class GameStats(): """跟蹤游戲的統計信息""" #def __int__(self, ai_settings): def __init__(self, ai_settings): """初始化統計信息""" self.ai_settings = ai_settings self.reset_stats() # 讓游戲 處於非活動狀態 self.game_active = False # self.score = 0 #在任何場景 不應該重置最高得分 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信息""" self.ship_left = self.ai_settings.ship_limit self.level = 1
import pygame from pygame.sprite import Sprite class Alien(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初始位置""" super(Alien, 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/alien.png') 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 #儲存外星人的准確位置 self.x = float(self.rect.x) def blitme(self): """在指定位置繪畫外星人""" self.screen.blit(self.image,self.rect) def update(self): """向右移動外星人""" self.x += (self.ai_settings.alien_speed_factor * self.ai_settings.fleet_direction) self.rect.x = self.x def check_edges(self): """碰撞檢測""" screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True elif self.rect.left <= 0: return True
# -*- coding: gb2312 -*- import sys import pygame from settings import Settings #導入必須正確 from ship import Ship import game_functions as gf from scoreboard import Scoreboard from alien import Alien from pygame.sprite import Group from game_stats import GameStats from button import Button #ctrl e 快速注釋 def run_game(): """""" #初始化游戲穿件屏幕對象 pygame.init() ai_settings = Settings() #ai_settings.ship_speed_factor=1.5 screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption("spider_play") #創建play按鈕 play_button = Button(ai_settings,screen,"Play") # 創建一個用於儲存游戲統計信息的實例 stats = GameStats(ai_settings) sb = Scoreboard(ai_settings,screen,stats) ship = Ship(ai_settings, screen) #創建一個用於儲存子彈的編組 bullets = Group() aliens = Group() # 創建一個外星人 gf.create_fleet(ai_settings,screen,ship,aliens) #alien = Alien(ai_settings,screen) #主循環 while True: # 掃描鍵盤 gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen,stats,sb, ship, aliens, bullets) gf.update_aliens(ai_settings, stats,sb, screen, ship, aliens, bullets) gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button) run_game()
# -*- coding: gb2312 -*- import pygame from pygame.sprite import Sprite class Bullet(Sprite): """"一個對飛船發射子彈進行管理的類""" def __init__(self,ai_settings,screen,ship): """"在飛船所處位置創造一個子彈對象""" super(Bullet,self).__init__() self.screen = screen #在(0,0)出創建一個表示子彈的矩形,在設置正確的位置 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 #用小數儲存位置 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""" #跟新在單的小數值 self.y-=self.speed_factor #更新子彈 rect self.rect.y =self.y def draw_bullet(self): """"在屏幕上位置子彈""" pygame.draw.rect(self.screen,self.color,self.rect )
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渲染為圖像並將其居中""" 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): # 繪制一個顏色填充按鈕,在繪制文本 self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
# -*- coding: gb2312 -*- import sys import pygame from bullet import Bullet from alien import Alien from time import sleep def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets): """相應被外星人撞到的飛船""" if stats.ship_left > 0: # 將 ships_left -=1 stats.ship_left -= 1 # 更新記分牌 sb.prep_ships() # 清空外星人列表和子彈列表 aliens.empty() bullets.empty() #創建一群新的外星人,並將飛創放到屏幕低端 中央 create_fleet(ai_settings,screen,ship,aliens) ship.center_ship() #暫停 sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) def get_number_aliens_x(ai_settings , alien_width): """"計算外星人數量""" available_space_x = ai_settings.screen_width - 2*alien_width number_aliens_x = int(available_space_x/(2*alien_width)) return number_aliens_x def create_alien(ai_settings, screen, aliens, alien_number,row_number): """"創建一個外星人並將其放在當前行""" # 創建一行外星人 alien = Alien(ai_settings,screen) alien_width = alien.rect.width alien.x = alien_width + 2*alien_width*alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2*alien.rect.height*row_number aliens.add(alien) def create_fleet(ai_settings,screen,ship,aliens): """創建外星人群""" # 創建一個外星人,並計算可容納多少個外星人 # 外星人間距為外星人寬度 alien = Alien(ai_settings,screen) number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width) number_rows = get_number_rows(ai_settings,ship.rect.height,alien.rect.height) #穿件第一行外星人 for row_number in range(number_rows): for alien_number in range(number_aliens_x): #創建一行外星人 create_alien(ai_settings,screen,aliens,alien_number,row_number) def get_number_rows(ai_settings,ship_height,alien_height): """"計算可以容納的行數""" available_apace_y = (ai_settings.screen_height-(3*alien_height)-ship_height) get_number_rows = int(available_apace_y/(2*alien_height)) return get_number_rows-1 def check_keydown_events(event,ai_settings,screen,ship,bullets): """"相應按鍵""" if event.key == pygame.K_RIGHT: # 向右移動飛船 # ship.rect.centerx +=1 ship.moving_right = True elif event.key == pygame.K_LEFT: # 向右移動飛船 # ship.rect.centerx +=1 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): """子彈未超限制 繼續發射""" # 創建一顆子彈 並將其添加到編組中 if len(bullets) < ai_settings.bullets_allowed: new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet) def check_keyup_events(event,ship): """松開按鍵""" if event.key == pygame.K_RIGHT: ship.moving_right =False elif event.key == pygame.K_LEFT: # 向右移動飛船 # ship.rect.centerx +=1 ship.moving_left = False def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets): # """"相應按鍵和鼠標事件""" """"""" for event in pygame.event.get(): if event.type == pygame.QUIT: # 大小寫會導致嚴重錯誤 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_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y) def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y): """"在玩家單擊paly按鈕的時候開始新游戲""" button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y) if button_clicked and not stats.game_active: # 重置游戲速度 ai_settings.initialize_dynamic_settings() #隱藏光標 pygame.mouse.set_visible(False) # 重置游戲統計信息 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 aliens.empty() bullets.empty() #創建一群新的外星人,並讓飛船居中 create_fleet(ai_settings,screen,ship,aliens) ship.center_ship() def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_bytton): """更新屏幕上的圖像,並切換到新屏幕""" #重繪屏幕 screen.fill(ai_settings.bg_colors) # 括號會導致嚴重問題 但是不會報錯 # print(ai_settings.bg_colors) # screen.fill(bg_color) # 在飛船和外星人相遇后重繪所有子彈 for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) #顯示得分 sb.show_score() #如果游戲處於非活動狀態 就繪制play按鈕 if not stats.game_active: play_bytton.draw_button() # 刷新屏幕 pygame.display.flip() def update_bullets( ai_settings, screen,stats,sb, ship, aliens, bullets): """更新子彈位置,並刪除已小時的子彈 檢測碰撞""" # 更新子彈的位置 bullets.update() # 刪除已經消失的子彈 子彈距離小於0的時候要刪除列表 for bullet in bullets.copy(): # 復制一個新的列表 以便解決。。。 if bullet.rect.bottom <= 0: bullets.remove(bullet) # 檢查是否有子彈擊中了外星人 # 如果 刪除相應的子彈和外星人 check_buttet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets) def check_buttet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets): """ 相應子彈和外星人的碰撞 :param ai_settings: :param screen: :param ship: :param aliens: :param bullets: :return: """ collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions: for aliens in collisions.values(): stats.score += ai_settings.alien_points * len(aliens) sb.prep_score() check_high_score(stats,sb) #stats.score += ai_settings.alien_points #sb.prep_score() if len(aliens) == 0 : #刪除現有的子彈並創建一群外星人 bullets.empty() ai_settings.increase_speed() # 提高等級 stats.level += 1 sb.prep_level() create_fleet(ai_settings, screen, ship, aliens) def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets): """更新外星人人群中所有外星人的位置""" check_fleet_edges(ai_settings,aliens) aliens.update() # 檢測外星人和非常之間的碰撞 if pygame.sprite.spritecollideany(ship,aliens) : ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets) print("ship hit !!!") # 檢查是否有到達底端的飛船 check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets) def check_fleet_edges(ai_settings,aliens): """有外星人到達邊緣時應采取措施""" for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(ai_settings, aliens) break def change_fleet_direction(ai_settings,aliens): """ 下移動應該變方向 :param ai_settings: :param aliens: :return: """ for alien in aliens.sprites(): alien.rect.y += ai_settings.fleet_drop_speed ai_settings.fleet_direction *= -1 def check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets): """檢查是否有誒創到達了底端""" screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: # 飛創被撞到 ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets) break def check_high_score(stats,sb): """檢查是否產生了最高分""" if stats.score > stats.high_score: stats.high_score = stats.score sb.prep_high_score()
# -*- coding: gb2312 -*- class Settings(): """設置系統使用變量""" def __init__(self): #"""初始化游戲的設置""" #屏幕設置 self.screen_width =1200 self.screen_height =800 self.bg_colors=(230,230,230) #self.bg_color =(230,230,230)
# -*- coding: gb2312 -*- import sys import pygame def run_game(): """""" #初始化游戲穿件屏幕對象 pygame.init() screen =pygame.display.set_mode((1200,800)) pygame.display.set_caption("spider_play") #設置背景顏色 bg_color=(230,230,230) #主循環 while True: #掃描鍵盤 for event in pygame.event.get(): if event.type==pygame.quit: sys.exit() #重繪屏幕 screen.fill(bg_color) #刷新屏幕 pygame.display.flip() run_game()
import requests # 執行API調用並儲存相應 url = 'https://api.github.com/search/repositories?q=language:python&sort=stars' r = requests.get(url) print("Status code :",r.status_code) # 將api響應儲存在一個變量中 response_dict = r.json() print("Total repositories:",response_dict['total_count']) # 探索有關倉庫信息 repo_dicts = response_dict['items'] print("Repositories returned:",len(repo_dicts)) # 研究第一個倉庫 repo_dicts = repo_dicts[0] print("\n keys:",len(repo_dicts)) for key in sorted(repo_dicts.keys()): print(key) # 處理結果 #print(response_dict.keys())
import pygame.font from pygame.sprite import Group from ship import Ship class Scoreboard(): """顯示得分信息的類""" 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 # 顯示得分信息使用的字體 self.text_color = (30,30,30) self.font = pygame.font.SysFont(None,48) # 准備初始得分圖像 self.prep_score() # 准備包含最高得分 和 當前得分的圖像 self.prep_high_score() self.prep_level() self.prep_ships() def prep_score(self): """將得分渲染為為一副圖片""" rounded_score = int(round(self.stats.score,-1)) #精確多少位小數 -1 代表精確到 10的倍數 score_str = "{:,}".format(rounded_score) #score_str = str(self.stats.score) self.score_image = self.font.render(score_str,True,self.text_color,self.ai_settings.bg_colors) #將得分放在屏幕右上角 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""" 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) # 繪制飛船 self.ships.draw(self.screen) def prep_high_score(self): """將最高分轉換為渲染的圖像""" 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_colors) #將最高的紛紛放到屏幕頂部中央 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 # class image_int(): # # 定義圖像相關屬性 # def def display_text(self,number,text_color,bg_color,x,y): """ :param number: :param text_color: :param bg_color: :param x: :param y: :return: """ #images = {'a':3231,'b':13} #images['a']= num = int(round(number,0)) num_str = "{:,}".format(num) images = self.font.render(num_str,True,text_color,bg_color) #將最高的紛紛放到屏幕頂部中央 rect = images.get_rect() rect.centerx = x rect.top = y return images ,rect def prep_level(self): """將等級轉換為渲染的圖像""" #images = {'a':self.level_image,'b':self.level_rect} self.level_image,self.level_rect =self.display_text(self.stats.level,self.text_color,self.ai_settings.bg_colors,self.score_rect.right,self.score_rect.bottom+10) def prep_ships(self): """顯示 還余下多少艘飛船""" self.ships = Group() for ship_number in range (self.stats.ship_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)
# -*- coding: gb2312 -*- import pygame class Settings(): """設置系統使用變量""" def __init__(self): #"""初始化游戲的設置""" #屏幕設置 self.screen_width =1200 self.screen_height =800 self.bg_colors=(230,230,230) #self.image =pygame.image.load ('image/bg.jpg') #$self.rect =self.image.get_rect() #飛船的設置 self.ship_speed_factor = 1.5 #self.bg_color =(230,230,230) self.ship_limit = 3 #子彈設置 self.bullet_speed_factor = 2 self.bullet_width = 3 # 3 self.bullet_height = 15 self.bullet_color = (60, 60, 60) self.bullets_allowed = 3 #最多能存在3顆子彈 # 外星人設置 self.alien_speed_factor = 3 self.fleet_drop_speed = 10 #方向 self.fleet_direction = 1 #以什么樣的速度加快游戲 self.speedup_scale = 1.1 # 外星人點數的提高速速 self.score_scale = 1.5 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): """隨游戲進行而變化的量""" self.ship_speed_factor = 1.5 self.bullet_speed_factor = 3 self.alien_speed_factor = 1 # fleet_direction 位1表示向右 為-1表示向左 self.fleet_direction = 1 #積分點 self.alien_points = 50 def increase_speed(self): """提高速度設置 和外星人價值""" self.ship_speed_factor *= self.speedup_scale self.bullet_speed_factor *= self.speedup_scale self.alien_speed_factor *= self.speedup_scale self.alien_points = int(self.alien_points * self.score_scale) print(self.alien_points)
# -*- coding: gb2312 -*- import pygame from pygame.sprite import Sprite class Ship(Sprite): def __init__(self,ai_settings,screen): """初始化飛船初始位置""" super(Ship, self).__init__() self.screen =screen self.ai_settings = ai_settings #獲取速度設定 #加載飛船圖像並獲取矩形外形 self.image = pygame.image.load('image/ship.png') self.rect =self.image.get_rect() self.screen_rect =screen.get_rect() #將飛船放到遞底部中央 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): """根據移動標志移動飛船位置""" #更新飛船的center值不是rect 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 #分局self.centr 更新rect對象 self.rect.centerx=self.center def blitme(self): #函數應該與 int對齊 """"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
你只要替換相關的有意思圖片就可以實現各種有意思的東西