python實(shí)現(xiàn)飛機(jī)大戰(zhàn)游戲(pygame版)
簡(jiǎn)介
使用python實(shí)現(xiàn)pygame版的飛機(jī)大戰(zhàn)游戲;
環(huán)境:Windows系統(tǒng)+python3.8.0
游戲規(guī)則:
1.點(diǎn)擊“PLAY”或者按鍵“P”開(kāi)始游戲;
2.敵機(jī)根據(jù)設(shè)置頻率從頂部隨機(jī)位置生成,生成后向下移動(dòng);
3.飛船在底部中間生成,玩家使用上下左右鍵控制飛船移動(dòng),敲擊空格鍵發(fā)射子彈;
4.子彈打到敵機(jī),該敵機(jī)產(chǎn)生爆炸效果并累計(jì)分?jǐn)?shù)到右上角;
5.消滅10只飛機(jī)后,等級(jí)升高,敵機(jī)生成頻率變快,下落速度也變快;
6.當(dāng)三條命都消失了,游戲結(jié)束。
游戲運(yùn)行效果如下:

實(shí)現(xiàn)過(guò)程
1.新建文件“file.py”,用來(lái)存儲(chǔ)信息到文件和讀取文件的信息,本例用來(lái)存儲(chǔ)和讀取最高分;
import pickle
# filename = 'file/stats.pkl'
# 存儲(chǔ)信息到文件
def save_file(obj, filename):
statsObj = load_file(filename)
if statsObj == 0:
# 不存在文件時(shí),直接保存字典
with open(filename, 'wb') as f:
pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)
else:
# 存在文件時(shí),只修改文件中的最高分
for key, val in statsObj.items():
# 獲取文件最高分的值(當(dāng)文件字段不止一個(gè)時(shí)候使用)
if key == 'highScore':
statsObj[key] = obj['highScore']
obj = statsObj
with open(filename, 'wb') as f:
pickle.dump(obj, f, pickle.HIGHEST_PROTOCOL)
# 讀取信息
def load_file(filename):
try:
with open(filename, 'rb') as f:
return pickle.load(f)
except FileNotFoundError:
# 不存在文件則輸入錯(cuò)誤信息
msg = "Sorry, the file " + filename + " does not exist."
print(msg)
return 0
# obj = {'highScore': 20, 'points': 5}
# obj = {'highScore': 50}
# save_file(obj, filename)
# filedata = load_file(filename)
# print(filedata)2.k新建文件settings.py,用來(lái)定義一些必須的基本屬性和初始值;
import file as f class Settings(): def __init__(self): self.screen_width = 480 self.screen_height = 660 self.bg_color = (230, 230, 230) # 子彈設(shè)置(寬、高、顏色、最大數(shù)量) self.bullet_width = 5 self.bullet_height = 15 self.bullet_color = 255, 255, 255 # 敵機(jī)移動(dòng)頻率 self.enemy_frequency = 0 # 加快游戲節(jié)奏的速度 self.speedup_scale = 1.1 # 分?jǐn)?shù)的提高速度 self.score_scale = 1.5 self.initialize_settings() # 初始化統(tǒng)計(jì)信息 self.reset_stats() # 統(tǒng)計(jì)信息文件路徑 self.filename = 'file/stats.pkl' # 游戲剛啟動(dòng)時(shí)處于非活動(dòng)狀態(tài) self.game_active = False # 讀取文件的最高分,在任何情況下都不應(yīng)重置最高得分 statsObj = f.load_file(self.filename) if statsObj == 0: # 不存在文件則顯示最高分0 highScore = 0 else: for key, val in statsObj.items(): # 獲取文件最高分的值(當(dāng)文件字段不止一個(gè)時(shí)候使用) if key == 'highScore': highScore = val self.high_score = highScore def initialize_settings(self): """初始化隨游戲進(jìn)行而變化的設(shè)置""" self.player_move_speed = 2.5 self.bullet_speed = 3 self.enemy_move_speed = 1 # 記分 self.one_points = 50 def increase_speed(self): """提高速度設(shè)置""" # self.player_move_speed *= self.speedup_scale self.bullet_speed *= self.speedup_scale self.enemy_move_speed *= self.speedup_scale self.one_points = int(self.one_points * self.score_scale) def reset_stats(self): """初始化在游戲運(yùn)行期間可能變化的統(tǒng)計(jì)信息""" # 可射失的數(shù)量 self.player_limit = 3 # 射擊分?jǐn)?shù) self.score = 0 # 等級(jí) self.level = 1 # 打中多少矩形升一級(jí) self.level_number = 10 # 生成敵機(jī)頻率間隔 self.enemy_frequency_space = 50
3.新建文件enemy.py,用來(lái)定義敵機(jī)類(位置topleft隨機(jī)生成)和聲明方法move;
