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  • 2015/11/9用Python写游戏,pygame入门(8):按钮和游戏结束

    昨天没有更新内容,今天相对多写一些。

    因为我们已经基本完成游戏框架,但是游戏结束后,并不知道怎样比较好开始。我本来本着懒的原则,想结束后显示一个黑屏,然后你重新点一下鼠标就重新开始。但是那样实在太不像个热爱生活的程序员了,所以我决定用更合适的方法解决这个问题。

    为此,我决定实现一个相对比较过得去的按钮。


    为了实现按钮,我先创建一个测试程序体。然后在上面先实现一个按钮类的功能。

    具体的测试程序,我就不详说了,反正就是你去创建一个这样的小窗口:

    然后在上面完成一个按钮的类。

    我设想的按钮应该是这样的,当我把鼠标移动上去的时候,它会将白底显示成灰底,移开后,又显示回白底。这其实就是两张图片的切换,所以,第一步要做的是,制作两张图,一张是白底的按钮,一张是灰底的按钮:

    好了,接下来开始码这个类的功能了,首先是它的数据对象,必须得有两张图。

    然后它还得有个安置它的位置坐标。

    所以,它的初始化应该是这样定义的:

    def __init__(self, upimage, downimage,position):
        self.imageUp = pygame.image.load(upimage).convert_alpha()
        self.imageDown = pygame.image.load(downimage).convert_alpha()
    self.position
    = position

    然后,它应该有个方法来判断,鼠标是不是在这个按钮的上面:

    def isOver(self):
        point_x,point_y = pygame.mouse.get_pos()
        x, y = self. position
        w, h = self.imageUp.get_size()
    
        in_x = x - w/2 < point_x < x + w/2
        in_y = y - h/2 < point_y < y + h/2
        return in_x and in_y

    还有一个用于判断显示哪张图的方法:

    def render(self):
        w, h = self.imageUp.get_size()
    x, y
    = self.position if self.isOver(): screen.blit(self.imageDown, (x-w/2,y-h/2)) else: screen.blit(self.imageUp, (x-w/2, y-h/2))

    好了,至此我们就做好了一个类。

    将它跟我们的测试程序放在一起并且执行它:

    # -*- coding: utf-8 -*-
    import pygame
    from sys import exit
    
    pygame.init()
    screen = pygame.display.set_mode((300,200),0,32)
    upImageFilename = 'game_again.png'
    downImageFilename = 'game_again_down.png'
    
    class Button(object):
        def __init__(self, upimage, downimage,position):
            self.imageUp = pygame.image.load(upimage).convert_alpha()
            self.imageDown = pygame.image.load(downimage).convert_alpha()
            self.position = position
    
        def isOver(self):
            point_x,point_y = pygame.mouse.get_pos()
            x, y = self. position
            w, h = self.imageUp.get_size()
    
            in_x = x - w/2 < point_x < x + w/2
            in_y = y - h/2 < point_y < y + h/2
            return in_x and in_y
    
        def render(self):
            w, h = self.imageUp.get_size()
            x, y = self.position
            
            if self.isOver():
                screen.blit(self.imageDown, (x-w/2,y-h/2))
            else:
                screen.blit(self.imageUp, (x-w/2, y-h/2))
    
    button = Button(upImageFilename,downImageFilename, (150,100))
        
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()
        screen.fill((200, 200, 200))
        button.render()
        pygame.display.update()

    就能得到一个显示按钮:

    可以实现了我们的功能。

    但是,等一下,我们没有写按钮的作用啊,也就是按下去就要执行的作用。

    好吧,这件事反而是简单的。我们只需要判断event的时候调用isOver()方法就好了。


    接下来我们来完成游戏框架了。

    我想要一个开始界面,有开始按钮,游戏过程中,我想让它计分,游戏结束后可以显示最高分和我这次的分数,并且有个结束游戏和重新开始的按钮。

    整个功能其实我都已经实现过了。

    一步步地构造逻辑我就不多讲了,直接放代码。大家可以自己完成它。

    这次代码里,我把自己的飞机也用了类实现,便于以后的拓展,有了计分模块,整个游戏用全屏模式打开。

    当然整个代码还是有些乱的,不过由于大多数类和逻辑在之前已经讲过,相信还是易懂的

    #-*- coding:utf-8-*-
    import pygame
    from sys import exit
    from random import randint
    from math import sqrt
    pygame.init()
    SCREEN_SIZE = (480,766)
    screen = pygame.display.set_mode(SCREEN_SIZE,pygame.FULLSCREEN,32)
    pygame.display.set_caption(" Plane Fight!")
    
