Python小游戏——王校长的S8冠军奖杯【下】

【前情提要】

1、pygame的安装:https://blog.csdn.net/Xiaomo_haa/article/details/83962300

2、Python小游戏——王校长的S8冠军奖杯【引子】:https://blog.csdn.net/Xiaomo_haa/article/details/83929275

3、Python小游戏——王校长的S8冠军奖杯【上】:https://blog.csdn.net/Xiaomo_haa/article/details/83963110

 

【CODE】

hotdog.py

在游戏中导入hotdog图像,并且设置hotdog属性以及创建绘制和更新函数。

import pygame
from pygame.sprite import Sprite

class Hotdog(Sprite):
    """"表示单个hotdog的类"""

    def __init__(self,ai_settings,screen,wxz):
        """初始化hotdog并设置其初始位置"""
        super(Hotdog, self).__init__()
        self.screen = screen

        #加载hotdog图像,并设置其rect属性
        self.image = pygame.image.load('image/hotdog.png')
        self.rect = self.image.get_rect()

        #让每个hotdog在WXZ所处位置
        self.rect.centerx = wxz.rect.centerx
        self.rect.top = wxz.rect.top

        #存储hotdog的准确位置
        self.y = float(self.rect.y)
        self.speed_factor = ai_settings.hotdog_speed_factor

        #开火标志
        self.hotdog_fire = False


    def blitme(self):
        """在指定位置绘制hotdog"""
        self.screen.blit(self.image,self.rect)


    def update(self):
        """向上移动hotdog"""
        #更新表示hotdog位置的小数值
        self.y -= self.speed_factor
        #更新表示hotdog的rect的位置
        self.rect.y = self.y

 

button.py

创建一个开始按钮,并且只有用鼠标点击play按钮之后游戏才能开始。

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)

 

game_stata.py

一个统计游戏分数的类与初始化游戏期间变化量。

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()

        #游戏刚启动时处于非活动状态
        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信息"""
        self.wxzs_left = self.ai_settings.wxz_limit
        self.score = 0
        self.level = 1

 

scoreboard.py

在屏幕顶部创建计分板,显示游戏得分、最高分、剩余生命等。

import pygame.font
from pygame.sprite import Group
from wxz import Wxz


class Scoreboard():
    """显示得分信息的类"""

    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_settihngs = ai_settings
        self.stats = stats

        #显示得分信息时使用的字体设置
        self.text_color = (30,30,30)
        self.font = pygame.font.SysFont(None,48)

        #准备初始得分图像
        self.prep_score()
        self.prep_high_score()
        self.prep_level()
        self.prep_wxzs()


    def prep_score(self):
        """将得分转换为一副渲染的图像"""
        rounded_score = int(round(self.stats.score,-1))
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(score_str,True,self.text_color,self.ai_settihngs.bg_color)

        #将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 prep_high_score(self):
        """将最高分转换为渲染的图像"""
        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_settihngs.bg_color)

        #将最高分放在屏幕顶部中央
        self.high_score_ract = self.high_score_image.get_rect()
        self.high_score_ract.centerx = self.screen_rect.centerx
        self.high_score_ract.top = self.score_rect.top


    def show_score(self):
        """在屏幕上显示奖杯和得分"""
        self.screen.blit(self.score_image,self.score_rect)
        self.screen.blit(self.high_score_image,self.high_score_ract)
        self.screen.blit(self.level_image,self.level_rect)

        #绘制奖杯
        self.wxzs.draw(self.screen)


    def prep_level(self):
        """将等级转换为渲染的图像"""
        self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settihngs.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_wxzs(self):
        """显示还余下多少个奖杯"""
        self.wxzs = Group()
        for wxz_number in range(self.stats.wxzs_left):
            wxz = Wxz(self.ai_settihngs,self.screen)
            wxz.rect.x = 10 + wxz_number * wxz.rect.width
            wxz.rect.y = 10
            self.wxzs.add(wxz)

