赞
踩
目录
我们已经基本完成了书上的所有操作,共用了14天学习,今天我们进行整理,将完整代码整理出来,供大家学习,也为今后我自己调阅。
一、心得体会
经过这段时间的学习,可以说浅显了解了pygame这个模块的一些函数使用,确实针对游戏的设计方面提供了很便利的支持。初步掌握了这些方法,我们可以很方便的作出一些其他的游戏。比如扫雷游戏,通过鼠标点击判断,再比如说贪食蛇,主要核心应该是碰撞的监测。至于纸牌或是其他的游戏目前还没有想好。
除了接触到一些新的函数,还学习了面对对象编程的方法,虽然不在公司上班,只是个人的小打小闹,但是先进的编程理念学起来肯定没有错。同时还感受到了规范的命名规则,对于我来说有点困难,因为英语不行,所以这个命名会大大降低我的编写速度,在调用函数时,要反复的看单词怎么写,太浪费时间了。
这次我们总共写了9个类,其实还是有规律的,不同的对象各自建一个类,比如说小花猫、小老鼠和子弹。然后需要修改的参数放在一个类,事件监听放在一个类等等,现在将所有的类代码整理如下:
- import pygame
- import settings
- from ship import Ship
- import game_functions as gf
- from pygame.sprite import Group
- from alien import Alien
- from game_stats import GameStats
- from button import Button
- from scoreboard import Scoreboard
-
- def run_game():
- pygame.init()
- new_setting=settings.Settings()
- screen = pygame.display.set_mode((new_setting.screen_width,new_setting.screen_height))
- ship = Ship(screen,new_setting)
- alien = Alien(new_setting,screen)
- pygame.display.set_caption("狂敲代码的橘子")
- bullets = Group()
- aliens = Group()
- gf.create_fleet(new_setting,screen,aliens)
- stats = GameStats(new_setting)
- play_button = Button(new_setting,screen,'Play')
- sb = Scoreboard(new_setting,screen,stats)
-
- while True:
- gf.check_events(new_setting,screen,ship,bullets,stats,play_button,aliens,sb)
- if stats.game_active:
- ship.update()
- gf.update_bullets(new_setting,screen,bullets,aliens,stats,sb)
- gf.update_aliens(new_setting,stats,screen,ship,aliens,bullets)
- gf.update_screen(new_setting,screen,stats,ship,bullets,aliens,play_button,sb)
-
-
- run_game()
- import sys
- import pygame
- import time
- from bullet import Bullet
- from alien import Alien
-
-
- def check_keydown_events(event,new_setting,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(new_setting, screen, ship, bullets)
-
- elif event.key == pygame.K_q:
- sys.exit()
-
-
- def check_keyup_events(event,ship):
- if event.key == pygame.K_RIGHT:
- ship.moving_right = False
-
- if event.key == pygame.K_LEFT:
- ship.moving_left = False
-
-
- def check_events(new_setting,screen,ship,bullets,stats,play_button,aliens,sb):
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- sys.exit()
- elif event.type==pygame.KEYDOWN:
- check_keydown_events(event,new_setting,screen,ship,bullets)
-
- 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(stats,play_button,mouse_x,mouse_y,new_setting,aliens,bullets,ship,screen,sb)
-
- def check_play_button(stats,play_button,mouse_x,mouse_y,new_setting,aliens,bullets,ship,screen,sb):
- if play_button.rect.collidepoint(mouse_x,mouse_y) and not stats.game_active:
- pygame.mouse.set_visible(False)
- stats.reset_stats()
- stats.game_active = True
-
- aliens.empty()
- bullets.empty()
- sb.prep_score()
- new_setting.initialize_dynamic_settings()
-
- create_fleet(new_setting,screen,aliens)
- ship.center_ship()
-
- def fire_bullet(new_setting,screen,ship,bullets):
- if len(bullets) < new_setting.bullets_allowed:
- new_bullet = Bullet(new_setting, screen, ship)
- bullets.add(new_bullet)
-
-
- def update_bullets(new_setting,screen,bullets,aliens,stats,sb):
- check_bullet_alien_collisions(new_setting,screen,bullets,aliens,stats,sb)
- bullets.update()
- for bullet in bullets.copy():
- if bullet.rect.bottom <= 0:
- bullets.remove(bullet)
-
- def check_bullet_alien_collisions(new_setting,screen,bullets,aliens,stats,sb):
- collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
- if collisions:
- for aliens in collisions.values():
- stats.score += len(aliens)
- sb.prep_score()
- if len(aliens) == 0:
- bullets.empty()
- new_setting.increase_speed()
- create_fleet(new_setting, screen, aliens)
-
-
- def create_fleet(new_setting,screen,aliens):
- for row_number in range(3):
- for alien_number in range(6):
- alien = Alien(new_setting,screen)
- alien.x = alien.rect.width+2*alien.rect.width*alien_number
- alien.rect.x = alien.x
- alien.rect.y = alien.rect.height+2*alien.rect.height*row_number
- aliens.add(alien)
-
- def update_screen(new_setting,screen,stats,ship,bullets,aliens,play_button,sb):
- screen.fill(new_setting.bg_color)
- for bullet in bullets.sprites():
- bullet.draw_bullet()
- ship.blitme()
- aliens.draw(screen)
- sb.show_score()
- if not stats.game_active:
- play_button.draw_button()
- pygame.display.flip()
-
- def ship_hit(new_setting,stats,screen,ship,aliens,bullets):
- stats.ships_left -= 1
- aliens.empty()
- bullets.empty()
- create_fleet(new_setting, screen, aliens)
- ship.center_ship()
- if stats.ships_left > 0:
- stats.ships_left -= 1
- time.sleep(0.5)
- else:
- stats.game_active = False
- pygame.mouse.set_visible(True)
-
-
- def check_aliens_bottom(new_setting,stats,screen,ship,aliens,bullets):
