《python编程 从入门到实践》图林程序设计丛书 学习笔记
项目一 外星人入侵
-
pygame
中的几个模块1> display模块
pygame.display.set_mode(resolution=(0,0),flags=0,depth=0)
返回的是一个
surface
对象,resolution
控制窗口大小,flags是扩展选项,depath
一般不设置2>
pygame.display.get_caption()
获得窗口的标题3>
pygame.event.get()
监视键盘和鼠标事件4>
pygame.display.flip()
让最近绘制的屏幕可见5>
run_game()
初始化游戏并进入主循环6>
screen.fill(color)
绘制屏幕颜色,只接受一个参数:表示颜色的RGB
值7>
get_rect()
获取相应的surface 的属性rect
要将元素居中,可设置相应对象的属性
center
,centerx
,centery
要将元素与屏幕边缘对齐,可设置相应对象的属性
top
,bottom
,left
或right
要调整游戏元素水平或者垂直位置,可使用属性
x
或y
8>
pygame.image.load()
加载图像,传递参数为图像位置
(一)武装飞船
1,开始游戏项目
- 创建
Pygame
窗口以及响应用户输入 - 设置背景色
alien_invasion.py
import sys
import pygame
def run_game():
pygame.init() #初始化背景设置
screen = pygame.display.set_mode((1200,700)) #创建显示窗口
pygame.display.set_caption('Alien Invasion') #获得窗口标题
bg_color = (230,230,230) #设置背景颜色
#开始游戏主循环
while True:
#监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 如果点击窗口关闭按钮,那么检测到pygame.QUIT时间,调用sys.exit()来退出游戏
screen.fill(bg_color) #重绘屏幕
pygame.display.flip() #让最近绘制的屏幕可见
run_game()
- 创建设置类
seetings.py
class Settings:
def __init__(self):
#设置屏幕属性:长,宽,颜色
self.screen_width = 1200
self.screen_height = 700
self.bg_color = (230,230,230)
alien_invasion.py
import sys
import pygame
from settings import Settings # 引用Settings类
def run_game():
pygame.init()
ai_settings = Settings() # 实例化
screen =pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) #调用
pygame.display.set_caption('Alien Invasion')
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
screen.fill(ai_settings.bg_color) #调用
pygame.display.flip()
run_game()
2,添加飞船图像
- 创建
Ship
类
ship.py
import pygame
class Ship():
def __init__(self,screen):
self.screen = screen
self.image = pygame.image.load('images/ship.bmp') # 加载图像
self.rect = self.image.get_rect() # get_rect() 来获取图像属性
self.screen_rect = screen.get_rect() # get_rect() 来获取屏幕属性,存储在 self.screen_rect
self.rect.centerx = self.screen_rect.centerx # 设置图像元素横轴位置
self.rect.bottom = self.screen_rect.bottom # 设置图像元素纵轴位置
def blitme(self): # 定义函数根据 self.rect 指定的位置将图像绘制到屏幕上
self.screen.blit(self.image,self.rect)
- 在屏幕上绘制飞船
alien_invasion.py
--snip--
from settings import Settings
from ship import Ship #引用Ship类中的ship函数
def run_game():
--snip--
pygame.display.set_caption('Alien Invasion')
ship = Ship(screen) #创建一艘飞船
--snip--
screen.fill(ai_settings.bg_color)
ship.blitme() #调用ship.blitme(),确保飞船绘制在背景前面
pygame.display.flip()
run_game()
3,重构模块:game_fuction
- 函数
check_events()
game_fuction.py
import sys
import pygame
def check_events():
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
alien_invasion.py
--snip--
from ship import Ship
import game_fuction as gf
--snip--
while True:
# for event in pygame.event.get(): #gf.check_events()重构主程序for循环
# if event.type == pygame.QUIT:
# sys.exit()
gf.check_events()
--snip--
run_game()
- 函数
update_screen()
game_fuction.py
--snip--
def check_events(ship):
--snip--
def update_screen(ai_settings, screen, ship):
screen.fill(ai_settings.bg_color) # 重绘屏幕
ship.blitme()
pygame.display.flip() #让最近绘制的屏幕可见
4,驾驶飞船
-
相应按键
-
允许不断移动
-
调整飞船速度
-
限制飞船活动范围
ship.py
--snip--
def update(self):
#更新飞船的center值而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right: #限制飞船活动范围 1
self.center += self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0: #限制飞船活动范围 2
self.center -= self.ai_settings.ship_speed_factor
--snip--
- 重构
check_event()
game_fuction.py
import sys
import pygame
def check_keydown_event(event, ship): #keydown事件
# 左右移动
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
def check_keyup_event(event, ship): #keyup事件
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ship):
# 监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 如果点击窗口关闭按钮,那么检测到pygame.QUIT时间,调用sys.exit()来退出游戏
if event.type == pygame.KEYDOWN:
check_keydown_event(event, ship)
elif event.type == pygame.KEYUP:
check_keyup_event(event, ship)
def update_screen(ai_settings, screen, ship):