    count_b = 7
    count_e = 50
    fps = 100
    
    ufo = pygame.image.load('ufo2.png').convert_alpha()
    background = pygame.image.load('background.png').convert_alpha()
    gameover_image = pygame.image.load('gameover.png').convert_alpha()
    plane_image = pygame.image.load('hero.png').convert_alpha()
    bullet_image = pygame.image.load('bullet.png').convert_alpha()
    enemy_image = pygame.image.load('enemy2.png').convert_alpha()
    logo = pygame.image.load('shoot_copyright.png').convert_alpha()
    bomb_num = pygame.image.load('bomb_num.png').convert_alpha()
    bomb_image = pygame.image.load('bomb.png').convert_alpha()
    loading = []
    loading.append(pygame.image.load('game_loading1.png').convert_alpha())
    loading.append(pygame.image.load('game_loading2.png').convert_alpha())
    loading.append(pygame.image.load('game_loading3.png').convert_alpha())
    enemydown=[]
    enemydown.append(pygame.image.load('enemy2_down1.png').convert_alpha())
    enemydown.append(pygame.image.load('enemy2_down2.png').convert_alpha())
    enemydown.append(pygame.image.load('enemy2_down3.png').convert_alpha())
    enemydown.append(pygame.image.load('enemy2_down4.png').convert_alpha())
    boom = []
    boom.append(pygame.image.load('boom0.png').convert_alpha())
    boom.append(pygame.image.load('boom1.png').convert_alpha())
    boom.append(pygame.image.load('boom1.png').convert_alpha())
    boom.append(pygame.image.load('boom2.png').convert_alpha())
    boom.append(pygame.image.load('boom2.png').convert_alpha())
    
    backmusic=pygame.mixer.Sound('game_music.ogg')
    buttonmusic = pygame.mixer.Sound('button.ogg')
    bulletmusic = pygame.mixer.Sound('bullet.wav')
    enemydownmusic = pygame.mixer.Sound('enemy1_down.wav')
    gameovermusic = pygame.mixer.Sound('game_over.ogg')
    getbombmusic = pygame.mixer.Sound('get_bomb.wav')
    usebombmusic = pygame.mixer.Sound('use_bomb.wav')
    
    buttonmusic.set_volume(0.2)
    bulletmusic.set_volume(0.04)
    gameovermusic.set_volume(0.5)
    enemydownmusic.set_volume(0.1)
    channel = backmusic.play(-1)
    channel.set_volume(0.1,0.1)
    channel.pause()
    
    font1 = pygame.font.Font(None,64)
    font2 = pygame.font.Font(None,128)
    clock = pygame.time.Clock()
    
    
    def showLoading(count,pos):
        n = count/50
        x, y = pos
        w, h = loading[2].get_size()
        x -= w/2
        y -= h/2
        if n <3:
            screen.blit(loading[n],(x,y))
    
    class Button(object):
        def __init__(self, upimage, downimage, position):
            self.image_up = pygame.image.load(upimage).convert_alpha()
            self.image_down = pygame.image.load(downimage).convert_alpha()
            self.position = position
            self.button_out = True
    
        def is_over(self):
            point_x, point_y = pygame.mouse.get_pos()
            x, y = self.position
            w, h = self.image_up.get_size()
            x -= w/2
            y -= h/2
    
            in_x = x < point_x < x + w
            in_y = y < point_y < y + h
            return in_x and in_y
         
