pygame
<head>為了熟悉python而接觸到了pygame</head>
1.pygame的認識:pygame是用來開發游戲的一套基於SDL的模板,它可以是python創建完全界面化的游戲和多媒體程序,而且它基本上可以在任何系統上運行。(免費)
2.准備 安裝:看一下系統,如果為Linux或者osx則需要pip安裝,如果為windows則直接下載pygame,(如果為exe直接跑。如果為whl則用pip來運行(必須在目錄下)){pip install xxxxxxxx.whl}
3.外星人入侵(實踐):pygame查詢:https://www.pygame.org/docs/ref/key.html#pygame.key.get_repeat
a.主要庫函數 pygame sys pygame.sprite(精靈)加載動畫 什么是精靈
精靈可以認為成是一個個小圖片,一種可以在屏幕上移動的圖形對象,並且可以與其他圖形對象交互。精靈圖像可以是使用pygame繪制函數繪制的圖像,也可以是原來就有的圖像文件。
如果有大量的的放入一個列表中的話會變得麻煩,所以這里就有了pygame.sprite.group()
Group.sprites | 精靈組 |
Group.add | 添加 |
Group.copy | 復制 |
Group.remove | 移除 |
Group.has | 判斷精靈組成員 |
Group.update | 更新 |
Group.draw | 位塊顯示 |
Group.clear | 繪制背景 |
Group.empty | 清空 |
1.主函數:
先上代碼
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(): #初始化游戲崩創建一個屏幕對象 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") #創建Play按鈕 play_button = Button(ai_settings,screen,"play") #創建一艘飛船 ship=Ship(ai_settings,screen) #創建一個用於儲存子彈的編組 bullets=Group() alines=Group() #創建外星人群 gf.create_fleet(ai_settings,screen,ship,alines) #創建一個用於儲存游戲統計信息的實例 #創建記分牌 stats = GameStats(ai_settings) sb=Scoreboard(ai_settings,screen,stats) #開始游戲的循環 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()首先加載pygame模塊(pygame並不是所有的模塊都需要加載,但是一大部分需要加載)
2. 初始化設置,令Settings()為ai_settings
3. 屏幕設置:庫函數 創建窗口:pygame.display.set_mode(width,height)
窗口題目:pygame.display.set_caption("name")
play按鈕(自定義類Button)把play_button=Button("設置,屏幕""按鈕名稱(msg自定義)"){設置里面有參數,屏幕是后面需要獲取屏幕設置矩形}
飛船引入: ship=Ship(**,**)
創立兩個組 bullets=Group() alines=Group() sprite翻譯過來就是“精靈” 而group則是直接創建一個可以直接方便使用的組。
開始在屏幕上繪制東西,首先創建外星人,記分牌,游戲信息。
4.進入循環:首先捕捉按鍵pygame.event.get()函數作用pygame.event.
get
(),會返回一個列表,然后開始遍歷。(默認的話pygame不會重復地去響應一個被一直按住的鍵,只是在按鍵第一次被按下的時候響應一次,如果需要重復響應一個按鍵的話下面的操作:)
import pygame from pygame.sprite import Sprite class Bullet(Sprite): #一個對子彈的管理的類 def __init__(self,ai_settings,screen,ship): #在飛船所處的位置創建一個子彈對象 super().__init__() self.screen=screen #在(0.0)處創建一個表示子彈的矩形,在設置位置 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 #儲存用小數表示的子彈位置 self.y=float(self.rect.y) self.color=ai_settings.bullet_color self.speed_factor=ai_settings.bullet_speed_factor def update(self): #向上移動子彈 self.y -=self.speed_factor self.rect.y=self.y def draw_bullet(self): #顯示 pygame.draw.rect(self.screen,self.color,self.rect)
super().__init__()父類的繼承使用,super(type[, object-or-type]),(創建子類時父類必須在當前的文件夾內,且在子類的前面)
{注意在Python3.0里語法有所改變:你可以用super().__init__()
替換super(ChildB, self).__init__()
.(在我看來非常nice)}
4.1.1.2:傳入屏幕參數,
創建一個子彈的矩形 。Rect(left,top,width, height) self.rect=pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
獲取飛船的位置。ship.rect.centerx.與ship.rect.top
把子彈的位置設置為小數 self.y = float(self.rect.y)
顏色 速度
4.1.1.3
向上移動子彈
屏幕的左上角為(0,0);so 向上移動子彈需要不斷的—數值
4.1.1.4
顯示。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): #響應被外星人撞到的飛船 #將ship_left -1 if stats.ships_left>0: stats.ships_left -=1 #更新積分盤 sb.prep_ships() #清空外星人列表的子彈表 alines.empty() bullets.empty() #創建一群新的外星人,並將飛船放到屏幕底端中央 create_fleet(ai_settings,screen,ship,alines) ship.center_ship() #暫停 sleep(0.5) else: stats.game_active=False pygame.mouse.visible(False) def check_alines_bottom(ai_settings,screen,stats,sb,ship,alines,bullets): #檢查是否有外星人到達屏幕底端 screen_rect=screen.get_rect() for aline in alines.sprites(): if aline.rect.bottom >=screen_rect.bottom: #像飛船被撞到一樣進行處理 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): #如果未到上線就創建子彈 #創建一顆子彈,並將其加入到編組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): #響應按鍵和鍵盤 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): #在玩家點擊PLAY按鈕時開始游戲 button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y) if button_clicked and not stats.game_active: #隱藏光標 pygame.mouse.set_visible(False) #重置游戲 #重置游戲設置 ai_settings.initialize_dynamic_settings() stats.reset_stats() stats.game_active=True #重置記分牌圖像 sb.prep_score() sb.prep_high_score() sb.prep_level() sb.prep_ships() #清空外星人列表和子彈列表 alines.empty() bullets.empty() #創建一群新的外星人,並讓飛船居中 create_fleet(ai_settings,screen,ship,alines) ship.center_ship() def get_number_alines_x(ai_settings,aline_width): #計算每行 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): #創建一個外星人並放在當前行 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): #創建外星人群 #創建一個外星人,並計算一行可以容納多少 #外星人間距為外星人寬度 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) #創建第一行外星人 for row_number in range(number_rows): for aline_number in range(number_alines_x): #創建外星人 creat_aline(ai_settings,screen,alines,aline_number,row_number) def get_number_rows(ai_settings,ship_height,aline_height): #計算屏幕可容納多少人 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): #有外星人到達邊緣時采用相應的措施 for aline in alines.sprites(): if aline.check_edges(): change_fleet_direction(ai_settings,alines) break def change_fleet_direction(ai_settings,alines): #將整群外星人下移,並改變他們的方向 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): #更新屏幕上的圖像,並切換到新屏幕 screen.fill(ai_settings.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() alines.draw(screen) #顯示得分 sb.show_score() #如果游戲處於非活動狀態,就繪制按鈕 if not stats.game_active: play_button.draw_button() #讓最近繪制的屏幕可見 pygame.display.flip() def update_bullets(ai_settings,screen,stats,sb,ship,alines,bullets): #跟新子彈 #刪除已消失的子彈 bullets.update()#更新子彈的位置 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): #響應子彈和外星人的碰撞 #檢查是否有子彈擊中了外星人 #如果是這樣,就刪除相應的子彈和外星人 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: #刪除現有的子彈並新建一群外星人 並提高一個等級 #加快游戲速度 bullets.empty() ai_settings.increase_speed() #提高一個等級 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 #檢查是否有外星人到達屏幕邊緣,然后更新所有的外星人的位置 check_fleet_edges(ai_settings,alines) alines.update() #檢測外星人和飛船之間的碰撞 if pygame.sprite.spritecollideany(ship,alines): ship_hit(ai_settings,screen,stats,sb,ship,alines,bullets) #檢測外星人是否到達屏幕底端 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模塊
class GameStats(): #跟蹤游戲的統計信息 def __init__(self,ai_settings): #初始化統計信息 self.ai_settings = ai_settings self.reset_stats() #讓游戲一開始處於非活動狀態 self.game_active=False #在任何情況下都不應重置最高分 self.high_score=0 def reset_stats(self): #初始化在游戲運行期間可能變化的統計系統 self.ships_left = self.ai_settings.ship_limit #游戲剛啟動時處於活動狀態 #self.game_active =True self.score=0 self.level=1;
aline.py模塊
import pygame from pygame.sprite import Sprite class Aline (Sprite): #表示單個外星人的類 def __init__(self,ai_settings,screen): #初始化外星人並設置其起始地址 super(Aline,self).__init__() self.screen = screen self.ai_settings=ai_settings #加載外星人圖像,並設置其rect屬性 self.image=pygame.image.load('image/aline3.bmp') self.rect = self.image.get_rect() #每個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 #儲存外星人的位置 self.x=float(self.rect.x) def blitme(self): #繪制 self.screen.blit(self.image,self.rect) def check_edges(self): #如果外星人位於屏幕邊緣,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): """向左或右移動外星人""" self.x +=(self.ai_settings.aline_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x
