pygame笔记(更新中

这篇笔记介绍了如何使用pygame创建游戏,包括导入模块、加载资源、创建游戏对象类、初始化、主循环、处理输入事件、碰撞检测等。还提到了numpy库在处理数组和数学运算中的应用,以及如何利用surfarray进行游戏开发。
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pygame Notebook

由于使用emacs-org进行编辑,为方便使用了英文

Table of Contents

  1. chimp (instance)
    1. importing modules
    2. loading resources
      1. image
      2. sound
    3. game object classes
      1. fist
      2. chimp
    4. init everything
    5. create the background
      1. create the surface
      2. put text on the background
      3. display the background (after the setup)
    6. prepare game obj
    7. main loop
    8. handle input events
    9. update all the sprites
    10. draw the entire scene
    11. no need to do anything cleaning up
  2. sprites
    1. use group
    2. group types
      1. Group
      2. GroupSingle
      3. RenderPlain
      4. RenderClear
      5. RenderUpdates
    3. collision detection
      1. spritecollide(sprite, group, dokill) -> list
      2. groupcollide(group1, group2, dokill1, dokill2) -> dictionary
    4. create my own group class
  3. numpy (Numeric Python) intro
    1. mathematical operations
    2. array slice
    3. 2d array slice
  4. surfarray
  5. making game

chimp (instance)

importing modules

import os, sys
import pygame
from pygame.locals import *

if not pygame.font: print('Warning, fonts disabled')
if not pygame.mixer: print('Warning, sound disabled')

os, sys modules can get independent on platforms.
pygame.locals: commonly used constants and functions,
not necessary to include, just include pygame is enough.

loading resources

image

def load_image(name, colorkey = None):
    fullname = os.path.join("assets", name)

    try:
        image = pygame.image.load(fullname)
    except pygame.error as message:
        print("cannot load image:", name)
        raise SystemExit(message)
    image = image.convert()
    if colorkey is not None:
        if colorkey is -1:
            colorkey = image.get_at((0, 0,))
        image.set_colorkey(colorkey, RLEACCEL)
    return image, image.get_rect()

create a fullname, tryna load the img,
raise exception if failed, convert the img to the format
of the screen to make it faster to blit,
set a transparent colorkey,
default the (0, 0,) point’s color,
return the img and its rect.

REACCEL can boost up blitting but slow down modifying.

sound

def load_sound(name):
    class NoneSound:
        def play(self): pass
    if not pygame.mixer:
        return NoneSound()

