从类中移植功能

一个类的作用要移植到另一个方法中时

重要的是要知道类中有用的是哪个方法还是其他内容

移植时要知道使用方法的对象是谁

以下是学习内容:

要提取的原文件:class模块和main模块

class模块

import pygame

#屏幕大小的常量
SCREEN_RECT = pygame.Rect(0,0,480,700)
#刷新的帧率
FRAME_PER_SEC = 60

class GameSprite(pygame.sprite.Sprite):
    """飞机大战游戏精灵"""
    def __init__(self, image_name, speed=1):

        #调用父类的初始化方法
        super().__init__()

        #定义对象属性
        self.image = pygame.image.load(image_name)
        self.rect = self.image.get_rect()
        self.speed = speed

    def update(self):

        #在屏幕垂直方向上移动
        self.rect.y += self.speed


class Background(GameSprite):
    """游戏背景精灵"""

    def update(self):

        #调用父类的方法实现:垂直移动
        super().update()

        #判断是否移出屏幕,若移出屏幕,应该将图像设置到图像上方
        if self.rect.y >= SCREEN_RECT.height:
            self.rect.y = -self.rect.height


提取有用的类存在自己的myclass类中,

提取部分:

​
class Background(pygame.sprite.Sprite):
    def __init__(self, image_name, speed=1):
        super().__init__()
        self.image = pygame.image.load(image_name)
        self.rect = self.image.get_rect()
        self.speed = speed

    def update(self):
        self.rect.y += self.speed

        # 判断是否超出屏幕,超出屏幕则返回图像上方
        screen_rect = pygame.Rect(0, 0, 480, 700)
        if self.rect.y >= screen_rect.height:
            self.rect.y = -self.rect.height

​

提取后的myclass模块

import pygame

class myPlane(pygame.sprite.Sprite):
    def __init__(self, screen, screen_size):
        pygame.sprite.Sprite.__init__(self)
        self.image1 = pygame.image.load('./素材/pic/机体/自机/Reimu1.png').convert_alpha()
        self.image2 = pygame.image.load('./素材/pic/机体/自机/Reimu2.png').convert_alpha()
        self.mask = pygame.mask.from_surface(self.image1)
        self.rect = self.image1.get_rect()
        self.width, self.height = screen_size[0], screen_size[1]
        self.rect.left, self.rect.bottom = (self.width - self.rect.width) // 2, self.height - 10

        self.screen = screen
        self.speed = 10
        self.switch_image = True
        self.delay = 100

        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath2.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath3.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath4.png').convert_alpha()])
        self.active = True
        self.down_sound = pygame.mixer.Sound("素材/voicemusic/soundeffect/biu~.wav")  # 添加音效
        self.down_sound.set_volume(0.2)

    def moveUp(self):
        if self.rect.top > 0:
            self.rect.top -= self.speed
        else:
            self.rect.top = 0

    def moveDown(self):
        if self.rect.bottom < self.height - 10:
            self.rect.bottom += self.speed
        else:
            self.rect.bottom = self.height - 10

    def moveLeft(self):
        if self.rect.left > 0:
            self.rect.left -= self.speed
        else:
            self.rect.left = 0

    def moveRight(self):
        if self.rect.right < self.width:
            self.rect.right += self.speed
        else:
            self.rect.right = self.width

    def animation(self):
        if self.switch_image:
            self.screen.blit(self.image1, self.rect)
        else:
            self.screen.blit(self.image2, self.rect)
        if self.delay % 5 == 0:
            self.switch_image = not self.switch_image
        self.delay -= 1
        if self.delay == 0:
            self.delay = 100

    def time_delay(self):  # 作为整个游戏动态切换的时钟
        self.delay -= 1
        if self.delay == 0:
            self.delay = 100

    def reset(self):  # 添加重生的方法
        self.active = True
        self.rect.left, self.rect.bottom = (self.width - self.rect.left) // 2, self.height - 10

    def play_sound(self):  # 播放坠毁音效
        self.down_sound.play()


class Bullet(pygame.sprite.Sprite):
    def __init__(self, position, direction):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load("./素材/pic/子弹/bullet1.png").convert_alpha()  # 加载子弹的图片
        self.rect = self.image.get_rect()  # 获取子弹的rect对象
        self.rect.left, self.rect.top = position  # 设置子弹的初始位置
        self.speed = 12  # 设置子弹移动的速度
        self.active = True  # 表示子弹是否超出窗体
        self.mask = pygame.sprite.from_surface(self.image)  # 获取子弹的轮廓
        self.direction = direction  # 子弹的方向

    def move(self):
        if self.direction:  # 如果子弹的方向是向上的,direction为True
            self.rect.top -= self.speed  # 移动子弹
            if self.rect.top < 0:  # 判断子弹有没有超出边界
                self.active = False  # 超出边界及修改标志位
        else:
            self.rect.top += self.speed
            if self.rect.top > 700:
                self.active = False

    def reset(self, position):
        self.rect.left, self.rect.top = position  # 子弹重生
        self.active = True  # 修改标志位