import pygame
import random
from pygame.sprite import Sprite
class Enemy(Sprite):
def __init__(self, enemy_down_imgs, settings):
super(Enemy, self).__init__()
self.image = pygame.image.load('images/enemy1.png')
self.rect = self.image.get_rect()
self.rect.topleft = [random.randint(0, settings.screen_width - self.rect.width), 0]
self.down_imgs = enemy_down_imgs
self.speed = settings.enemy_move_speed
self.down_index = 0
# 敵機(jī)移動(dòng),邊界判斷及刪除在游戲主循環(huán)里處理
def move(self):
self.rect.top += self.speed4.新建文件player.py,用來(lái)定義玩家類(可上下左右移動(dòng))和相應(yīng)的方法;
import pygame
from pygame.sprite import Sprite
class Player(Sprite):
def __init__(self, settings, screen):
super(Player, self).__init__()
self.settings = settings
self.screen = screen
self.screen_rect = self.screen.get_rect()
# 引入飛船圖片并定位
self.image = pygame.image.load('images/player.png')
self.rect = self.image.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
# 移動(dòng)標(biāo)志
self.move_left = False
self.move_right = False
self.move_down = False
self.move_up = False
def rotate(self, angle):
# 圖片旋轉(zhuǎn)
self.image = pygame.transform.rotate(self.image, angle)
def scale(self, multiple):
# 圖片縮放
self.image = pygame.transform.smoothscale(self.image, (multiple, multiple))
def update(self):
if self.move_left and self.rect.left > self.screen_rect.left:
self.rect.centerx -= self.settings.player_move_speed
if self.move_right and self.rect.right < self.screen_rect.right:
self.rect.centerx += self.settings.player_move_speed
if self.move_down and self.rect.bottom < self.screen_rect.bottom:
self.rect.centery += self.settings.player_move_speed
if self.move_up and self.rect.top > 0:
self.rect.centery -= self.settings.player_move_speed
def draw_player(self):
"""繪制飛船到屏幕"""
self.screen.blit(self.image, self.rect)5.新建文件“bullet.py”,用來(lái)定義子彈類(位置在飛船的頂部,并往上移動(dòng))和相應(yīng)的方法;
import pygame from pygame.sprite import Sprite class Bullet(Sprite): """ 一個(gè)對(duì)飛船發(fā)射的子彈進(jìn)行管理的類 """ def __init__(self, settings, screen, player): """ 在飛船所處的位置創(chuàng)建一個(gè)子彈對(duì)象 """ super(Bullet, self).__init__() self.screen = screen # 在 (0,0) 處創(chuàng)建一個(gè)表示子彈的矩形,再設(shè)置正確的位置 self.rect = pygame.Rect(0, 0, settings.bullet_width, settings.bullet_height) self.rect.centerx = player.rect.centerx # 飛船頂部 self.rect.bottom = player.rect.top # 存儲(chǔ)用小數(shù)表示的子彈位置 self.y = float(self.rect.y) self.color = settings.bullet_color self.speed = settings.bullet_speed def update(self): """向上移動(dòng)子彈""" # 更新表示子彈位置的小數(shù)值(子彈往右) self.y -= self.speed # 更新表示子彈的rect的位置 self.rect.y = self.y def draw_bullet(self): """在屏幕上繪制子彈""" pygame.draw.rect(self.screen, self.color, self.rect)
6.新建文件“button.py”,用來(lái)定義按鈕類和相應(yīng)方法,本例使用于繪制“PLAY”按鈕;