    fullname = os.path.join("assets", name)
    try:
        sound = pygame.mixer
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T ABLE OF C ONTENTS Who is this book for? ........................................................................................................................ i About This Book .............................................................................................................................. ii Chapter 1 – Installing Python and Pygame ...................................................................................... 1 What You Should Know Before You Begin ................................................................................ 1 Downloading and Installing Python ............................................................................................. 1 Windows Instructions .................................................................................................................. 1 Mac OS X Instructions ................................................................................................................. 2 Ubuntu and Linux Instructions .................................................................................................... 2 Starting Python............................................................................................................................. 2 Installing Pygame......................................................................................................................... 3 How to Use This Book ................................................................................................................. 4 The Featured Programs ................................................................................................................ 4 Downloading Graphics and Sound Files ...................................................................................... 4 Line Numbers and Spaces ............................................................................................................ 4 Text Wrapping in This Book ....................................................................................................... 5 Checking Your Code Online ........................................................................................................ 6 More Info Links on http://invpy.com ........................................................................................... 6 Chapter 2 – Pygame Basics .............................................................................................................. 7 GUI vs. CLI ................................................................................................................................. 7 Source Code for Hello World with Pygame ................................................................................ 7 Setting Up a Pygame Program ..................................................................................................... 8 Game Loops and Game States ................................................................................................... 10 pygame.event.Event Objects ........................................................................................... 11 The QUIT Event and pygame.quit() Function .................................................................. 12 Pixel Coordinates ....................................................................................................................... 13iv http://inventwithpython.com/pygame A Reminder About Functions, Methods, Constructor Functions, and Functions in Modules (and the Difference Between Them) .................................................................................................. 14 Surface Objects and The Window ............................................................................................. 15 Colors ......................................................................................................................................... 16 Transparent Colors ..................................................................................................................... 17 pygame.Color Objects .......................................................................................................... 18 Rect Objects ............................................................................................................................... 18 Primitive Drawing Functions ..................................................................................................... 20 pygame.PixelArray Objects .............................................................................................. 23 The pygame.display.update() Function ...................................................................... 24 Animation .................................................................................................................................. 24 Frames Per Second and pygame.time.Clock Objects ....................................................... 27 Drawing Images with pygame.image.load() and blit() ............................................ 28 Fonts ........................................................................................................................................... 28 Anti-Aliasing.............................................................................................................................. 30 Playing Sounds........................................................................................................................... 31 Summary .................................................................................................................................... 32 Chapter 3 – Memory Puzzle .......................................................................................................... 33 How to Play Memory Puzzle ..................................................................................................... 33 Nested for Loops ..................................................................................................................... 33 Source Code of Memory Puzzle ................................................................................................ 34 Credits and Imports .................................................................................................................... 42 Magic Numbers are Bad ............................................................................................................ 42 Sanity Checks with assert Statements ................................................................................... 43 Telling If a Number is Even or Odd .......................................................................................... 44 Crash Early and Crash Often! .................................................................................................... 44 Making the Source Code Look Pretty ........................................................................................ 45 Using Constant Variables Instead of Strings ............................................................................. 46 Making Sure We Have Enough Icons ........................................................................................ 47 Tuples vs. Lists, Immutable vs. Mutable ................................................................................... 47 Email questions to the author: al@inventwithpython.comAbout This Book v One Item Tuples Need a Trailing Comma ................................................................................. 48 Converting Between Lists and Tuples ....................................................................................... 49 The global statement, and Why Global Variables are Evil.................................................... 49 Data Structures and 2D Lists ..................................................................................................... 51 The ―Start Game‖ Animation ..................................................................................................... 52 The Game Loop ......................................................................................................................... 52 The Event Handling Loop .......................................................................................................... 53 Checking Which Box The Mouse Cursor is Over ..................................................................... 54 Handling the First Clicked Box ................................................................................................. 55 Handling a Mismatched Pair of Icons ........................................................................................ 56 Handling If the Player Won ....................................................................................................... 56 Drawing the Game State to the Screen ...................................................................................... 57 Creating the ―Revealed Boxes‖ Data Structure ......................................................................... 58 Creating the Board Data Structure: Step 1 – Get All Possible Icons ......................................... 58 Step 2 – Shuffling and Truncating the List of All Icons ............................................................ 59 Step 3 – Placing the Icons on the Board .................................................................................... 59 Splitting a List into a List of Lists.............................................................................................. 60 Different Coordinate Systems .................................................................................................... 61 Converting from Pixel Coordinates to Box Coordinates ........................................................... 62 Drawing the Icon, and Syntactic Sugar ...................................................................................... 63 Syntactic Sugar with Getting a Board Space’s Icon’s Shape and Color .................................... 64 Drawing the Box Cover ............................................................................................................. 64 Handling the Revealing and Covering Animation ..................................................................... 65 Drawing the Entire Board .......................................................................................................... 66 Drawing the Highlight ............................................................................................................... 67 The ―Start Game‖ Animation ..................................................................................................... 67 Revealing and Covering the Groups of Boxes ........................................................................... 68 The ―Game Won‖ Animation .................................................................................................... 68 Telling if the Player Has Won ................................................................................................... 69vi http://inventwithpython.com/pygame Why Bother Having a main() Function? ................................................................................ 69 Why Bother With Readability? .................................................................................................. 70 Summary, and a Hacking Suggestion ........................................................................................ 74 Chapter 4 – Slide Puzzle ................................................................................................................ 77 How to Play Slide Puzzle ........................................................................................................... 77 Source Code to Slide Puzzle ...................................................................................................... 77 Second Verse, Same as the First ................................................................................................ 