        def render(self, surface):
            x, y = self.position
            w, h = self.image_up.get_size()
            x -= w/2
            y -= h/2
            if self.is_over():
                surface.blit(self.image_down, (x, y))
                if self.button_out == True:
                    buttonmusic.play()
                    self.button_out = False
            else:
                surface.blit(self.image_up, (x, y))
                self.button_out = True
    
    class Hero(object):
        def restart(self):
            self.x = 200
            self.y = 600
        def __init__(self):
            self.restart()
            self.image = plane_image
        def move(self, time_passed_seconds):
            mouseX, mouseY = pygame.mouse.get_pos()
            self.x = mouseX - self.image.get_width()/2
            self.y = mouseY - self.image.get_height()/2
        
            
    class Bullet(object):    
        def __init__(self):
            self.x = 0
            self.y = -1
            self.image = bullet_image
            self.active = False
        def move(self,time_passed_seconds):
            if self.active :
                self.y -= 700 * time_passed_seconds
            if self.y < 0:
                self.active = False
                
        def restart(self,flag):
            mouseX, mouseY = pygame.mouse.get_pos()
            if flag == 1:
                self.x = mouseX - self.image.get_width()/2 
                self.y = mouseY - self.image.get_height()/2
            if flag == 2:
                self.x = mouseX - self.image.get_width()/2 + 33
                self.y = mouseY - self.image.get_height()/2
            self.active = True
    class Enemy(object):
        def restart(self, score):
            self.x = randint(-30,440)
            self.y = randint(-200,-100)
            self.speed = randint(min(200+score/80,400),min(400+score/40,700))
            self.active = True
            self.count = -1
        def __init__(self,):
            self.restart(0)
            self.image = enemy_image
            self.active = False
            
        def move(self,time_passed_seconds):
            if self.y < SCREEN_SIZE[1]:
                self.y += self.speed * time_passed_seconds
            else:
                self.active = False
        def showDown(self):
            n = self.count/10
            screen.blit(enemydown[n],(self.x,self.y))
            self.count += 1
            if self.count >= 39:
                self.count = -1
    
    class Bomb(object):
        def __init__(self):
            self.image = bomb_image
            (self.x , self.y) = (-100,-100)
            self.boom_x, self.boom_y = 0,0
            self.speed = 800
            self.active = False
            self.is_boom = False
            self.boomcount = 0
        def shoot(self):
            self.x, self.y = pygame.mouse.get_pos()
            self.x -= self.image.get_width()/2
            self.y -= self.image.get_height()/2
            self.active = True
        def move(self,time_passed_seconds):
            if self.y > 250:
                self.y -= self.speed*time_passed_seconds
            else:
                self.active = False
                self.is_boom = True
                self.boom_x, self.boom_y = self.x , self.y
                usebombmusic.play()
        def checkBoom(self,enemy):
            if enemy.x - 60 < self.x < enemy.x + enemy.image.get_width()+60
               and enemy.y < self.y < enemy.y + enemy.image.get_height():
                self.active = False
                self.is_boom = True
                self.boom_x, self.boom_y = self.x , self.y
                usebombmusic.play()
        def checkHit(self,enemy):
            a = float(self.x - (enemy.x + enemy.image.get_width()/2))
            b = float(self.y - (enemy.y + enemy.image.get_height()/2))
            l = sqrt(a**2 + b**2)
            if l < 250:
                enemy.active = False
                enemy.count = 1
                return True
            else:
                return False
        def boom(self):
            n = self.boomcount/10
            screen.blit(boom[n],(self.boom_x-boom[n].get_width()/2, self.boom_y-boom[n].get_height()/2))
            self.boomcount += 1
            if self.boomcount >= 49:
                self.is_boom = False
                self.boomcount = 0
    
    class Ufo(object):
        def restart(self):
            self.x = randint(-30,440)
            self.y = -107
            self.speed = 250
        def __init__(self):
            self.image = ufo
            self.restart()
            self.active = False
        def move(self,time_passed_seconds):
            if self.y < SCREEN_SIZE[1]:
                self.y += self.speed * time_passed_seconds
            else:
                self.active = False
        def checkGet(self,plane):
            if plane.x - 60 < self.x < plane.x + plane.image.get_width()+60
               and plane.y -80 < self.y < plane.y + plane.image.get_height():
                self.active = False
                getbombmusic.play()
                return True
            else:
                return False
            
