pygame
<head>为了熟悉python而接触到了pygame</head>
1.pygame的认识:pygame是用来开发游戏的一套基于SDL的模板,它可以是python创建完全界面化的游戏和多媒体程序,而且它基本上可以在任何系统上运行。(免费)
2.准备 安装:看一下系统,如果为Linux或者osx则需要pip安装,如果为windows则直接下载pygame,(如果为exe直接跑。如果为whl则用pip来运行(必须在目录下)){pip install xxxxxxxx.whl}
3.外星人入侵(实践):pygame查询:https://www.pygame.org/docs/ref/key.html#pygame.key.get_repeat
a.主要库函数 pygame sys pygame.sprite(精灵)加载动画 什么是精灵
精灵可以认为成是一个个小图片,一种可以在屏幕上移动的图形对象,并且可以与其他图形对象交互。精灵图像可以是使用pygame绘制函数绘制的图像,也可以是原来就有的图像文件。
如果有大量的的放入一个列表中的话会变得麻烦,所以这里就有了pygame.sprite.group()
Group.sprites | 精灵组 |
Group.add | 添加 |
Group.copy | 复制 |
Group.remove | 移除 |
Group.has | 判断精灵组成员 |
Group.update | 更新 |
Group.draw | 位块显示 |
Group.clear | 绘制背景 |
Group.empty | 清空 |
1.主函数:
先上代码
import pygame from pygame.sprite import Group from aline import Aline from settings import Settings from ship import Ship import game_functions as gf from game_stats import GameStats from button import Button from scoreboard import Scoreboard def run_game(): #初始化游戏崩创建一个屏幕对象 pygame.init() ai_settings=Settings()#初始化 screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption("Aline Invasion") #创建Play按钮 play_button = Button(ai_settings,screen,"play") #创建一艘飞船 ship=Ship(ai_settings,screen) #创建一个用于储存子弹的编组 bullets=Group() alines=Group() #创建外星人群 gf.create_fleet(ai_settings,screen,ship,alines) #创建一个用于储存游戏统计信息的实例 #创建记分牌 stats = GameStats(ai_settings) sb=Scoreboard(ai_settings,screen,stats) #开始游戏的循环 while True: gf.check_events(ai_settings,screen,stats,sb,play_button,ship,alines,bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings,screen,stats,sb,ship,alines,bullets) gf.update_alines(ai_settings,screen,stats,sb,ship,alines,bullets) #gf.update_screen(ai_settings,screen,stats,sb,ship,alines,bullets,play_button) #if stats.game_active<0: #sys.exit run_game()
1. pygame.init()首先加载pygame模块(pygame并不是所有的模块都需要加载,但是一大部分需要加载)
2. 初始化设置,令Settings()为ai_settings
3. 屏幕设置:库函数 创建窗口:pygame.display.set_mode(width,height)
窗口题目:pygame.display.set_caption("name")
play按钮(自定义类Button)把play_button=Button("设置,屏幕""按钮名称(msg自定义)"){设置里面有参数,屏幕是后面需要获取屏幕设置矩形}
飞船引入: ship=Ship(**,**)
创立两个组 bullets=Group() alines=Group() sprite翻译过来就是“精灵” 而group则是直接创建一个可以直接方便使用的组。
开始在屏幕上绘制东西,首先创建外星人,记分牌,游戏信息。
4.进入循环:首先捕捉按键pygame.event.get()函数作用pygame.event.