import pygame
from random import *


# 小型敌机
class SmallEnemy(pygame.sprite.Sprite):
    def __init__(self, screen_size):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load("./素材/pic/机体/敌机/小妖精.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath2.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath3.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath4.png').convert_alpha()])
        self.rect = self.image.get_rect()
        self.width, self.height = screen_size[0], screen_size[1]
        self.speed = 2
        self.active = True
        self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), \
                                        randint(-5 * self.height, 0)
        self.mask = pygame.mask.from_surface(self.image)

        self.down_sound = pygame.mixer.Sound("./素材/voicemusic/soundeffect/击破前提示音.wav")
        self.down_sound.set_volume(0.3)

    def move(self):
        if self.rect.top < self.height - 60:
            self.rect.top += self.speed
        else:
            self.reset()

    def reset(self):
        self.active = True
        self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), \
                                        randint(-5 * self.height, 0)

    def play_sound(self):
        self.down_sound.play()


# 中型敌机
class MidEnemy(pygame.sprite.Sprite):
    ENERGY = 10

    def __init__(self, screen_size):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load("./素材/pic/机体/敌机/一般妖精.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath2.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath3.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath4.png').convert_alpha()])
        self.rect = self.image.get_rect()
        self.width, self.height = screen_size[0], screen_size[1]
        self.speed = 1
        self.active = True
        self.energy = MidEnemy.ENERGY
        self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), \
                                        randint(-10 * self.height, -self.height)
        self.mask = pygame.mask.from_surface(self.image)

        self.down_sound = pygame.mixer.Sound("./素材/voicemusic/soundeffect/击破前提示音.wav")
        self.down_sound.set_volume(0.3)

    def move(self):
        if self.rect.top < self.height - 60:
            self.rect.top += self.speed
        else:
            self.reset()

    def reset(self):
        self.active = True
        self.energy = MidEnemy.ENERGY
        self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), \
                                        randint(-10 * self.height, 0)

    def play_sound(self):
        self.down_sound.play()


# 大型敌机
class BigEnemy(pygame.sprite.Sprite):
    ENERGY = 20

    def __init__(self, screen_size):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load("./素材/pic/机体/敌机/不动.png").convert_alpha()

        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath2.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath3.png').convert_alpha(),
            pygame.image.load('./素材/pic/效果/RefusingDeath/RefusingDeath4.png').convert_alpha()])
        self.rect = self.image.get_rect()
        self.width, self.height = screen_size[0], screen_size[1]
        self.speed = 1
        self.active = True
        self.energy = BigEnemy.ENERGY
        self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), \
                                        randint(-15 * self.height, -5 * self.height)
        self.mask = pygame.mask.from_surface(self.image)

        self.fly_sound = pygame.mixer.Sound("./素材/voicemusic/soundeffect/阿空核爆警告.wav")
        self.fly_sound.set_volume(0.2)
        self.down_sound = pygame.mixer.Sound("./素材/voicemusic/soundeffect/击破前提示音.wav")
        self.down_sound.set_volume(0.6)

    def move(self):
        if self.rect.top < self.height - 60:
            self.rect.top += self.speed
        else:
            self.reset()
        if self.rect.bottom == -50:
            self.fly_sound.play()

    def reset(self):
        self.active = True
        self.energy = BigEnemy.ENERGY
        self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), \
                                        randint(-15 * self.height, -5 * self.height)

    def play_sound(self):
        self.fly_sound.stop()
        self.down_sound.play()


class Background(pygame.sprite.Sprite):
    def __init__(self, image_name, speed=1):
        super().__init__()
        self.image = pygame.image.load(image_name)
        self.rect = self.image.get_rect()
        self.speed = speed

    def update(self):
        self.rect.y += self.speed

        # 判断是否超出屏幕,超出屏幕则返回图像上方
        screen_rect = pygame.Rect(0, 0, 480, 700)
        if self.rect.y >= screen_rect.height:
            self.rect.y = -self.rect.height

main模块:

import pygame
from plane_sprites import *


class PlaneGame(object):
    """飞机大战主游戏"""

    def __init__(self):
        print("游戏初始化")

        #创建游戏窗口
        self.screen = pygame.display.set_mode(SCREEN_RECT.size)
        #创建游戏的时钟
        self.clock = pygame.time.Clock()
        #调用私有方法,精灵和精灵组的创建
        self.__create_sprites()


    def __create_sprites(self):

        #创建背景精灵和精灵组
        bg1 = Background('./images/background.png')
        bg2 = Background('./images/background.png')
        bg2.rect.y = -bg2.rect.height
        self.back_group = pygame.sprite.Group(bg1, bg2)

    def start_game(self):
        print("游戏开始")

        while True:
            #设置刷新帧率
            self.clock.tick(FRAME_PER_SEC)
            #事件监听
            self.__event_handler()
            #碰撞检测
            self.__check_collide()
            #更新/绘制精灵组
            self.__update_sprites()
            #更新显示
            pygame.display.update()

    def __event_handler(self):

        for event in pygame.event.get():

