score(stats):
        Note = open('x.txt', mode='w')
        Note.write(str(stats.high_score) + '\n')
        Note.close()
    
    

    在game_stats.py当中读取文件显示最高分,进行调用

        def read_high_score(self):
            Note = open('x.txt', mode='r')
            content = Note.read()
            print(content)
            Note.close()
            return content
    
     def reset_stats(self):
            self.ships_left = self.ai_settings.ship_limit
            self.score=0
            self.level=1
            self.high_score = 0
    
            # 比较文件中的最高分和现在的最高分
            save_high_score=self.read_high_score()
            if int(save_high_score)>self.high_score:
                self.high_score=int(save_high_score)
    

    添加击中音效

    在game_functions.py编写添加音效的函数

    def play_sound():
        pygame.mixer.init()
        pygame.mixer.music.load('z_biubiu.mp3')
        pygame.mixer.music.play()
    
    

    每次击中,在函数check_bullet_alien_collisions中进行调用

        if collisions:
            for aliens in collisions.values():  # 确保每个外星人都计入,防止一个子弹打中多个外星人等情况出现积分错误
                play_sound()
                stats.score += ai_settings.alien_points
                sb.prep_score()
            check_high_score(stats, sb)
    

    4. 遇到的bug

    类继承

    主要遇到的问题是在进行显示剩余飞船时出现的

    attributeerror: 'ship' object has no attribute 'add_internal'
    

    其主要原因是没有在ship类里面继承Sprite,添加之后解决

    class Ship(Sprite):
    

    出现错误提示的代码

        def prep_ships(self):
            """显示剩余还有多少飞船"""
            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)
    

    在使用类进行列表的操作,即添加等相关内容时,注意类继承问题,alien,bullet没有进行类似编写可能同样出现问题

    坐标更新

    最近下外星人坐标更新时,发现这部分代码有点繁琐,尝试简化发现把所有外星人全部放在了同一列,图像仅仅显示一列外星人。这主要是因为在alien.update( )里面是根据x坐标进行创建,而不是rect.x进行创建

    alien_width = alien.rect.width
    alien.x = alien_width + 2 * alien_width * alien_number
    alien.rect.x = alien.x
    # alien.rect.x=alien.rect.width+2*alien.rect.width*alien_number # 注意不可以使用这行,因为不更新alien.x 会导致产生的外星人都在一列重复着
    

    5. 心得体会

    主要是进行了分模块操作解决功能,这种分级简化问题的思维方式很重要,在日后的学习中拆解问题是解决问题的重要步骤。而且这种有条理性的规划任务对自己的帮助很大。

    6. 下载资源

    图片下载
    https://www.nostarch.com/pythoncrashcourse
    音效下载
    https://www.aigei.com/

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