get
(),会返回一个列表,然后开始遍历。(默认的话pygame不会重复地去响应一个被一直按住的键,只是在按键第一次被按下的时候响应一次,如果需要重复响应一个按键的话下面的操作:)
import pygame from pygame.sprite import Sprite class Bullet(Sprite): #一个对子弹的管理的类 def __init__(self,ai_settings,screen,ship): #在飞船所处的位置创建一个子弹对象 super().__init__() self.screen=screen #在(0.0)处创建一个表示子弹的矩形,在设置位置 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 #储存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 self.y -=self.speed_factor self.rect.y=self.y def draw_bullet(self): #显示 pygame.draw.rect(self.screen,self.color,self.rect)
super().__init__()父类的继承使用,super(type[, object-or-type]),(创建子类时父类必须在当前的文件夹内,且在子类的前面)
{注意在Python3.0里语法有所改变:你可以用super().__init__()
替换super(ChildB, self).__init__()
.(在我看来非常nice)}
4.1.1.2:传入屏幕参数,
创建一个子弹的矩形 。Rect(left,top,width, height) self.rect=pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
获取飞船的位置。ship.rect.centerx.与ship.rect.top
把子弹的位置设置为小数 self.y = float(self.rect.y)
颜色 速度
4.1.1.3
向上移动子弹
屏幕的左上角为(0,0);so 向上移动子弹需要不断的—数值
4.1.1.4
显示。pygame.draw.rect()pygame.draw.
rect
()
import sys import pygame from bullet import Bullet from aline import Aline from time import sleep def ship_hit(ai_settings,screen,stats,sb,ship,alines,bullets): #响应被外星人撞到的飞船 #将ship_left -1 if stats.ships_left>0: stats.ships_left -=1 #更新积分盘 sb.prep_ships() #清空外星人列表的子弹表 alines.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,alines) ship.center_ship() #暂停 sleep(0.5) else: stats.game_active=False pygame.mouse.visible(False) def check_alines_bottom(ai_settings,screen,stats,sb,ship,alines,bullets): #检查是否有外星人到达屏幕底端 screen_rect=screen.get_rect() for aline in alines.sprites(): if aline.rect.bottom >=screen_rect.bottom: #像飞船被撞到一样进行处理 ship_hit(ai_settings,screen,stats,sb,ship,alines,bullets) break 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) elif event.key==pygame.K_q: sys.exit() def fire_bullet(ai_settings,screen,ship,bullets): #如果未到上线就创建子弹 #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) 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 def check_events(ai_settings,screen,stats,sb,play_button,ship,alines,bullets): #响应按键和键盘 for event in pygame.event.get(): if event.type==pygame.QUIT: 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) elif event.type==pygame.MOUSEBUTTONDOWN: mouse_x,mouse_y=pygame.mouse.get_pos() check_play_botton(ai_settings,screen,stats,sb,play_button,ship,alines,bullets,mouse_x,mouse_y) def check_play_botton(ai_settings,screen,stats,sb,play_button,ship,alines,bullets,mouse_x,mouse_y): #在玩家点击PLAY按钮时开始游戏 button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y) if button_clicked and not stats.game_active: #隐藏光标 pygame.mouse.set_visible(False) #重置游戏 #重置游戏设置 ai_settings.initialize_dynamic_settings() 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 alines.empty() bullets.empty() #创建一群新的外星人,并让飞船居中 create_fleet(ai_settings,screen,ship,alines) ship.center_ship() def get_number_alines_x(ai_settings,aline_width): #计算每行 available_space_x =ai_settings.screen_width - 2 * aline_width number_alines_x = int(available_space_x / (2 * aline_width)) print(number_alines_x) return number_alines_x def creat_aline(ai_settings,screen,alines,aline_number,row_number): #创建一个外星人并放在当前行 aline=Aline(ai_settings,screen) aline_width=aline.rect.width aline.x = aline_width+2 * aline_width * aline_number #print(str(aline_number)) #print(str(aline_x )) aline.rect.x = aline.x aline.rect.y = aline.rect.height + 2* aline.rect.height * row_number alines.add(aline) def create_fleet(ai_settings,screen,ship,alines): #创建外星人群 #创建一个外星人,并计算一行可以容纳多少 #外星人间距为外星人宽度 