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代码来源《python编程从入门到实践》Eric Matthes 署 袁国忠 译
使用软件:PyCharm Community Editor 2022
目的:记录一下按照书上敲的代码
游戏的一些初始化设置,调用已经封装好的函数方法,一个函数的调用实现一个游戏的部分。
- 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():
- # 初始化游戏并创建一个屏幕对象
- pygame.init()
- ai_settigns = Settings()
- # 里面是一个元组
- screen = pygame.display.set_mode((ai_settigns.screen_width, ai_settigns.screen_height))
- # 窗口尺寸,宽高
- # screen=pygame.display.set_mode((1200,800))
- # 窗口标题
- pygame.display.set_caption("Alien Invasion")
- # 创建Play按钮
- play_button = Button(ai_settigns, screen, "Play")
- # 创建一个用于存储游戏统计信息的实例
- stats = GameStats(ai_settigns)
- # 创建储存游戏统计信息的实例,并创建记分牌
- sb = Scoreboard(ai_settigns, screen, stats)
-
- # 设置背景色
- # bg_color=(230,230,230)
- # 创建一艘飞船、一个子弹编组和一个外星人编组
- ship = Ship(ai_settigns, screen)
- # 创建一个用于存储子弹的编组
- bullets = Group()
- # 创建一个外星人
- # alien=Alien(ai_settigns,screen)
- aliens = Group()
- # 创建外星人群
- gf.create_fleet(ai_settigns, screen, ship, aliens)
-
- # 开始游戏的主循环
- while True:
- gf.check_events(ai_settigns, screen, stats, sb, play_button, ship, aliens, bullets)
- if stats.game_active:
- ship.update()
- gf.update_bullets(ai_settigns, screen, stats, sb, ship, aliens, bullets)
- gf.update_aliens(ai_settigns, screen, stats, sb, ship, aliens, bullets)
- # print(len(bullets))
-
- gf.update_screen(ai_settigns, screen, stats, sb, ship, aliens, bullets, play_button)
- # 监视键盘和鼠标事件
- # for event in pygame.event.get():
- # if event.type==pygame.QUIT:
- # sys.exit()
- # 每次循环都重绘屏幕
- # screen.fill(bg_color)
- # screen.fill(ai_settigns.gb_color)
- # ship.blitme()
- # 让最近绘制的屏幕可见
- # pygame.display.flip()
-
-
- run_game()
游戏主体,具体功能的实现被封装在里面,按下按键、松开按键的响应,界面的更新、子弹的发射、外星人和飞船之间碰撞的检查等等。
- import sys
- import pygame
- from bullet import Bullet
- from alien import Alien
- from time import sleep
-
-
- # 响应按键
- def check_keydown_events(event, ai_settings, screen, ship, bullets):
- 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_bullet(ai_settings, screen, ship, bullets)
- # 按下键盘上的q键同样关闭游戏界面(需要是英文状态下)
- elif event.key == pygame.K_q:
- sys.exit()
-
-
- # 响应松开
- def check_keyup_events(event, ship):
- if event.key == pygame.K_RIGHT:
- ship.moving_right = False
- elif event.key == pygame.K_LEFT:
- ship.moving_left = False
-
-
- # 响应按键和鼠标事件
- def check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets):
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- sys.exit()
-
- elif event.type == pygame.KEYDOWN:
- # if event.key == pygame.K_RIGHT:
- # ship.moving_right = True
- # elif event.key == pygame.K_LEFT:
- # ship.moving_left = True
- check_keydown_events(event, ai_settings, screen, ship, bullets)
- elif event.type == pygame.KEYUP:
- # if event.key == pygame.K_RIGHT:
- # ship.moving_right = False
- # elif event.key == pygame.K_LEFT:
- # ship.moving_left = False
- 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)
-
-
- # 更新屏幕上的图像,并切换到新屏幕
- def update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button):
- # 每次循环时都重绘屏幕
- screen.fill(ai_settings.bg_color)
- # 在飞船和外星人后面重绘所有子弹
- for bullet in bullets.sprites():
- bullet.draw_bullet()
- ship.blitme()
- aliens.draw(screen)
- # 显示得分
- sb.show_score()
- # 如果游戏处于非活动状态,就绘制Play按钮
- if not stats.game_active:
- play_button.draw_button()
- # 让最近绘制的屏幕可见
- pygame.display.flip()
-
-
- # 更新子弹的位置,并删除已经消失的子弹
- def update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets):
- # 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)
-
- # 检查是否有子弹击中了外星人
- # 如果是这样,就删除相应的子弹和外星人
- check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets)
