1. 程式人生 > 其它 >20212207 《Python程式設計》實驗四 Python綜合實踐實驗報告

20212207 《Python程式設計》實驗四 Python綜合實踐實驗報告

課程:《Python程式設計》
班級: 2122
姓名:唐思怡
學號:20212207
實驗教師:王志強
實驗日期:2022年5月19日
必修/選修: 公選課

1.實驗內容

Python綜合應用:爬蟲、資料處理、視覺化、機器學習、神經網路、遊戲、網路安全等。

注:在華為ECS伺服器(OpenOuler系統)和物理機(Windows/Linux系統)上使用VIM、PDB、IDLE、Pycharm等工具程式設計實現。

2. 實驗過程及結果

(一)實驗內容

編寫外星人入侵小遊戲,實現武裝飛船,射擊移動的外星人並計分的功能

(二)選題思路

作為剛剛接觸程式設計技術的大一新生,知識欠缺,不宜好高騖遠,因此選題採用了書本上的教學案例,一則可以鞏固前面所學,二則可以跟著書本推進,知道自己的不足並加以改正

(三)實驗程式碼

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)

圖片

 

(四)執行結果

在本機上執行

 

 在雲伺服器上執行

上傳程式碼

 在終端執行

 

(五 )實現過程

跟著書本的步驟,從短短几十行程式碼逐漸擴充到兩百多行,其中對一些程式碼進行改進,一些程式碼進行刪減,其中也有因為書上寫的較簡略而卡殼的時候。在整個過程中,第一次這麼直觀的感受到一個程式功能的完善是不斷改進的過程,在舊的基礎上加以修改和完善才會使功能更加強大。

 一些程式碼的說明:

pygame.display.set_mode() 建立顯示視窗

run_game()控制遊戲

Settings模組:將所有的設定都儲存到一個地方,每次訪問設定時,只需要使用一個設定物件

blitme()繪製圖像

moving_right持續移動  update()檢查moving_right的狀態

_check_keydown_events()中新增程式碼塊實現快捷鍵結束遊戲

_update_screen()每次主迴圈中重繪螢幕

_check_events()檢測相關的事件

Sprite.groupcollide()將一個編組中每個元素的rect同另外一個編組中每個元素的rect進行比較

Button類用於建立帶標籤的實心矩形按鈕

 

 

3. 實驗過程中遇到的問題和解決過程

  • 問題1:pip不能安裝pycharm
  • 解決方案:參考視訊後發現沒有新增路徑,新增後就可以正常安裝了
  • 問題2:不會使用雲伺服器
  • 解決方案:請教會的同學,上b站查詢教學視訊,在csdn查閱相關資料等
  • 問題3雲伺服器上的pythonpython2,不能正常執行
  • 解決方案:查詢相關資料,下載python3
  • 問題4:寫程式碼時執行出錯
  • 解決方法:反覆對照書本上的程式碼,看看是否有拼寫或其他錯誤,找出並改正,實在不行就詢問基礎較好的同學
  • 問題5pygame找不到螢幕
  • 解決方法:安裝xming

 4. 對全課的總結和思考

一開始選python的時候,覺得和c語言課一起上可以相互學習,但是隨著學習的深入,發現pythonc語言的差距還是挺大的,而且python也不像之前所瞭解到的那麼容易。

回顧上課的這段時光,上第一節課的時候,我對如何正確安裝能夠執行pythonpycharmidle都還迷迷糊糊。從第一節課學習寫猜數字小遊戲,到後來的計算機,測評python技能樹,用socket進行通訊,最後還跟著書上的步驟寫出了一整個可以執行的遊戲,還是特別有成就感的。在13周的學習中,我學到了數列的應用,字串,正則表示式,函式檔案及目錄操作,資料庫,網路爬蟲等知識,收穫頗豐,但是,也是因為學的東西太多了,我覺得不能及時鞏固,也不能掌握如何深入的運用,只能略知皮毛。

所以我建議可以把課程的內容放慢一點,一步一步來,把每個知識點講的更透一點,因為雖然網上可以查閱相關知識,但是篩選和查詢所花費的時間還是很多的,而且效率較低,不如老師直接講更加有用。

總的來說,很高興選到python這門課,也學到了很多,對程式設計技術的理解又更深了一點。