aline=Aline(ai_settings,screen) number_alines_x=get_number_alines_x(ai_settings,aline.rect.width) print(str(number_alines_x)) number_rows = get_number_rows(ai_settings,ship.rect.height,aline.rect.height) #创建第一行外星人 for row_number in range(number_rows): for aline_number in range(number_alines_x): #创建外星人 creat_aline(ai_settings,screen,alines,aline_number,row_number) def get_number_rows(ai_settings,ship_height,aline_height): #计算屏幕可容纳多少人 available_space_y =(ai_settings.screen_height - (3*aline_height) - ship_height) number_rows=int(available_space_y / (2*aline_height)) print(str(number_rows)) return number_rows def check_fleet_edges(ai_settings,alines): #有外星人到达边缘时采用相应的措施 for aline in alines.sprites(): if aline.check_edges(): change_fleet_direction(ai_settings,alines) break def change_fleet_direction(ai_settings,alines): #将整群外星人下移,并改变他们的方向 for aline in alines.sprites(): aline.rect.y +=ai_settings.fleet_drop_speed ai_settings.fleet_direction =-1 * ai_settings.fleet_direction def update_screen(ai_settings,screen,stats,sb,ship,alines,bullets,play_button): #更新屏幕上的图像,并切换到新屏幕 screen.fill(ai_settings.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() alines.draw(screen) #显示得分 sb.show_score() #如果游戏处于非活动状态,就绘制按钮 if not stats.game_active: play_button.draw_button() #让最近绘制的屏幕可见 pygame.display.flip() def update_bullets(ai_settings,screen,stats,sb,ship,alines,bullets): #跟新子弹 #删除已消失的子弹 bullets.update()#更新子弹的位置 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) check_bullet_aline_collisions(ai_settings,screen,stats,sb,ship,alines,bullets) def check_bullet_aline_collisions(ai_settings,screen,stats,sb,ship,alines,bullets): #响应子弹和外星人的碰撞 #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 collisions=pygame.sprite.groupcollide(bullets,alines,True,True) if collisions: for alines in collisions.values(): stats.score +=ai_settings.aline_points *len(alines) sb.prep_score() check_high_score(stats,sb) if len(alines) == 0: #删除现有的子弹并新建一群外星人 并提高一个等级 #加快游戏速度 bullets.empty() ai_settings.increase_speed() #提高一个等级 stats.level +=1 sb.prep_level() create_fleet(ai_settings,screen,ship,alines) def update_alines(ai_settings,screen,stats,sb,ship,alines,bullets): #更新外星人群中所有的位置 #检查是否有外星人到达屏幕边缘,然后更新所有的外星人的位置 check_fleet_edges(ai_settings,alines) alines.update() #检测外星人和飞船之间的碰撞 if pygame.sprite.spritecollideany(ship,alines): ship_hit(ai_settings,screen,stats,sb,ship,alines,bullets) #检测外星人是否到达屏幕底端 check_alines_bottom(ai_settings,screen,stats,sb,ship,alines,bullets) def check_high_score(stats,sb): if stats.score > stats.high_score: stats.high_score=stats.score sb.prep_high_score()
game_stats模块
class GameStats(): #跟踪游戏的统计信息 def __init__(self,ai_settings): #初始化统计信息 self.ai_settings = ai_settings self.reset_stats() #让游戏一开始处于非活动状态 self.game_active=False #在任何情况下都不应重置最高分 self.high_score=0 def reset_stats(self): #初始化在游戏运行期间可能变化的统计系统 self.ships_left = self.ai_settings.ship_limit #游戏刚启动时处于活动状态 #self.game_active =True self.score=0 self.level=1;
aline.py模块
import pygame from pygame.sprite import Sprite class Aline (Sprite): #表示单个外星人的类 def __init__(self,ai_settings,screen): #初始化外星人并设置其起始地址 super(Aline,self).__init__() self.screen = screen self.ai_settings=ai_settings #加载外星人图像,并设置其rect属性 self.image=pygame.image.load('image/aline3.bmp') 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 #储存外星人的位置 self.x=float(self.rect.x) def blitme(self): #绘制 self.screen.blit(self.image,self.rect) def check_edges(self): #如果外星人位于屏幕边缘,就返回TRue screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True elif self.rect.left <=0: return True def update(self): """向左或右移动外星人""" self.x +=(self.ai_settings.aline_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x
