一个月左右的学习,在完成pygame外星人的游戏后对python和pycharm有了初步的认识,初步学习了python的变量,简单数据,列表,字典,if语句,while语句,用户输入,定义函数,类,文件处理和异以及测试代码等。
在完成外星人这个程序中,几乎用到前面学习的所有内容,在这对完成小游戏的整个过程进行一个简单的总结。首先根据整个游戏进行项目的规划,确定项目的逻辑顺序,在项目的完成过程中,根据项目的飞船、外星人、子弹、得分等项目目标进行分块编辑代码,在由一个游戏主题函数进行整合。
在进行项目编辑时,首先进行项目的主体初级编辑,在编辑到各模块目标时,如:飞船、外星子弹等代码,先使用类对各模块进行初始化、设置各种数据及图形的基本参数。在用一个函数问价game_functions.py来编辑整个项目所要用到的函数(函数应当简单,以减少函数复杂程度,便于计算和检查)。
在写游戏主题时,首先理清整个主题逻辑,在编辑时注意用到的相关模块,以及在编辑进行中增加、修改各模块的细节,游戏的主体逻辑如下:
# author: yufan
# last runtime: 2021.10.28
import pygame
from pygame.sprite import Group
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pygame、设置、和屏幕对象
pygame.init()
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
# 创建Play按钮
play_button = Button(ai_settings, screen, 'Play')
# 创建一个用于储存游戏统计信息的实例,并创建记分牌
stats = GameStats(ai_settings)
sb = Scoreboard(ai_settings, screen, stats)
# 创建一艘飞船、一个子弹编组、一个外星人编组
ship = Ship(ai_settings, screen)
bullets = Group()
aliens = Group()
# 创建外星人群
gf.create_fleet(ai_settings, screen, ship, aliens)
# 开始游戏循环
while True:
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.updata_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
run_game()
在编辑函数时,应该尽量的简化,在适当的时候重构相应模块,使每个函数主题简洁易懂,方便检查和共同作业,所有函数:
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event, ai_settings, screen, ship, bullets):
"""按键响应"""
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:
# 创建一颗子弹,并将其加入到编组bulltes中
fire_bullets(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def fire_bullets(ai_settings, screen, ship, bullets):
"""如果还没有达到限制,就发射一颗子弹"""
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
"""响应松开"""
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,aliens, bullets):
"""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_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_