第三周——项目实践(已完) Day5 7.15

本文档详细记录了如何使用pygame库开发完成了一款名为《外星人入侵》的2D游戏,包括游戏流程、关键类的功能实现和代码片段。玩家可以学习游戏开发的基本结构和操作。

学习时间:8:30——10:30               14:00—16:00

《外星人入侵》(2D游戏)已经完成,以下是文件和代码:

文件

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:                                                             #管理游戏资源和行为的类
    def __init__(self):                                                          #初始化游戏并创建游戏资源
        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):                                                          #开始游戏的主循环
        while True:                                                              #监视键盘和鼠标事件
            self._check_events()

            if self.stats.game_active:
                self.ship.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()

    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):
        collidions = pygame.sprite.groupcollide(self.bullets,self.aliens,True,True)
        if collidions:
            for aliens in collidions.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 _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 _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 _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_events(self):                                                 #响应按键和鼠标事件
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydowm_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_keydowm_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
        if 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 _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.blitime()
        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()                                                #让最近绘制的屏幕可见

if __name__ == '__main__':                                                       #创建游戏实例并运行
    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)

ship.py

import pygame
from pygame.sprite import Sprite

class Ship(Sprite):
    def __init__(self,ai_game):                                      #初始化飞船并设置其初始位置
        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             #将每艘新的飞船都放在屏幕底部中央

        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 blitime(self):                                               #在指定位置绘制飞船
        self.screen.blit(self.image,self.rect)

    def center_ship(self):
        self.rect.midbottom = self.screen_rect.midbottom
        self.x = float(self.rect.x)

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
        self.level = 1

    def reset_stats(self):
        self.ships_left = self.settings.ship_limit
        self.score = 0

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 check_high_score(self):
        if self.stats.score > self.stats.high_score:
            self.stats.high_score = self.stats.score
            self.prep_high_score()

    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 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 = 15
        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 = 1.5
        self.alien_speed = 0.4
        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)
        print(self.alien_points)

 

11-29
![](https://cdn.luogu.com.cn/upload/image_hosting/unknowndomain/2025/11/28/IMG20251128143506.jpg) ### 题目重述 利用消息队列实现一个简单的客户端/服务器应用:多个客户端进程可并发地向服务器进程发送消息,服务器收到后向每个客户端发送回执。例如,客户端(PID=1234)发送 `"hello"`,服务器回执 `"receipt of<hello> to Process 1234"`。 要求编写服务器和客户端程序,使用消息队列进行通信。 --- ### 给出答案(答案为带注释的代码块) #### 服务端程序:`server.c` ```c #include <stdio.h> #include <stdlib.h> #include <sys/msg.h> #include <string.h> #include <unistd.h> #define SERVER_KEY 1000 #define MAX_MSG_SIZE 128 // 消息结构体 struct msg_buffer { long mtype; // 消息类型 long client_pid; // 客户端 PID char text[MAX_MSG_SIZE]; // 消息正文 }; int main() { key_t key = SERVER_KEY; int msgid = msgget(key, 0666 | IPC_CREAT); if (msgid == -1) { perror("msgget failed"); exit(1); } printf("Server started, waiting for messages...\n"); struct msg_buffer msg; while (1) { // 接收任意类型为1的消息(来自客户端) if (msgrcv(msgid, &msg, sizeof(long) + MAX_MSG_SIZE, 1, 0) == -1) { perror("msgrcv failed"); break; } printf("Server received from PID %ld: %s\n", msg.client_pid, msg.text); // 构造回执消息 char receipt[128]; snprintf(receipt, sizeof(receipt), "receipt of<%s> to Process %ld", msg.text, msg.client_pid); // 根据客户端 PID 查找其专属消息队列 int client_msgid = msgget((key_t)(msg.client_pid % 65535), 0666); if (client_msgid != -1) { struct msg_buffer reply; reply.mtype = 1; // 回复类型 strncpy(reply.text, receipt, MAX_MSG_SIZE); msgsnd(client_msgid, &reply, strlen(reply.text) + 1, 0); } else { printf("No reply queue for PID %ld\n", msg.client_pid); } } // 清理消息队列 msgctl(msgid, IPC_RMID, NULL); return 0; } ``` --- #### 客户端程序:`client.c` ```c #include <stdio.h> #include <stdlib.h> #include <sys/msg.h> #include <string.h> #include <unistd.h> #define SERVER_KEY 1000 #define MAX_MSG_SIZE 128 // 消息结构体 struct msg_buffer { long mtype; long client_pid; char text[MAX_MSG_SIZE]; }; int main() { // 创建自己的消息队列(基于 PID) key_t client_key = getpid() % 65535; int client_msgid = msgget(client_key, 0666 | IPC_CREAT); if (client_msgid == -1) { perror("msgget (client)"); exit(1); } // 连接服务器消息队列 int server_msgid = msgget(SERVER_KEY, 0666); if (server_msgid == -1) { perror("msgget (server)"); exit(1); } struct msg_buffer msg; msg.mtype = 1; // 类型固定为1 msg.client_pid = getpid(); // 记录自身 PID strcpy(msg.text, "hello"); // 发送内容 // 发送到服务器 if (msgsnd(server_msgid, &msg, sizeof(long) + MAX_MSG_SIZE, 0) == -1) { perror("msgsnd"); exit(1); } printf("Client %ld sent: hello\n", msg.client_pid); // 接收回执 struct msg_buffer reply; if (msgrcv(client_msgid, &reply, MAX_MSG_SIZE, 1, 0) == -1) { perror("msgrcv (reply)"); exit(1); } printf("Client received: %s\n", reply.text); // 删除自己的消息队列 msgctl(client_msgid, IPC_RMID, NULL); return 0; } ``` --- ### 代码解析 1. **服务器逻辑**:创建一个全局消息队列(`SERVER_KEY`),持续监听类型为1的消息。提取客户端PID和消息内容,生成回执,并通过客户端独立的消息队列返回响应。 2. **客户端逻辑**:基于自身PID创建私有消息队列用于接收回执;向服务器公共队列发送包含自身PID和消息内容的数据包;随后等待并打印回执。 3. **通信机制**:使用 `msgget` 按键获取队列ID,`msgsnd` 发送消息,`msgrcv` 接收指定类型消息,`msgctl` 控制资源释放。 4. **多客户端支持**:每个客户端使用其PID模值得到唯一键建立独立接收通道,确保服务器能准确路由回执。 --- ### 知识点(列出该代码中遇到的知识点) - **消息队列(Message Queue)**:内核级进程间通信机制,支持多进程异步收发结构化消息,通过键值定位队列。 - **消息类型(mtype)**:用于过滤接收特定类型消息,实现多路复用或优先级调度。 - **IPC资源标识**:`msgget` 使用 `ftok` 或显式键生成唯一ID,不同进程可通过相同键访问同一资源。
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