button.py模塊
import pygame.font class Button(): def __init__(self,ai_settings,screen,msg): #初始化按鈕的屬性 self.screen = screen self.screen_rect=screen.get_rect() #設置按鈕的尺寸和其他屬性 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) #創建按鈕的rect對象,並使其居中 self.rect = pygame.Rect(0,0,self.width,self.height) self.rect.center = self.screen_rect.center #按鈕的標簽只需要創建一次 self.prep_msg(msg) def prep_msg(self,msg): #將msg渲染為圖像,並使其在按鈕上居中 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): #繪制一個用顏色填充的按鈕,再繪制文本 self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
scoreboard.py模塊
import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): #顯示得分的信息的類 def __init__(self,ai_settings,screen,stats): #初始化顯示得分涉及的屬性 self.screen=screen self.screen_rect=screen.get_rect() self.ai_settings=ai_settings self.stats=stats #顯示的信息的字體 self.text_color=30,30,30 self.font=pygame.font.SysFont(None,48) #准備初始化得分圖像 self.prep_score() #包含最好的分和當前得分的圖像h self.prep_high_score() self.prep_level() self.prep_ships() def prep_ships(self): #顯示剩余飛船 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): #將等級渲染為圖片 self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color) #將等級放在得分下方 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): #將得分轉換為一副渲染的圖像 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) #將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): #在屏幕上顯示得分和最高得分 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): #將最高分渲染為圖像 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) #將最高得分放到屏幕中央頂部 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(): #儲存游戲所有設置的類 def __init__(self): #初始化游戲靜態設置 #屏幕設置 self.screen_width = 1500 self.screen_height = 700 self.bg_color = (230,230,230) #飛船設置 self.ship_limit=3 #設置子彈 self.bullet_width= 40 self.bullet_height= 15 self.bullet_color= 60, 60, 60 self.bullets_allowed=5; #外星人設置 self.fleet_drop_speed = 10 #以什么樣的速度加快游戲節奏 self.speedup_scal =1.1 #外星人點數的提高速度 self.score_scale=1.5 self.aline_points=50 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): #初始化游戲進行而變化的設置 self.ship_speed_factor=1.5 self.bullet_speed_factor=3 self.aline_speed_factor =1 #fleet_direction 為1表示向右移動,-1表示向左移動 self.fleet_direction=1 self.aline_points=50 def increase_speed(self): #提高速度設置 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模塊
import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self,ai_settings,screen): #初始化飛船並設置其初始位置 super(Ship,self).__init__() self.screen=screen self.ai_settings=ai_settings #加載飛船圖像並獲取其外界矩形 self.image=pygame.image.load('image/ship.bmp') self.rect=self.image.get_rect() self.screen_rect=screen.get_rect() #將每艘新飛船放在屏幕底部中央 self.rect.centerx=self.screen_rect.centerx self.rect.bottom=self.screen_rect.bottom #在飛船的屬性center中儲存小數值 self.center=float(self.rect.centerx) #移動標志 self.moving_right=False self.moving_left=False def update(self): #根據移動標志調整飛船的位置 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 #根據slef.center更新rect對象 self.rect.centerx=self.center def blitme(self): #在指定位置繪制飛船 self.screen.blit(self.image,self.rect) def center_ship(self): #讓飛船在屏幕上居中 self.center = self.screen_rect.centerx
繼續吧