import pygame.font class Button(): def __init__(self, screen, msg): """初始化按鈕的屬性""" self.screen = screen self.screen_rect = screen.get_rect() # 設(shè)置按鈕的尺寸和其他屬性 self.width, self.height = 100, 30 self.button_color = (216, 30, 6) self.text_color = (255, 255, 255) self.font = pygame.font.SysFont(None, 36) # 創(chuàng)建按鈕的rect對(duì)象,并使其居中 self.rect = pygame.Rect(0, 0, self.width, self.height) self.rect.center = self.screen_rect.center # 按鈕的標(biāo)簽只需創(chuàng)建一次 self.prep_msg(msg) def prep_msg(self, msg): """將msg渲染為圖像,并使其在按鈕上居中""" 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): # 繪制一個(gè)用顏色填充的按鈕,再繪制文本 self.screen.fill(self.button_color, self.rect) self.screen.blit(self.msg_image, self.msg_image_rect)
7.新建文件“scoreboard.py”,用來(lái)定義記分板,本例使用于繪制左上角飛船(生命數(shù))、頂部中間的“最高分”、右上角的“積分”和“等級(jí)”;
import pygame.font
from pygame.sprite import Group
from player import Player
class Scoreboard():
"""顯示得分信息的類"""
def __init__(self, settings, screen):
"""初始化顯示得分涉及的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.settings = settings
# 顯示得分信息時(shí)使用的字體設(shè)置
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 30)
# 飛船縮放值
self.scaleValue = 20
# 準(zhǔn)備初始得分圖像\最高得分\等級(jí)
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_players()
def prep_score(self):
"""將得分轉(zhuǎn)換為渲染的圖像"""
rounded_score = int(round(self.settings.score, -1))
score_str = '{:,}'.format(rounded_score)
self.score_image = self.font.render(score_str, True, self.text_color)
# 將得分放在屏幕右上角
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):
""" 將最高得分轉(zhuǎn)換為渲染的圖像 """
high_score = int(round(self.settings.high_score, -1))
high_score_str = "{:,}".format(high_score)
self.high_score_image = self.font.render(high_score_str, True, self.text_color)
# 將最高得分放在屏幕頂部中央
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):
"""將等級(jí)轉(zhuǎn)換為渲染的圖像"""
self.level_image = self.font.render(str(self.settings.level), True, self.text_color)
# 將等級(jí)放在得分下方
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_players(self):
""" 顯示還余下多少艘飛船 """
self.players = Group()
for player_number in range(self.settings.player_limit):
player = Player(self.settings, self.screen)
# 縮放球大小并賦值位置
player.scale(self.scaleValue)
player.rect.x = 10 + player.rect.width * player_number * 0.5
player.rect.y = self.score_rect.top
self.players.add(player)
def show_score(self):
"""在屏幕上顯示得分"""
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)
# 繪制飛船
self.players.draw(self.screen)8.新建文件“game_functions.py”,存放跟游戲有關(guān)的所有業(yè)務(wù)邏輯函數(shù)(代碼有詳細(xì)的注釋信息);
import sys
import pygame
from bullet import Bullet
from enemy import Enemy
import file as f
# 事件
def check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound):
""" 響應(yīng)按鍵和鼠標(biāo)事件 """
for event in pygame.event.get():
if event.type == pygame.QUIT:
save_file(settings)
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound)
elif event.type == pygame.KEYUP:
check_keyup_events(event, player)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y)
def check_keydown_events(event, settings, screen, player, scoreboard, bullets, fireSound):
""" 響應(yīng)按鍵 """
if event.key == pygame.K_DOWN:
player.move_down = True
elif event.key == pygame.K_UP:
player.move_up = True
elif event.key == pygame.K_LEFT:
player.move_left = True
elif event.key == pygame.K_RIGHT:
player.move_right = True
elif event.key == pygame.K_SPACE:
fireSound.play()
# 點(diǎn)擊空格鍵創(chuàng)建一顆子彈
fire_bullet(settings, screen, player, bullets)
elif event.key == pygame.K_p:
start_game(settings, scoreboard)
elif event.key == pygame.K_q:
save_file(settings)
sys.exit()
def check_keyup_events(event, player):
""" 響應(yīng)松開(kāi) """
if event.key == pygame.K_DOWN:
player.move_down = False
elif event.key == pygame.K_UP:
player.move_up = False
elif event.key == pygame.K_LEFT:
player.move_left = False
elif event.key == pygame.K_RIGHT:
player.move_right = False
def check_play_button(settings, play_button, scoreboard, mouse_x, mouse_y):
"""在玩家單擊Play按鈕時(shí)開(kāi)始新游戲"""
button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
if button_clicked and not settings.game_active:
start_game(settings, scoreboard)
def start_game(settings, scoreboard):
"""開(kāi)始游戲"""
# 重置游戲設(shè)置
settings.initialize_settings()
# 隱藏光標(biāo)
pygame.mouse.set_visible(False)
# 重置游戲統(tǒng)計(jì)信息
settings.reset_stats()
settings.game_active = True
# 重置記分牌圖像
scoreboard.prep_score()
scoreboard.prep_high_score()
scoreboard.prep_level()
scoreboard.prep_players()
def save_file(settings):
# 保持文件
obj = {'highScore': settings.high_score}
f.save_file(obj, settings.filename)
# 敵機(jī)
def update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound):
# 生成敵機(jī),需要控制生成頻率
if settings.enemy_frequency % settings.enemy_frequency_space == 0:
enemy1 = Enemy(enemy_down_imgs, settings)
enemies.add(enemy1)
settings.enemy_frequency += 1
if settings.enemy_frequency >= 100:
settings.enemy_frequency = 0
for enemy in enemies:
# 移動(dòng)敵機(jī)
enemy.move()
# 敵機(jī)與玩家飛機(jī)碰撞效果處理 兩個(gè)精靈之間的圓檢測(cè)
if pygame.sprite.collide_circle(enemy, player):
enemies_down.add(enemy)
enemies.remove(enemy)
settings.player_limit -= 1
scoreboard.prep_players()
break
# 移動(dòng)出屏幕后刪除飛機(jī)
if enemy.rect.top < 0:
enemies.remove(enemy)
# 敵機(jī)被子彈擊中效果處理
# 將被擊中的敵機(jī)對(duì)象添加到擊毀敵機(jī) Group 中,用來(lái)渲染擊毀動(dòng)畫(huà)
# 方法groupcollide()是檢測(cè)兩個(gè)精靈組中精靈們的矩形沖突
enemies1_down = pygame.sprite.groupcollide(enemies, bullets, True, True)
if enemies1_down:
explosiveSound.play()
# 計(jì)算分?jǐn)?shù)并渲染
for enemys in enemies1_down.values():
settings.score += settings.one_points * len(enemys)
scoreboard.prep_score()
# 渲染最高分
check_high_score(settings, scoreboard)
# 等達(dá)到等級(jí)數(shù)量升級(jí)并渲染新等級(jí)
settings.level_number -= 1
if settings.level_number == 0:
settings.increase_speed()
settings.level += 1
scoreboard.prep_level()
# 還原為4(同settings一致)
settings.level_number = 10
# 加快生成敵機(jī)
if settings.enemy_frequency_space > 10:
settings.enemy_frequency_space -= 10
# 遍歷key值 返回的碰撞敵機(jī)
for enemy_down in enemies1_down:
# 點(diǎn)擊銷毀的敵機(jī)到列表
enemies_down.add(enemy_down)