    
    def checkHit(enemy,bullet):
        if enemy.x < bullet.x < enemy.x + enemy.image.get_width() 
           and enemy.y < bullet.y < enemy.y + enemy.image.get_height():
            enemy.active = False
            bullet.active = False
            enemydownmusic.play()
            enemy.count+=1
            return True
        else:
            return False
    
    def checkCrash(enemy,plane):
        if plane.x + 0.3*plane.image.get_width()< enemy.x + enemy.image.get_width() and
           enemy.x  < plane.x + 0.7*plane.image.get_width() and 
           plane.y + 0.3*plane.image.get_height() < enemy.y + enemy.image.get_height()and
           enemy.y < plane.y + 0.7*plane.image.get_height():
            return True
        else:
            return False
    
    def showWelcome(gameStart,gameOver):
        for event in pygame.event.get():
            if event.type in (pygame.QUIT,pygame.KEYDOWN):
                  pygame.quit()
                  exit()
            if event.type == pygame.MOUSEBUTTONUP:
                if gameStart.is_over():
                    return False
                elif gameOver.is_over():
                    pygame.quit()
                    exit()
        screen.blit(background, (0,0))
        screen.blit(logo, ((SCREEN_SIZE[0]-logo.get_width())/2,100))
        gameStart.render(screen)
        gameOver.render(screen)
        return True
    
    def run():
        sound = True
        gameStart = Button('game_start.png','game_start_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*8/12))
        gameOver = Button('game_over.png','game_over_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*11/12))
        gameAgain = Button('game_again.png','game_again_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*10/12))
        gameContinue = Button('game_continue.png','game_continue_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*9/12))
        loadingCount = 0
        while showWelcome(gameStart,gameOver):
            time_passed = clock.tick(100)
            loadingCount = (loadingCount+1) % 200
            showLoading(loadingCount,(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*19/24))
            pygame.display.update()
    
        pygame.mouse.set_visible(False)
        plane = Hero() 
        bullets1 = []
        bullets2 = []
        for i in range(count_b):
            bullets1.append(Bullet())
            bullets2.append(Bullet())
        index_b1 = 0
        interval_b1 = 0
        #index_b2 = 0
        #interval_b2 = 0
        enemies = []
        for i in range(count_e):
            enemies.append(Enemy())
        index_e = 0
        interval_e = 0
        ufo = Ufo()
        
        SCORE = 15000
        maxScore = 0
        BOMBnum = 3
        bomb = Bomb()
        gameover = False
        gamePause = False
        bombflag = True
        event = pygame.event.wait()
        while True:       
            time_passed = clock.tick(fps)
            time_passed_seconds = time_passed / 1000.0
            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        pygame.quit()
                        exit()
                    if event.key == pygame.K_SPACE:
                        gamePause = True
                
            if gamePause:
                channel.pause()
                pygame.mouse.set_visible(True)
                screen.blit(background,(0,0))
                screen.blit(logo, ((SCREEN_SIZE[0]-logo.get_width())/2,100))
                gameOver.render(screen)
                gameAgain.render(screen)
                gameContinue.render(screen)
                bombflag = True
                if event.type == pygame.MOUSEBUTTONUP:
                    if gameOver.is_over():
                        pygame.quit()
                        exit()
                    elif gameAgain.is_over():
                        pygame.mouse.set_visible(False)
                        gamePause = False
                        SCORE = 0
                        for e in enemies:
                            e.active = False
                    elif gameContinue.is_over():
                        pygame.mouse.set_visible(False)
                        gamePause = False    
            elif not gameover:
                if randint(1,1000)==1 and ufo.active == False:
                    ufo.active = True
                    ufo.restart()
                channel.unpause()
                screen.blit(background,(0,0))
                screen.blit(bomb_num,(SCREEN_SIZE[0]-160,SCREEN_SIZE[1]-65))
                text = font1.render(" x %d"%BOMBnum,1,(80,80,80))
                screen.blit(text,(SCREEN_SIZE[0]-100,SCREEN_SIZE[1]-60))
                interval_b1 -= 1
               # interval_b2 -= 1
                interval_e -= 1
                if interval_b1 < 0:
                    bullets1[index_b1].restart(1)
                    interval_b1 = fps/count_b
                    index_b1 = (index_b1 + 1)% count_b
                    bulletmusic.play()
     