-
-
- # 响应子弹和外星人的碰撞
- def check_bullet_alien_collision(ai_settings, screen, stats, sb, ship, aliens, bullets):
- # 删除发生碰撞的子弹和外星人
- collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
- if collisions:
- for aliens in collisions.values():
- stats.score += ai_settings.alien_points
- sb.prep_score()
- check_high_score(stats, sb)
-
- if len(aliens) == 0:
- # 删除现有的子弹并新建一群外星人(如果整群外星人都被消灭,就提高一个等级)
- bullets.empty()
- ai_settings.increase_speed()
- # 提高等级
- stats.level += 1
- sb.prep_level()
-
- create_fleet(ai_settings, screen, ship, aliens)
-
-
- # 如果还没有到达限制,就发射一颗子弹
- def fire_bullet(ai_settings, screen, ship, bullets):
- # 创建一颗子弹,并将其加入到编组bullets中
- if len(bullets) < ai_settings.bullets_allowed:
- new_bullet = Bullet(ai_settings, screen, ship)
- bullets.add(new_bullet)
-
-
- # 创建一个外星人群
- def create_fleet(ai_settings, screen, ship, aliens):
- # 创建一个外星人,并计算每行可容纳多少个外星人
- alien = Alien(ai_settings, screen)
- number_aliens_x = get_number_aliens_x(ai_settings, alien.rect.width)
- number_rows = get_number_rows(ai_settings, ship.rect.height, alien.rect.height)
-
- # 创建外星人群
- for row_number in range(number_rows):
- for alien_number in range(number_aliens_x):
- # 创建一个外星人并将其加入当前行
- create_alien(ai_settings, screen, aliens, alien_number, row_number)
-
-
- # 计算每行可容纳多少个外星人
- def get_number_aliens_x(ai_settings, alien_width):
- available_space_x = ai_settings.screen_width - 2 * alien_width
- number_aliens_x = int(available_space_x / (2 * alien_width))
- return number_aliens_x
-
-
- # 创建一个外星人并将其放在当前行
- def create_alien(ai_settings, screen, aliens, alien_number, row_number):
- # 外星人间距为外星人的宽度
- alien = Alien(ai_settings, screen)
- alien_width = alien.rect.width
- 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
- aliens.add(alien)
-
-
- # 计算屏幕可容纳多少行外星人
- def get_number_rows(ai_settings, ship_height, alien_height):
- available_space_y = (ai_settings.screen_height - (3 * alien_height) - ship_height)
- number_rows = int(available_space_y / (2 * alien_height))
- return number_rows
-
-
- # 检查是否有外星人位于屏幕边缘,更新外星人群中所有外星人的位置
- def update_aliens(ai_settings, screen, stats, sb, ship, aliens, bullets):
- check_fleet_edges(ai_settings, aliens)
- aliens.update()
-
- # 检测外星人和飞船之间的碰撞
- if pygame.sprite.spritecollideany(ship, aliens):
- # print("Ship hit!!!")
- ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
-
- # 检查是否有外星人到达屏幕底端
- check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets)
-
-
- # 有外星人到达边缘采取相应的措施
- def check_fleet_edges(ai_settings, aliens):
- for alien in aliens.sprites():
- if alien.check_edges():
- change_fleet_direction(ai_settings, aliens)
- break
-
-
- # 将整群外星人下移,并改变他们的方向
- def change_fleet_direction(ai_settings, aliens):
- for alien in aliens.sprites():
- alien.rect.y += ai_settings.fleet_drop_speed
- ai_settings.fleet_direction *= -1
-
-
- # 响应被外星人撞到的飞船
- def ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets):
- if stats.ships_left > 0:
- # 将ships_letf减1
- stats.ships_left -= 1
-
- # 更新记分牌
- sb.prep_ships()
-
- # 清空外星人列表和子弹列表
- aliens.empty()
- bullets.empty()
-
- # 创建一群新的外星人,并将飞船放到屏幕底端中央
- create_fleet(ai_settings, screen, ship, aliens)
- ship.center_ship()
-
- # 暂停
- sleep(0.5)
- else:
- stats.game_active = False
- pygame.mouse.set_visible(True)
-
-
- # 检查是否有外星人到达了屏幕底端
- def check_aliens_bottom(ai_settings, screen, stats, sb, ship, aliens, bullets):
- screen_rect = screen.get_rect()
- for alien in aliens.sprites():
- if alien.rect.bottom >= screen_rect.bottom:
- # 向飞船被撞到一样进行处理
- ship_hit(ai_settings, screen, stats, sb, ship, aliens, bullets)
- break
-
-
- # 在玩家单机Play按钮时开始新游戏