# 敵機(jī)被子彈擊中效果顯示
for enemy_down in enemies_down:
if enemy_down.down_index == 0:
pass
if enemy_down.down_index > 7:
enemies_down.remove(enemy_down)
continue
#顯示碰撞圖片
screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)
enemy_down.down_index += 1
# 顯示精靈
enemies.draw(screen)
# 子彈
def fire_bullet(settings, screen, player, bullets):
"""創(chuàng)建子彈"""
new_bullet = Bullet(settings, screen, player)
bullets.add(new_bullet)
def update_bullets(screen, bullets):
"""更新子彈的位置,并刪除已消失的子彈"""
# 更新子彈的位置
bullets.update()
# 刪除已消失的子彈并同時(shí)更新飛船的生命
for bullet in bullets.copy():
if bullet.rect.top < screen.get_rect().top:
bullets.remove(bullet)
# 分?jǐn)?shù)
def check_high_score(settings, scoreboard):
"""檢查是否誕生了新的最高得分"""
if settings.score > settings.high_score:
settings.high_score = settings.score
scoreboard.prep_high_score()
# 屏幕
def update_screen(settings, screen, player, play_button, scoreboard, enemies, bullets):
""" 更新屏幕上的圖像,并切換到新屏幕 """
# 繪制飛船到屏幕
player.draw_player()
# 繪制子彈到屏幕
for bullet in bullets.sprites():
bullet.draw_bullet()
# 渲染記分牌信息
scoreboard.show_score()
#
if settings.player_limit == 0:
settings.game_active = False
settings.reset_stats()
# 清空矩形列表和子彈列表
enemies.empty()
bullets.empty()
screen_rect = screen.get_rect()
player.rect.centerx = screen_rect.centerx
player.rect.bottom = screen_rect.bottom
# 如果游戲處于非活動(dòng)狀態(tài),就繪制 Play 按鈕
if not settings.game_active:
play_button.draw_button()
# 讓最近繪制的屏幕可見(jiàn)
pygame.display.flip()9.新建文件shootingenemy.py,主函數(shù)用來(lái)初始化程序,并同步更新程序的信息;
import pygame
from pygame.sprite import Group
from settings import Settings
from button import Button
from player import Player
import game_functions as gf
from scoreboard import Scoreboard
def run_game():
pygame.init()
# 初始化全部音頻,并加載爆炸聲音樂(lè)
pygame.mixer.init()
# 等待1s
pygame.time.delay(1000)
pygame.mixer.music.load('file/bgsound.mp3')
# -1代表無(wú)限循環(huán)(背景音樂(lè))
pygame.mixer.music.play(-1)
# 爆炸聲
explosiveSound = pygame.mixer.Sound('file/explosiveSound.wav')
# 槍聲
fireSound = pygame.mixer.Sound('file/fireSound.wav')
# 游戲循環(huán)幀率設(shè)置
clock = pygame.time.Clock()
settings = Settings()
screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
# 全屏顯示
# screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
pygame.display.set_caption('飛機(jī)大戰(zhàn)')
# 左上角圖標(biāo)
ic_launcher = pygame.image.load('images/ic_launcher.png').convert_alpha()
pygame.display.set_icon(ic_launcher)
# 背景圖
background = pygame.image.load('images/background.png').convert_alpha()
# 敵機(jī)圖片
enemy_img1= pygame.image.load('images/enemy1.png')
enemy_img2= pygame.image.load('images/enemy2.png')
enemy_img3= pygame.image.load('images/enemy3.png')
enemy_img4= pygame.image.load('images/enemy4.png')
# 敵機(jī)不同狀態(tài)的圖片列表,多張圖片展示為動(dòng)畫(huà)效果
enemy_down_imgs = []
enemy_down_imgs.append(enemy_img1)
enemy_down_imgs.append(enemy_img2)
enemy_down_imgs.append(enemy_img3)
enemy_down_imgs.append(enemy_img4)
# 儲(chǔ)存敵機(jī)
enemies = Group()
