第一步 安装pygame
pip install pygame |
第二步 创建项目
alien_invasion.py:游戏窗体
settings.py:设置类
ship.py:飞船类
alien_invasion.py
import pygameimport game_functionsfrom ship import Shipfrom settings import Settingsfrom pygame.sprite import Groupdef run_game(): # 初始化背景设置 pygame.init() # 创建名为screen的显示窗口, (1000, 500)为一个元组,指定游戏窗口的尺寸(宽10200px,高500px) ai_setting = Settings() screen = pygame.display.set_mode(( ai_setting.screen_width, ai_setting.screen_height )) # 显示窗口的标题为'Alien Invasion' pygame.display.set_caption("Alien Invasion") # 创建一艘飞船 ship = Ship(ai_setting, screen) # 创建一个用于存储子弹的编组 bullets = Group() while True: game_functions.check_events(ai_setting, screen, ship, bullets) ship.update() # 删除已消失的子弹 game_functions.update_bullets(bullets) game_functions.update_screen(ai_setting, screen, ship, bullets)run_game() |
ship.py
import pygameclass Ship: def __init__(self, ai_settings, screen): """初始化飞船并设置其初始位置""" self.screen = screen self.ai_settings = ai_settings # 加载飞船图像并获取其外接矩阵 self.image = pygame.image.load('images/ship.png') # get_rect()获取相应surface的属性rect 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种存储小数值 self.center = float(self.rect.centerx) # 移动标志 self.moving_right = False self.moving_left = False def update(self): """根据移动标志调整飞船的位置""" if self.moving_right and self.rect.right < self.screen_rect.right: # 向右移动飞船 self.rect.centerx += self.ai_settings.ship_speed_factor if self.moving_left and self.rect.left > 0: # 向左移动飞船 self.rect.centerx -= self.ai_settings.ship_speed_factor def blitme(self): """在指定位置绘制飞船""" self.screen.blit(self.image, self.rect) |
game_functions.py
import sysimport pygamefrom bullet import Bulletdef check_keydown_events(event, ai_settings, screen, ship, bullets): """响应按键""" 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)def fire_bullet(ai_settings, screen, ship, bullets): """如果还没有达到限制,就发射一颗子弹""" # 创建新子弹并将其加入到编组bullets中 if len(bullets) < ai_settings.bullet_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet)def check_keyup_events(event, ship): """响应松开""" if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = Falsedef check_events(ai_settings, screen, ship, bullets): """响应按键和鼠标事件""" # 检测事件,所有键盘和鼠标的事件都将促使for循环运行 for event in pygame.event.get(): # 单击游戏窗口的关闭按钮时,将触发pygame.QUIT事件 if event.type == pygame.QUIT: # 退出游戏 sys.exit() elif event.type == pygame.KEYDOWN: check_keydown_events(event, ai_settings, screen, ship, bullets) elif event.type == pygame.KEYUP: check_keyup_events(event, ship)def update_screen(ai_settings, screen, ship, bullets): """更新屏幕上的图像,并切换到新屏幕""" # 每次循环时都重绘屏幕 # fill()用于背景色填充屏幕,只接受一个实参:一种颜色 screen.fill(ai_settings.bg_color) # 再飞船和外星人后面重绘所有子弹 for bullet in bullets.sprites(): bullet.draw_bullet() # 将飞船绘制在屏幕上,确保它出现在背景前面 ship.blitme() # 每次执行while循环时都绘制一个空屏幕,并擦去旧屏幕,使得只有新屏幕可见 # pygame.display.flip()不断更新屏幕,以显示元素的新位置,并在原来的位置影藏元素 pygame.display.flip()def update_bullets(bullets): """更新子弹的位置,并删除已消失的子弹""" # 更新子弹的位置 bullets.update() for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) |
settins.py
class Settings: def __init__(self): """初始化游戏的设置""" # 屏幕设置 self.screen_width = 1000 self.screen_height = 500 self.bg_color = (230, 230, 230) # 飞船的设置 self.ship_speed_factor = 1.5 # 子弹设置 self.bullet_speed_factor = 1 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullet_allowed = 3 |
bullet.py
import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite): """一个对飞船发射的子弹进行管理的类""" def __init__(self, ai_settings, screen, ship): """在飞船所处的位置创建一个子弹对象""" # 调用super()来继承Sprite # 也可写为super().__init__() super(Bullet, self).__init__() self.screen = screen # 在(0, 0)出创建一个表示字段的矩形,再设置正确的位置 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 def update(self): """向上移动子弹""" # 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 def draw_bullet(self): """再屏幕上绘制子弹""" pygame.draw.rect(self.screen, self.color, self.rect) |