- def check_play_button(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets, mouse_x, mouse_y):
- button_clicked = play_button.rect.collidepoint(mouse_x, mouse_y)
- if button_clicked and not stats.game_active:
- # 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
-
- # 重置记分牌图像
- sb.prep_score()
- sb.prep_high_score()
- sb.prep_level()
- sb.prep_ships()
-
- # 清空外星人列表和子弹列表
- aliens.empty()
- bullets.empty()
-
- # 创建一群新的外星人,并让飞船居中
- create_fleet(ai_settings, screen, ship, aliens)
- ship.center_ship()
-
-
- # 检查是否诞生了新的最高部分
- def check_high_score(stats, sb):
- if stats.score > stats.high_score:
- stats.high_score = stats.score
- sb.prep_high_score()
游戏的一些初始化数据的储存,子弹的速度,大小,屏幕的大小等等。
- # 储存《外星人入侵》所设置的类
- class Settings():
- # 初始化游戏的静态属性
- def __init__(self):
- # 屏幕设置
- self.screen_width = 1200
- self.screen_height = 800
- self.bg_color = (230, 230, 230)
-
- # 飞船设置
- # 位置
- self.ship_speed_factor = 1.5
- self.ship_limit = 3
-
- # 子弹设置(宽高,颜色)
- self.bullet_speed_factor = 1 # 速度
- self.bullet_width = 3 # 宽度
- self.bullet_height = 15 # 高度
- self.bullet_color = 60, 60, 60 # 颜色
- self.bullets_allowed = 3
-
- # 外星人设置
- self.alien_speed_factor = 1
- self.fleet_drop_speed = 10
- # fleet_direction为1表示向右移,为-1表示向左移
- self.fleet_direction = 1
-
- # 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
-
- # 初始化随游戏进行而变化的设置
- def initialize_dynamic_settings(self):
- self.ship_speed_factor = 1.5
- self.bullet_speed_factor = 3
- self.alien_speed_factor = 1
-
- # fleet_direction为1表示向右;为-1表示向左
- self.fleet_direction = 1
-
- # 提高速度和外星人点数设置
- def increase_speed(self):
- 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)
飞船的初始化信息(在屏幕上面显示的位置)和移动。
- import pygame
- from pygame.sprite import Sprite
-
- class Ship(Sprite):
- # 初始化飞船并设置其初始位置
- def __init__(self, ai_settings, screen):
- super(Ship, self).__init__()
- self.screen = screen
- self.ai_settings = ai_settings
- # 加载飞船图像并获取外接矩形
- self.image = pygame.image.load('images/ship.png')
- self.rect = self.image.get_rect()
- self.screen_rect = screen.get_rect()
- # 将每艘新飞船放在屏幕底部中央
- self.rect.centerx = self.screen_rect.centerx
- self.rect.bottom = self.screen_rect.bottom
- # 在飞船的属性center中存储小数值
- self.center = float(self.rect.centerx)
-
- # 移动标志
- self.moving_right = False
- self.moving_left = False
-
- # 根据移动标志调整飞船的位置
- def update(self):
- # 更新飞船的center值,而不是rect
- # if self.moving_right:
- # 增加不能越界的条件
- if self.moving_right and self.rect.right < self.screen_rect.right:
- # self.rect.centerx += 1
- self.center += self.ai_settings.ship_speed_factor
- # elif self.moving_left:
- if self.moving_left and self.rect.left > 0:
- # self.rect.centerx -= 1
- self.center -= self.ai_settings.ship_speed_factor
-
- # 根据self.center更新rect对象
- self.rect.centerx = self.center
-
- # 在指定位置绘制飞船
- def blitme(self):
- self.screen.blit(self.image, self.rect)
-
- # 让飞船在屏幕上居中
- def center_ship(self):
- self.center = self.screen_rect.centerx
外星人的初始信息(在屏幕上面显示的位置)和移动。
- import pygame
- from pygame.sprite import Sprite
-
-
- # 表示单个外星人的类
- class Alien(Sprite):
- # 初始化外星人并设置起始位置
- def __init__(self, ai_settings, screen):
- super(Alien, self).__init__()
- self.screen = screen
- self.ai_settins = ai_settings
-
- # 加载外星人图像,并设置其rect属性
- self.image = pygame.image.load('images/alien.png')
- self.rect = self.image.get_rect()
-
- # 每个外星人最初都在屏幕左上角附近
- 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)
-
- # 在指定位置绘制外星人
- def blitme(self):
- self.screen.blit(self.image, self.rect)
-
- # 向右、左移动外星人
- def update(self):
- # self.x += self.ai_settins.alien_speed_factor