# 存儲(chǔ)被擊毀的飛機(jī),用來(lái)渲染擊毀動(dòng)畫(huà)
enemies_down = Group()
# 創(chuàng)建Play按鈕
play_button = Button(screen, 'Play')
# 創(chuàng)建飛船
player = Player(settings, screen)
# 創(chuàng)建子彈的編組
bullets = Group()
# 創(chuàng)建記分牌
scoreboard = Scoreboard(settings, screen)
while True:
# 繪制背景
screen.blit(background, (0, 0))
# 控制游戲最大頻率
clock.tick(60)
# 檢查玩家輸入(不加會(huì)導(dǎo)致一直加載)
gf.check_events(settings, screen, player, play_button, scoreboard, bullets, fireSound)
if settings.game_active:
# 更新飛船位置
player.update()
# 更新敵機(jī)
gf.update_enemies(settings, screen, scoreboard, enemies, enemies_down, enemy_down_imgs, player, bullets, explosiveSound)
# 更新子彈位置
gf.update_bullets(screen, bullets)
# 更新屏幕信息
gf.update_screen(settings, screen, player, play_button, scoreboard, enemies, bullets)
run_game(), 10.在文件shootingenemy.py目錄路徑下,執(zhí)行命令“python shootingenemy.py”彈出窗口,即可對(duì)其操作游玩。
結(jié)語(yǔ)
該游戲加入了背景音樂(lè)、射擊聲、子彈射中敵機(jī)的爆炸聲和爆炸效果、生命數(shù)、積分、等級(jí)、最高分和開(kāi)始按鈕等元素,大家也可以自行加入其它好玩的元素。
更多關(guān)于python游戲的精彩文章請(qǐng)點(diǎn)擊查看以下專題:
更多有趣的經(jīng)典小游戲?qū)崿F(xiàn)專題,分享給大家:
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
相關(guān)文章
使用Python實(shí)現(xiàn)炫酷的數(shù)據(jù)動(dòng)態(tài)圖大全
數(shù)據(jù)可視化是通過(guò)圖形、圖表、地圖等可視元素將數(shù)據(jù)呈現(xiàn)出來(lái),以便更容易理解、分析和解釋,它是將抽象的數(shù)據(jù)轉(zhuǎn)化為直觀形象的過(guò)程,本文給大家介紹了使用Python實(shí)現(xiàn)炫酷的數(shù)據(jù)動(dòng)態(tài)圖大全,需要的朋友可以參考下2024-06-06
Python基于隨機(jī)采樣一至性實(shí)現(xiàn)擬合橢圓
這篇文章主要為大家詳細(xì)介紹了Python如何基于隨機(jī)采樣一至性實(shí)現(xiàn)擬合橢圓,文中的示例代碼講解詳細(xì),具有一定的借鑒價(jià)值,感興趣的可以了解一下2022-11-11
python使用matplotlib的savefig保存時(shí)圖片保存不完整的問(wèn)題
這篇文章主要介紹了python使用matplotlib的savefig保存時(shí)圖片保存不完整的問(wèn)題,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)學(xué)習(xí)吧2021-01-01
Python實(shí)現(xiàn)孤立隨機(jī)森林算法的示例代碼
孤立森林(isolation?Forest)是一種高效的異常檢測(cè)算法,它和隨機(jī)森林類似,但每次選擇劃分屬性和劃分點(diǎn)(值)時(shí)都是隨機(jī)的,而不是根據(jù)信息增益或基尼指數(shù)來(lái)選擇。本文將用Python實(shí)現(xiàn)這一算法,需要的可以參考一下2022-03-03
Python的內(nèi)置數(shù)據(jù)類型中的數(shù)字
這篇文章主要介紹Python內(nèi)置數(shù)據(jù)類型中的數(shù)字(Number),包括整數(shù)(int),小數(shù)(float),復(fù)數(shù)(Complex),布爾類型(bool)這幾種數(shù)據(jù)類型。本文介紹的都是Python3.x中的數(shù)據(jù)類型,需要的朋友請(qǐng)參考下面文章2021-09-09
python中可以發(fā)生異常自動(dòng)重試庫(kù)retrying
這篇文章主要介紹了python中可以發(fā)生異常自動(dòng)重試庫(kù)retrying,retrying是一個(gè)極簡(jiǎn)的使用Python編寫(xiě)的庫(kù),主題更多相關(guān)內(nèi)容需要的朋友可以參考一下2022-06-06
python實(shí)現(xiàn)數(shù)據(jù)挖掘中分箱的示例代碼
數(shù)據(jù)分箱(英語(yǔ):Data?binning)是一種數(shù)據(jù)預(yù)處理方法,用于最大限度地減少小觀測(cè)誤差的影響,本文主要為大家介紹了python實(shí)現(xiàn)數(shù)據(jù)分箱的相關(guān)知識(shí),感興趣的可以了解下2024-01-01
CentOS 7如何實(shí)現(xiàn)定時(shí)執(zhí)行python腳本
這篇文章主要介紹了CentOS 7如何實(shí)現(xiàn)定時(shí)執(zhí)行python腳本,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友可以參考下2020-06-06
python如何將aac轉(zhuǎn)為mp3,保持原有目錄結(jié)構(gòu)
使用Python腳本實(shí)現(xiàn)AAC格式轉(zhuǎn)MP3格式的方法介紹,需要用戶輸入AAC文件所在目錄路徑和MP3輸出目錄路徑,通過(guò)調(diào)用FFmpeg工具實(shí)現(xiàn)格式轉(zhuǎn)換,該腳本簡(jiǎn)單易懂,適合需要批量處理音頻文件的用戶,使用前需確保已安裝FFmpeg環(huán)境2024-11-11