button.py模块
import pygame.font class Button(): def __init__(self,ai_settings,screen,msg): #初始化按钮的属性 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=(0,255,0) self.text_color=(255,255,255) self.font=pygame.font.SysFont(None,48) #创建按钮的rect对象,并使其居中 self.rect = pygame.Rect(0,0,self.width,self.height) self.rect.center = self.screen_rect.center #按钮的标签只需要创建一次 self.prep_msg(msg) def prep_msg(self,msg): #将msg渲染为图像,并使其在按钮上居中 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): #绘制一个用颜色填充的按钮,再绘制文本 self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
scoreboard.py模块
import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): #显示得分的信息的类 def __init__(self,ai_settings,screen,stats): #初始化显示得分涉及的属性 self.screen=screen self.screen_rect=screen.get_rect() self.ai_settings=ai_settings self.stats=stats #显示的信息的字体 self.text_color=30,30,30 self.font=pygame.font.SysFont(None,48) #准备初始化得分图像 self.prep_score() #包含最好的分和当前得分的图像h self.prep_high_score() self.prep_level() self.prep_ships() def prep_ships(self): #显示剩余飞船 self.ships= Group() for ship_number in range(self.stats.ships_left): ship=Ship(self.ai_settings,self.screen) ship.rect.x=10+ship_number*ship.rect.width ship.rect.y=10 self.ships.add(ship) def prep_level(self): #将等级渲染为图片 self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.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 def prep_score(self): #将得分转换为一副渲染的图像 round_score=int(round(self.stats.score,-1)) score_str="{:,}".format(round_score) self.score_image=self.font.render(score_str,True,self.text_color,self.ai_settings.bg_color) #将得分放在屏幕的右上角 self.score_rect=self.score_image.get_rect() self.score_rect.right=self.screen_rect.right - 20 self.score_rect.top = 20 def show_score(self): #在屏幕上显示得分和最高得分 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) self.ships.draw(self.screen) def prep_high_score(self): #将最高分渲染为图像 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_settings.bg_color) #将最高得分放到屏幕中央顶部 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
settings.py
class Settings(): #储存游戏所有设置的类 def __init__(self): #初始化游戏静态设置 #屏幕设置 self.screen_width = 1500 self.screen_height = 700 self.bg_color = (230,230,230) #飞船设置 self.ship_limit=3 #设置子弹 self.bullet_width= 40 self.bullet_height= 15 self.bullet_color= 60, 60, 60 self.bullets_allowed=5; #外星人设置 self.fleet_drop_speed = 10 #以什么样的速度加快游戏节奏 self.speedup_scal =1.1 #外星人点数的提高速度 self.score_scale=1.5 self.aline_points=50 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): #初始化游戏进行而变化的设置 self.ship_speed_factor=1.5 self.bullet_speed_factor=3 self.aline_speed_factor =1 #fleet_direction 为1表示向右移动,-1表示向左移动 self.fleet_direction=1 self.aline_points=50 def increase_speed(self): #提高速度设置 self.ship_speed_factor *=self.speedup_scal self.bullet_speed_factor *=self.speedup_scal self.aline_speed_factor *=self.speedup_scal self.aline_points = int(self.aline_points * self.score_scale) print(self.aline_points)
ship.py模块
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self,ai_settings,screen): #初始化飞船并设置其初始位置 super(Ship,self).__init__() self.screen=screen self.ai_settings=ai_settings #加载飞船图像并获取其外界矩形 self.image=pygame.image.load('image/ship.bmp') 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中储存小数值 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: self.center += self.ai_settings.ship_speed_factor if self.moving_left and self.rect.left>0: self.center -= self.ai_settings.ship_speed_factor #根据slef.center更新rect对象 self.rect.centerx=self.center def blitme(self): #在指定位置绘制飞船 self.screen.blit(self.image,self.rect) def center_ship(self): #让飞船在屏幕上居中 self.center = self.screen_rect.centerx
继续吧