 

game_functions.py

游戏中所有涉及的处理函数。

import sys
import pygame
from hotdog import Hotdog
from cup import Cup
from time import sleep


def check_keydowm_events(event,ai_settings,screen,wxz,hotdogs):
    """响应按键"""
    if event.key == pygame.K_RIGHT:
        wxz.moving_right = True
    elif event.key == pygame.K_LEFT:
        wxz.moving_left = True
    elif event.key == pygame.K_a:
        fire_hotdog(ai_settings, screen, wxz, hotdogs)
    elif event.key == pygame.K_ESCAPE:
        sys.exit()


def check_keyup_events(event,wxz):
    """响应松开"""
    if event.key == pygame.K_RIGHT:
        wxz.moving_right = False
    elif event.key == pygame.K_LEFT:
        wxz.moving_left = False


def check_events(ai_settings,screen,stats,sb,play_button,wxz,cups,hotdogs):
    """响应按键和鼠标事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydowm_events(event,ai_settings,screen,wxz,hotdogs)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event,wxz)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x,mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings,screen,stats,sb,play_button,wxz,cups,hotdogs,mouse_x,mouse_y)


def check_play_button(ai_settings,screen,stats,sb,play_button,wxz,cups,hotdogs,mouse_x,mouse_y):
    """在玩家单击Play按钮时开始新游戏"""
    button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not stats.game_active:
        #重置游戏速度
        ai_settings.initialize_dynamic_settings()

        #隐藏光标
        pygame.mouse.set_visible(False)

        #重置游戏统计信息
        stats.reset_stats()
        stats.game_active = True

        #重置记分牌图案
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_wxzs()

        #清空奖杯列表和hotdog列表
        cups.empty()
        hotdogs.empty()

        #创建一群新的奖杯,并让WXZ居中
        create_fleet(ai_settings,screen,wxz,cups)
        wxz.center_wxz()


def update_screen(ai_settings,screen,stats,sb,wxz,cups,hotdogs,play_button):
    """更新屏幕上的图像,并切换到新屏幕"""
    #每次循环时都重绘屏幕
    screen.fill(ai_settings.bg_color)

    #在WXZ和外星人后面重绘所有hotdog
    for hotdog in hotdogs.sprites():
        hotdog.blitme()

    wxz.blitme()
    cups.draw(screen)

    #显示得分
    sb.show_score()

    #如果游戏处于非活动状态,就绘制Play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_hotdogs(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
    """更新hotdog的位置,并删除已消失的hotdog"""
    #更新hotdog的位置
    hotdogs.update()

    # 删除已消失的hotdog
    for hotdog in hotdogs.copy():
        if hotdog.rect.bottom <= 0:
            hotdogs.remove(hotdog)

    check_hotdog_cup_collision(ai_settings,screen,stats,sb,wxz,cups,hotdogs)


def check_hotdog_cup_collision(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
    """相应子hotdog和奖杯的碰撞"""
    #删除发生碰撞的hotdog和奖杯
    collisions = pygame.sprite.groupcollide(hotdogs,cups,True,True)

    if collisions:
        for cups in collisions.values():
            stats.score += ai_settings.cup_points * len(cups)
            sb.prep_score()
        check_high_score(stats,sb)

    if len(cups) == 0:
        #整群奖杯被消灭,提高一个等级
        #删除现有的hotdog并新建一群奖杯,并加快游戏节奏
        hotdogs.empty()
        ai_settings.increase_speed()