85 Setting Up the Buttons ............................................................................................................... 86 Being Smart By Using Stupid Code .......................................................................................... 87 The Main Game Loop ................................................................................................................ 88 Clicking on the Buttons ............................................................................................................. 89 Sliding Tiles with the Mouse ..................................................................................................... 90 Sliding Tiles with the Keyboard ................................................................................................ 90 ―Equal To One Of‖ Trick with the in Operator ........................................................................ 91 WASD and Arrow Keys ............................................................................................................ 91 Actually Performing the Tile Slide ............................................................................................ 92 IDLE and Terminating Pygame Programs ................................................................................. 92 Checking for a Specific Event, and Posting Events to Pygame’s Event Queue ........................ 92 Creating the Board Data Structure ............................................................................................. 93 Not Tracking the Blank Position ................................................................................................ 94 Making a Move by Updating the Board Data Structure ............................................................ 94 When NOT to Use an Assertion ................................................................................................ 95 Getting a Not-So-Random Move ............................................................................................... 96 Converting Tile Coordinates to Pixel Coordinates .................................................................... 97 Converting from Pixel Coordinates to Board Coordinates ........................................................ 97 Drawing a Tile ........................................................................................................................... 97 The Making Text Appear on the Screen .................................................................................... 98 Drawing the Board ..................................................................................................................... 99 Drawing the Border of the Board ............................................................................................... 99 Email questions to the author: al@inventwithpython.comAbout This Book vii Drawing the Buttons ................................................................................................................ 100 Animating the Tile Slides ........................................................................................................ 100 The copy() Surface Method ................................................................................................. 101 Creating a New Puzzle ............................................................................................................. 103 Animating the Board Reset ...................................................................................................... 104 Time vs. Memory Tradeoffs .................................................................................................... 105 Nobody Cares About a Few Bytes ........................................................................................... 106 Nobody Cares About a Few Million Nanoseconds .................................................................. 107 Summary .................................................................................................................................. 107 Chapter 5 – Simulate .................................................................................................................... 108 How to Play Simulate .............................................................................................................. 108 Source Code to Simulate .......................................................................................................... 108 The Usual Starting Stuff .......................................................................................................... 114 Setting Up the Buttons ............................................................................................................. 115 The main() Function ............................................................................................................. 115 Some Local Variables Used in This Program .......................................................................... 116 Drawing the Board and Handling Input ................................................................................... 117 Checking for Mouse Clicks ..................................................................................................... 118 Checking for Keyboard Presses ............................................................................................... 118 The Two States of the Game Loop .......................................................................................... 119 Figuring Out if the Player Pressed the Right Buttons .............................................................. 119 Epoch Time .............................................................................................................................. 121 Drawing the Board to the Screen ............................................................................................. 122 Same Old terminate() Function ....................................................................................... 122 Reusing The Constant Variables .............................................................................................. 123 Animating the Button Flash ..................................................................................................... 123 Drawing the Buttons ................................................................................................................ 126 Animating the Background Change ......................................................................................... 126 The Game Over Animation ...................................................................................................... 127viii http://inventwithpython.com/pygame Converting from Pixel Coordinates to Buttons ........................................................................ 129 Explicit is Better Than Implicit ................................................................................................ 129 Chapter 6 – Wormy ...................................................................................................................... 131 How to Play Wormy ................................................................................................................ 131 Source Code to Wormy ............................................................................................................ 131 The Grid ................................................................................................................................... 137 The Setup Code ........................................................................................................................ 137 The main() Function ............................................................................................................. 138 A Separate runGame() Function .......................................................................................... 139 The Event Handling Loop ........................................................................................................ 139 Collision Detection .................................................................................................................. 140 Detecting Collisions with the Apple ........................................................................................ 141 Moving the Worm .................................................................................................................... 142 The insert() List Method................................................................................................... 142 Drawing the Screen .................................................................................................................. 143 Drawing ―Press a key‖ Text to the Screen ............................................................................... 143 The checkForKeyPress() Function ................................................................................ 143 The Start Screen ....................................................................................................................... 144 Rotating the Start Screen Text ................................................................................................. 145 Rotations Are Not Perfect ........................................................................................................ 146 Deciding Where the Apple Appears ........................................................................................ 147 Game Over Screens .................................................................................................................. 147 Drawing Functions ................................................................................................................... 148 Don’t Reuse Variable Names ................................................................................................... 151 Chapter 7 - Tetromino .................................................................................................................. 153 How to Play Tetromino ............................................................................................................ 153 Some Tetromino Nomenclature ............................................................................................... 153 Source Code to Tetromino ....................................................................................................... 154 The Usual Setup Code ............................................................................................................. 166 Email questions to the author: al@inventwithpython.comAbout This Book ix Setting up Timing Constants for Holding Down Keys ............................................................ 166 More Setup Code ..................................................................................................................... 166 Setting Up the Piece Templates ............................................................................................... 168 Splitting a ―Line of Code‖ Across Multiple Lines ................................................................... 171 The main() Function ............................................................................................................. 172 The Start of a New Game ......................................................................................................... 173 The Game Loop ....................................................................................................................... 174 The Event Handling Loop ........................................................................................................ 174 Pausing the Game .................................................................................................................... 174 Using Movement Variables to Handle User Input ................................................................... 