screen.fill(ai_settings.bg_color) # 重绘屏幕
ship.blitme()
pygame.display.flip() #让最近绘制的屏幕可见
5,射击
- 添加子弹设置
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super(Bullet,self).__init__() #调用super继承Sprite类
self.screen = screen
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
self.y = float(self.rect.y)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
self.y -= self.speed_factor
self.rect.y = self.y
def draw_buttle(self):
pygame.draw.rect(self.screen,self.color,self.rect)
- 将子弹存储在编组中
aline_invasion.py
--snip--
import pygame
from pygame.sprite import Group
--snip--
def run_game():
--snip--
bullets = Group()
--snip--
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
bullets.update()
gf.update_screen(ai_settings,screen,ship,bullets)
run_game()
- 开火
- 删除已消失的子弹
- 限制子弹的数量
- 创建函数
update_bullets() & fire_bullet()
第一部分完整代码
alien_invasion.py
import sys
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
import game_fuction as gf
def run_game():
pygame.init() #初始化背景设置
ai_settings = Settings()
screen =pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption('Alien Invasion') #获得窗口标题
ship = Ship(ai_settings,screen) #创建飞船
bullets = Group()
#开始游戏主循环
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_screen(ai_settings,screen,ship,bullets)
run_game()
settings.py
class Settings:
def __init__(self):
self.screen_width = 1000
self.screen_height = 500
self.bg_color = (230,230,230)
self.ship_speed_factor = 1.5 #设置飞船的速度 1
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60,60,60
self.bullets_allowed = 3 #限制子弹数量
ship.py
import pygame
class Ship():
def __init__(self,ai_settings,screen):
self.screen = screen
self.ai_settings = ai_settings #设置飞船的速度 2
self.image = pygame.image.load('images/ship.bmp') # 加载图像
self.rect = self.image.get_rect() # get_rect() 来获取图像属性
self.screen_rect = screen.get_rect() # get_rect() 来获取屏幕属性,存储在 self.screen_rect
self.rect.centerx = self.screen_rect.centerx # 设置图像元素横轴位置
self.rect.bottom = self.screen_rect.bottom # 设置图像元素纵轴位置
self.center = float(self.rect.centerx) #设置飞船的速度 3 (在飞船的属性center中存储小数值)
self.moving_right = False
self.moving_left = False
def update(self):
#更新飞船的center值而不是rect
if self.moving_right and self.rect.right < self.screen_rect.right: #限制飞船活动范围 1
self.center += self.ai_settings.ship_speed_factor
#self.rect.centerx += 1
if self.moving_left and self.rect.left > 0: #限制飞船活动范围 2
self.center -= self.ai_settings.ship_speed_factor
#self.rect.centerx -= 1
#根据self.center更新rect对象
self.rect.centerx = self.center
def blitme(self): # 定义函数根据 self.rect 指定的位置将图像绘制到屏幕上
self.screen.blit(self.image,self.rect)
game_fuction.py
import sys
import pygame
from bullet import Bullet
def check_keydown_event(event,ai_settings,screen,ship,bullets): #keydown 事件
# 左右移动
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)
def fire_bullet(ai_settings,screen,ship,bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup_event(event, ai_settings,screen,ship,bullets): #keyup事件
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen,ship,bullets):
# 监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 如果点击窗口关闭按钮,那么检测到pygame.QUIT时间,调用sys.exit()来退出游戏
if event.type == pygame.KEYDOWN:
check_keydown_event(event, ai_settings, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_event(event, ai_settings, screen, ship, bullets)
def update_screen(ai_settings, screen, ship,bullets):
screen.fill(ai_settings.bg_color) # 重绘屏幕
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
pygame.display.flip() #让最近绘制的屏幕可见
def update_bullets(bullets):
bullets.update()
#删除已消失子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super(Bullet,self).__init__() #调用super继承Sprite类
self.screen = screen
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
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 #更新表示子弹位置的小数值
self.rect.y = self.y ##更新表示子弹rect的位置
def draw_bullet(self):
#在屏幕上绘制子弹
pygame.draw.rect(self.screen,self.color,self.rect)