- self.x += (self.ai_settins.alien_speed_factor * self.ai_settins.fleet_direction)
- self.rect.x = self.x
-
- # 如果外星人位于屏幕边缘,就返回True
- def check_edges(self):
- screen_rect = self.screen.get_rect()
- if self.rect.right >= screen_rect.right:
- return True
- elif self.rect.left <= 0:
- return True
子弹的显示和移动。
- import pygame
- from pygame.sprite import Sprite
-
-
- # 一个对飞船发射的子弹进行管理的类
- class Bullet(Sprite):
- # 在飞船所处的位置创建一个子弹对象
- 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,在设置正确的位置
- 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
-
- # 向上移动子弹
- def update(self):
- # 更新表示子弹位置的小数值
- self.y -= self.speed_factor
- # 更新表示子弹的rect的位置
- self.rect.y = self.y
-
- # 在屏幕上绘制子弹
- def draw_bullet(self):
- pygame.draw.rect(self.screen, self.color, self.rect)
游戏是否结束,统计游戏运行期间的变化。
- # 跟踪游戏的统计信息
- class GameStats():
- # 初始化统计信息
- def __init__(self, ai_settings):
- self.ai_settings = ai_settings
- self.reset_stats()
- # 游戏刚启动时处于非活动状态
- self.game_active = False
- # 在任何情况下都不应重置最高得分
- self.high_score = 0
-
- # 初始化在游戏运行期间可能变化的统计信息
- def reset_stats(self):
- self.ships_left = self.ai_settings.ship_limit
- self.score = 0
- self.level = 1
开始按钮
- import pygame.font
-
-
- class Button():
- # 初始化按钮的属性
- def __init__(self, ai_setting, 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, 0, 0)
- self.text_color = (255, 255, 255)
- self.font = pygame.font.SysFont(None, 48)
-
- # 创建按钮的rect的对象,并使其居中
- self.rect = pygame.Rect(0, 0, self.width, self.height)
- self.rect.center = self.screen_rect.center
-
- # 按钮的标签只需创建一次
- self.prep_msg(msg)
-
- # 将msg渲染为图像,并使其在按钮上居中
- 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
-
- # 绘制一个用颜色填充的按钮,再绘制文本
- def draw_button(self):
- self.screen.fill(self.button_color, self.rect)
- self.screen.blit(self.msg_image, self.msg_image_rect)
当前得分,和最高得分
- import pygame.font
- from pygame.sprite import Group
- from ship import Ship
-
-
- # 显示得分信息的类
- class Scoreboard():
- def __init__(self, ai_setting, screen, stats):
- self.screen = screen
- self.screen_rect = screen.get_rect()
- self.ai_setting = ai_setting
- 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()
-
- # 将得分转换为一幅渲染的图像
- def prep_score(self):
- rounded_score = int(round(self.stats.score, -1))
- score_str = "{:,}".format(rounded_score)
- self.score_image = self.font.render(score_str, True, self.text_color, self.ai_setting.bg_color)
-
- # 将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 = 20
-
- # 在屏幕上显示得分和飞船
- 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)
- # 绘制飞船
- self.ships.draw(self.screen)
-
- # 将最高得分转换为渲染的图像
- def prep_high_score(self):
- high_score = int(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.ai_setting.bg_color)
-
- # 将最高得分放在屏幕顶部中央
- 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
-
- # 将等级转换为渲染的图像
- def prep_level(self):
- self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_setting.bg_color)
-
- # 将等级放在得分下方
- 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
-
- # 显示还余下多少艘飞船
- def prep_ships(self):
- self.ships = Group()
- for ship_number in range(self.stats.ships_left):
- ship = Ship(self.ai_setting, self.screen)
- ship.rect.x = 10 + ship_number * ship.rect.width
- ship.rect.y = 10
- self.ships.add(ship)
我们的飞船和下面的飞船相撞或者撞到下面的墙都会输出:“Ship hit!!!”(程序中已经注释)
图片可以自己去找,如果想修改图片可以运用电脑的“画图”工具来实现。
主要是记录一下这个,毕竟敲了这么久了,不过还是要理解。
整个游戏的结构还是是否清晰的,游戏的流程储存在alien_invasion中,为了让程序的可读性更好,把功能封装成对应的函数,把这些函数全部储存到game_functions中,把游戏需要初始化的数据(子弹的大小,颜色,速度等等)全部储存到settings中,ship是对飞船的抽象表示,alien是对外星人的抽象表示,bullet是对子弹的抽象表示,通过button来开始游戏,game_stats来记录整个游戏,用scoreboard统计游戏得分。
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