        #提高等级
        stats.level += 1
        sb.prep_level()

        create_fleet(ai_settings,screen,wxz,cups)


def check_high_score(stats,sb):
    """检查是否诞生了最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()


def fire_hotdog(ai_settings,screen,wxz,hotdogs):
    """如果还没达到极限,就发射一颗hotdog"""
    if len(hotdogs) < ai_settings.hotdogs_allowed:
        new_hotdog = Hotdog(ai_settings, screen, wxz)
        hotdogs.add(new_hotdog)


def get_number_cups_x(ai_settings,cup_width):
    """计算每行可容纳多少个奖杯"""
    available_space_x = ai_settings.screen_width - 2 * cup_width
    number_cups_x = int(available_space_x / (2 * cup_width))
    return number_cups_x


def get_number_rows(ai_settings,wxz_height,cup_height):
    """计算屏幕可容纳多少行奖杯"""
    available_space_y = (ai_settings.screen_height - (3 * cup_height) - wxz_height)
    number_rows = int(available_space_y / (2 * cup_height))
    return number_rows


def create_cup(ai_settings,screen,cups,cup_number,row_number):
    """创建一个奖杯并将其放在当前行"""
    cup = Cup(ai_settings, screen)
    cup_width = cup.rect.width
    cup.x = cup_width + 2 * cup_width * cup_number
    cup.rect.x = cup.x
    cup.rect.y = cup.rect.height + 2 * cup.rect.height * row_number + 66
    cups.add(cup)


def create_fleet(ai_settings,screen,wxz,cups):
    """创建奖杯群"""
    #创建一个奖杯,并计算一行可以容纳多少奖杯
    #奖杯间距为奖杯宽度
    cup = Cup(ai_settings,screen)
    number_cups_x = get_number_cups_x(ai_settings,cup.rect.width)
    number_rows = get_number_rows(ai_settings,wxz.rect.height,cup.rect.height) - 2

    #创建第一行奖杯
    for row_number in range(number_rows):
        for cup_number in range(number_cups_x):
            create_cup(ai_settings,screen,cups,cup_number,row_number)


def check_fleet_edges(ai_settings,cups):
    """有奖杯到达边缘时采取相应的措施"""
    for cup in cups.sprites():
        if cup.check_edges():
            change_fleet_direction(ai_settings,cups)
            break


def change_fleet_direction(ai_settings,cups):
    """将整群奖杯下移,并改变它们方向"""
    for cup in cups.sprites():
        cup.rect.y += ai_settings.fleet_drop_speed
    ai_settings.fleet_direction *= -1


def wxz_hit(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
    """响应被奖杯撞到的WXZ"""
    if stats.wxzs_left > 0:
        #将wxz_left -= 1
        stats.wxzs_left -= 1

        #更新记分牌
        sb.prep_wxzs()

        #清空奖杯列表和hotdog列表
        cups.empty()
        hotdogs.empty()

        #创建一群新的奖杯,并将WXZ放到屏幕底部中央
        create_fleet(ai_settings,screen,wxz,cups)
        wxz.center_wxz

        #暂停
        sleep(0.5)

    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)


def check_cups_bottom(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
    """检查是否有奖杯到达屏幕底端"""
    screen_rect = screen.get_rect()
    for cup in cups.sprites():
        if cup.rect.bottom >= screen_rect.bottom:
            #像WXZ撞到一样进行处理
            wxz_hit(ai_settings,screen,stats,sb,wxz,cups,hotdogs)
            break


def update_cups(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
    """检查是否有奖杯位于屏幕边缘,并更新整群奖杯位置"""
    check_fleet_edges(ai_settings,cups)
    cups.update()

    #检测奖杯的WXZ之间的碰撞
    if pygame.sprite.spritecollideany(wxz,cups):
        wxz_hit(ai_settings,screen,stats,sb,wxz,cups,hotdogs)

    #检查是否有奖杯到达屏幕底端
    check_cups_bottom(ai_settings,screen,stats,sb,wxz,cups,hotdogs)

 

【游戏界面】

至此,游戏全部完成,但是很多功能不够完善,比如自动发射hotdog等等,比如像雷电一样可以自由移动等等......

等待后续更新吧。

附上游戏运行图:

游戏全部代码和资源链接:https://download.csdn.net/download/xiaomo_haa/10780712

 

 

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值