175 Checking if a Slide or Rotation is Valid .................................................................................. 175 Finding the Bottom .................................................................................................................. 178 Moving by Holding Down the Key.......................................................................................... 179 Letting the Piece ―Naturally‖ Fall ............................................................................................ 182 Drawing Everything on the Screen .......................................................................................... 182 makeTextObjs() , A Shortcut Function for Making Text .................................................. 183 The Same Old terminate() Function ................................................................................ 183 Waiting for a Key Press Event with the checkForKeyPress() Function ........................ 183 showTextScreen() , A Generic Text Screen Function ..................................................... 184 The checkForQuit() Function .......................................................................................... 185 The calculateLevelAndFallFreq() Function .......................................................... 185 Generating Pieces with the getNewPiece() Function ....................................................... 188 Adding Pieces to the Board Data Structure ............................................................................. 189 Creating a New Board Data Structure ...................................................................................... 189 The isOnBoard() and isValidPosition() Functions ............................................... 190 Checking for, and Removing, Complete Lines ........................................................................ 192 Convert from Board Coordinates to Pixel Coordinates ........................................................... 195 Drawing a Box on the Board or Elsewhere on the Screen ....................................................... 195 Drawing Everything to the Screen ........................................................................................... 196x http://inventwithpython.com/pygame Drawing the Score and Level Text .......................................................................................... 196 Drawing a Piece on the Board or Elsewhere on the Screen ..................................................... 197 Drawing the ―Next‖ Piece ........................................................................................................ 197 Summary .................................................................................................................................. 198 Chapter 8 – Squirrel Eat Squirrel ................................................................................................. 200 How to Play Squirrel Eat Squirrel............................................................................................ 200 The Design of Squirrel Eat Squirrel ......................................................................................... 200 Source Code to Squirrel Eat Squirrel ....................................................................................... 201 The Usual Setup Code ............................................................................................................. 211 Describing the Data Structures ................................................................................................ 212 The main() Function ............................................................................................................. 213 The pygame.transform.flip() Function .................................................................... 214 A More Detailed Game State than Usual ................................................................................. 214 The Usual Text Creation Code................................................................................................. 215 Cameras ................................................................................................................................... 215 The ―Active Area‖ ................................................................................................................... 217 Keeping Track of the Location of Things in the Game World ................................................ 218 Starting Off with Some Grass .................................................................................................. 219 The Game Loop ....................................................................................................................... 219 Checking to Disable Invulnerability ........................................................................................ 219 Moving the Enemy Squirrels ................................................................................................... 219 Removing the Far Away Grass and Squirrel Objects .............................................................. 221 When Deleting Items in a List, Iterate Over the List in Reverse ............................................. 221 Adding New Grass and Squirrel Objects ................................................................................. 223 Camera Slack, and Moving the Camera View ......................................................................... 223 Drawing the Background, Grass, Squirrels, and Health Meter ................................................ 224 The Event Handling Loop ........................................................................................................ 226 Moving the Player, and Accounting for Bounce ...................................................................... 228 Collision Detection: Eat or Be Eaten ....................................................................................... 229 Email questions to the author: al@inventwithpython.comAbout This Book xi The Game Over Screen ............................................................................................................ 231 Winning ................................................................................................................................... 232 Drawing a Graphical Health Meter .......................................................................................... 232 The Same Old terminate() Function ................................................................................ 232 The Mathematics of the Sine Function .................................................................................... 233 Backwards Compatibility with Python Version 2 .................................................................... 236 The getRandomVelocity() Function .............................................................................. 237 Finding a Place to Add New Squirrels and Grass .................................................................... 237 Creating Enemy Squirrel Data Structures ................................................................................ 238 Flipping the Squirrel Image ..................................................................................................... 239 Creating Grass Data Structures ................................................................................................ 239 Checking if Outside the Active Area ....................................................................................... 240 Summary .................................................................................................................................. 241 Chapter 9 – Star Pusher ................................................................................................................ 242 How to Play Star Pusher .......................................................................................................... 242 Source Code to Star Pusher ...................................................................................................... 242 The Initial Setup ....................................................................................................................... 256 Data Structures in Star Pusher ................................................................................................. 271 The ―Game State‖ Data Structure ............................................................................................ 271 The ―Map‖ Data Structure ....................................................................................................... 271 The ―Levels‖ Data Structure .................................................................................................... 272 Reading and Writing Text Files ............................................................................................... 272 Text Files and Binary Files ...................................................................................................... 272 Writing to Files ........................................................................................................................ 273 Reading from Files ................................................................................................................... 274 About the Star Pusher Map File Format .................................................................................. 274 Recursive Functions ................................................................................................................. 280 Stack Overflows ....................................................................................................................... 281 Preventing Stack Overflows with a Base Case ........................................................................ 283xii http://inventwithpython.com/pygame The Flood Fill Algorithm ......................................................................................................... 284 Drawing the Map ..................................................................................................................... 285 Checking if the Level is Finished ............................................................................................ 287 Summary .................................................................................................................................. 288 Chapter 10 – Four Extra Games ................................................................................................... 289 Flippy, an ―Othello‖ Clone ...................................................................................................... 290 Source Code for Flippy ............................................................................................................ 292 Ink Spill, a ―Flood It‖ Clone .................................................................................................... 305 Source Code for Ink Spill ........................................................................................................ 305 Four-In-A-Row, a ―Connect Four‖ Clone ................................................................................ 317 Source Code for Four-In-A-Row ............................................................................................. 317 Gemgem, a ―Bejeweled‖ Clone ............................................................................................... 327 Source Code for Gemgem ........................................................................................................ 327 Summary .................................................................................................................................. 340 Glossary ....................................................................................................................................... 342 About the Author ......................................................................................................................... 347

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