- screen_rect = screen.get_rect()
- for alien in aliens.sprites():
- if alien.rect.bottom >= screen_rect.bottom:
- ship_hit(new_setting,stats,screen,ship,aliens,bullets)
- break
-
-
- def update_aliens(new_setting,stats,screen,ship,aliens,bullets):
- check_fleet_edges(new_setting,aliens)
- aliens.update()
- if pygame.sprite.spritecollideany(ship,aliens):
- ship_hit(new_setting, stats, screen, ship, aliens, bullets)
- check_aliens_bottom(new_setting, stats, screen, ship, aliens, bullets)
-
-
- def change_fleet_direction(new_setting,aliens):
- for alien in aliens.sprites():
- alien.rect.y += new_setting.fleet_drop_speed
- new_setting.fleet_direction *=-1
-
-
- def check_fleet_edges(new_setting,aliens):
- for alien in aliens.sprites():
- if alien.check_edges():
- change_fleet_direction(new_setting,aliens)
- break
- import pygame
- from pygame.sprite import Sprite
-
- class Alien(Sprite):
- def __init__(self,new_setting,screen):
- super(Alien,self).__init__()
- self.screen = screen
- self.new_setting = new_setting
-
- self.image = pygame.image.load('mouse.jpg')
- 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 blitme(self):
- self.screen.blit(self.image,self.rect)
-
-
- def update(self):
- self.x += (self.new_setting.alien_speed_factor*self.new_setting.fleet_direction)
- self.rect.x = self.x
-
-
- 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
- import pygame
- from pygame.sprite import Sprite
-
- class Bullet(Sprite):
-
- def __init__(self,new_setting,screen,ship):
- super(Bullet,self).__init__()
- self.screen = screen
-
- self.rect = pygame.Rect(0,0,new_setting.bullet_width,new_setting.bullet_hight)
- self.rect.centerx = ship.rect.centerx
- self.rect.top = ship.rect.top
- self.y = float(self.rect.y)
- self.color = new_setting.bullet_color
- self.speed_factor = new_setting.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)
- class Settings():
-
- def __init__(self):
-
- self.screen_width = 800
- self.screen_height = 600
- self.bg_color = (255,255,255)
- self.ship_limit = 2
-
-
- self.bullet_width = 2
- self.bullet_hight = 5
- self.bullet_color = 60,60,60
- self.bullets_allowed = 20
-
- self.fleet_drop_speed = 30
-
-
- self.speedup_scale = 1.2
-
- self.initialize_dynamic_settings()
-
- def initialize_dynamic_settings(self):
- self.ship_speed_factor = 0.1
- self.bullet_speed_factor = 0.5
- self.alien_speed_factor = 0.5
- self.fleet_direction = 1
-
-
- 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
- import pygame.font
-
- class Button():
- def __init__(self,new_setting,screen,msg):
- self.screen = screen
- self.screen_rect =screen.get_rect()
-
- #设置按钮的尺寸
- 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)
-
- #创建按钮的rect对象
- 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)
- class GameStats():
- def __init__(self,new_setting):
- self.new_setting = new_setting
- self.reset_stats()
- self.game_active = False
-
-
- def reset_stats(self):
- self.ships_left = self.new_setting.ship_limit
- self.score = 0
- import pygame.font
-
- class Scoreboard():
-
- def __init__(self,new_setting,screen,stats):
- self.screen = screen
- self.screen_rect = screen.get_rect()
- self.new_setting = new_setting
- self.stats = stats
-
- self.text_color = (30,30,30)
- self.font = pygame.font.SysFont(None,48)
-
- self.prep_score()
-
- def prep_score(self):
- score_str = str(self.stats.score)
- self.score_image = self.font.render(score_str,True,self.text_color,self.new_setting.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 show_score(self):
- self.screen.blit(self.score_image,self.score_rect)
- import pygame
-
- class Ship():
- def __init__(self,screen,new_settings):
- self.screen = screen
- self.image = pygame.image.load('cat.png')
- self.rect = self.image.get_rect()
- self.screen_rect = screen.get_rect()
- self.rect.centerx = self.screen_rect.centerx
- self.rect.bottom=self.screen_rect.bottom
- self.new_settings = new_settings
-
- self.moving_right = False
- self.moving_left = False
- self.center = float(self.rect.centerx)
-
- def update(self):
- if self.moving_right and self.rect.right < self.screen_rect.right:
- self.center += self.new_settings.ship_speed_factor
-
- if self.moving_left and self.rect.left > 0:
- self.center -= self.new_settings.ship_speed_factor
-
- self.rect.centerx = self.center
-
- def blitme(self):
- self.screen.blit(self.image,self.rect)
-
-
- def center_ship(self):
- self.center = self.screen_rect.centerx
后面我准备将游戏在改一改,时代在进步,游戏画面我是无能为力,但是游戏机制可以改一改,这种老土的游戏机制我实在玩不下去,不符合我们现在玩的飞机大战,将小花猫的行动轨迹改一改,可以全屏移动,然后将小老鼠也改成不规则的,而不是集体向下 向右,如果有可能的话,改成躲避类,最后小老鼠也可以放子弹。
Copyright © 2003-2013 www.wpsshop.cn 版权所有,并保留所有权利。