                for b in bullets1:
                    if b.active:
                        b.move(time_passed_seconds)
                        screen.blit(b.image, (b.x,b.y))
                        for e in enemies:
                            if e.active:
                                if checkHit(e, b):
                                    SCORE += 100
                                    
     
                if interval_e < 0:
                    enemies[index_e].restart(SCORE)
                    interval_e = randint(max(0,30-SCORE/250),max(7,50-SCORE/700))
                    index_e = (index_e + 1)% count_e
                if event.type == pygame.MOUSEBUTTONUP and BOMBnum>0 :
                    if bombflag == False and bomb.active == False:
                        bomb.active = True
                        bomb.shoot()
                        BOMBnum -= 1
                        bombflag = True
                else:
                    bombflag = False        
                    
                if bomb.active:
                    for e in enemies:
                        if e.active:
                            bomb.checkBoom(e)
                    bomb.move(time_passed_seconds)
                    screen.blit(bomb.image,(bomb.x,bomb.y))
                if bomb.is_boom:
                    bomb.boom()
                    for e in enemies:
                        if e.active:
                            if bomb.checkHit(e):
                                SCORE += 100
                for e in enemies:
                    if e.active:
                        if checkCrash(e,plane):
                            gameover = True
                        e.move(time_passed_seconds)
                        screen.blit(e.image, (e.x, e.y))
                    if e.count != -1:
                        e.showDown()
                if ufo.active:
                    ufo.move(time_passed_seconds)
                    if ufo.checkGet(plane):
                        BOMBnum += 1
                    screen.blit(ufo.image,(ufo.x,ufo.y))
                    
                plane.move(time_passed_seconds)
                screen.blit(plane.image, (plane.x,plane.y))
                text = font1.render("Score: %d"%SCORE,1,(0,0,0))
                screen.blit(text,(0,0))
            else:
                bombflag = True
                channel.pause()
                if sound == True:
                    gameovermusic.play()
                    sound = False
                if SCORE > maxScore:
                    maxScore = SCORE
                Score = font2.render(str(SCORE),1,(50,50,50))
                mScore = font1.render(str(maxScore),1,(50,50,50))
                screen.blit(gameover_image,(0,0))
                screen.blit(mScore,(150,40))
                screen.blit(Score,(240-Score.get_width()/2, 375))
                gameAgain.render(screen)
                gameOver.render(screen)
                pygame.mouse.set_visible(True)
                if event.type == pygame.MOUSEBUTTONUP:
                    if gameAgain.is_over():    
                        pygame.mouse.set_visible(False)
                        ufo.active = False
                        gameover = False
                        plane.restart()
                        SCORE = 0
                        sound = True
                        BOMBnum = 3
                        for e in enemies:
                            e.active = False
                    elif gameOver.is_over():
                        pygame.quit()
                        exit()
                
            pygame.display.update()
    
    
    if __name__ == '__main__':
        run()

    pygame的这部分内容到这里也差不多了。这个蹩脚的飞机大战的基本功能也算是勉强实现了。

    不过我还会再写一篇添加音乐和击毁动画的部分。

    写的东西很基础,适合初学者看,能给大家以帮助的话,那是最好不过了。

    但是自己底子太薄,没办法说更多的东西,所以我会学更多的东西,才可能分享更多的东西。

    同样,分享的过程也是知识梳理的一个过程。挺棒的。

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  • 原文地址:https://www.cnblogs.com/SRL-Southern/p/4949624.html
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