            #判断是否退出游戏
            if event.type == pygame.QUIT:
                PlaneGame.__game_over()

    def __check_collide(self):
        pass

    def __update_sprites(self):

        self.back_group.update()
        self.back_group.draw(self.screen)

    #没有使用对象属性和类属性,所以定义为静态方法
    @staticmethod
    def __game_over():
        print("游戏结束")

        pygame.quit()
        exit()


if __name__ == '__main__':

    #创建游戏对象
    game = PlaneGame()

    #启动游戏
    game.start_game()

这个main模块用于调用的主方法是个类,而自己的self_main模块是调用单独的方法运行,所以根据使用方法的对象来把原来类中的方法去除类自带的self放到自己的main模块

提取后的main模块:

    def __create_backgroud_sprites(self):

        #创建背景精灵和精灵组
        bg1 = Background('./素材/pic/背景/bg.jpg')
        bg2 = Background('./素材/pic/背景/bg.jpg')
        bg2.rect.y = -bg2.rect.height
        self.back_group = pygame.sprite.Group(bg1, bg2)

    def __update_sprites(self):

        self.back_group.update()
        self.back_group.draw(self.screen)

    def start_game(self):
        print("游戏开始")

        while True:
            #更新/绘制精灵组
            self.__update_sprites()
            #更新显示
            pygame.display.update()

添加完后的self_main模块:

import pygame
import sys
import myclass
from pygame.locals import *
# 导入滚动卷轴类
from myclass import *

pygame.init()
screen_size = width, height = 480, 700
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption('飞机大战')
# 注释掉原静态背景
# bg = pygame.image.load('./素材/pic/背景/bg.jpg').convert()

pygame.mixer.music.load('./素材/voicemusic/Stack - WARNING×WARNING×WARNING.flac')
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)


# 动态背景初始值
bg1 = Background('./素材/pic/背景/bg01.png')
bg2 = Background('./素材/pic/背景/bg01.png')
bg2.rect.y = -bg2.rect.height
back_group = pygame.sprite.Group(bg1, bg2)


def add_big_enemies(group1, group2, num):
    for big_enemy_num in range(num):
        each_big_enemy = myclass.BigEnemy(screen_size)
        group1.add(each_big_enemy)
        group2.add(each_big_enemy)


def add_mid_enemies(group1, group2, num):
    for mid_enemy_num in range(num):
        each_mid_enemy = myclass.MidEnemy(screen_size)
        group1.add(each_mid_enemy)
        group2.add(each_mid_enemy)


def add_small_enemies(group1, group2, num):
    for small_enemy_num in range(num):
        each_small_enemy = myclass.SmallEnemy(screen_size)
        group1.add(each_small_enemy)
        group2.add(each_small_enemy)


def main():
    clock = pygame.time.Clock()

    heroPlane = myclass.myPlane(screen, screen_size)

    enemies = pygame.sprite.Group()

    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)

    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies, enemies, 4)

    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies, enemies, 15)

    bullet1 = []
    bullet1_index = 0
    BULLET1_NUM = 5
    for i in range(BULLET1_NUM):
        bullet1.append(myclass.Bullet(heroPlane.rect.midtop, True))

    small_destroy_index = 0
    mid_destroy_index = 0
    big_destroy_index = 0
    hero_destroy_index = 0

    life_image = pygame.image.load("./素材/pic/效果/侧边栏/残机.png").convert_alpha()
    life_rect = life_image.get_rect()
    life_NUM = 3

    score = 0
    score_font = pygame.font.Font("./素材/字体/ziti.ttf", 30)
    WhiteFont = (255, 255, 255)
    gameover_font = pygame.font.Font("./素材/字体/ziti.ttf", 48)
    again_image = pygame.image.load("./素材/pic/效果/暂停界面/重新开始.png").convert_alpha()
    gameover_image = pygame.image.load("./素材/pic/效果/暂停界面/退出游戏.png").convert_alpha()

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

        key_pressed = pygame.key.get_pressed()
        if key_pressed[K_UP]:
            heroPlane.moveUp()
        if key_pressed[K_DOWN]:
            heroPlane.moveDown()
        if key_pressed[K_LEFT]:
            heroPlane.moveLeft()
        if key_pressed[K_RIGHT]:
            heroPlane.moveRight()

        # 两章背景在while中不断更新从而滚动;在屏幕上绘制背景
        back_group.update()
        back_group.draw(screen)
        heroPlane.time_delay()

        if life_NUM > 0:
            for each in big_enemies:
                if each.active == True:
                    each.move()
                    screen.blit(each.image, each.rect)
                else:
                    if not (heroPlane.delay % 3):
                        screen.blit(each.destroy_images[big_destroy_index], each.rect)
                        big_destroy_index = (big_destroy_index + 1) % 4
                        if big_destroy_index == 0:
                            each.play_sound()
                            score += 300
                            each.reset()

            for each in mid_enemies:
                if each.active == True:
                    each.move()
                    screen.blit(each.image, each.rect)
                else:
                    if not (heroPlane.delay % 3):
                        screen.blit(each.destroy_images[mid_destroy_index], each.rect)
                        mid_destroy_index = (mid_destroy_index + 1) % 4
                        if mid_destroy_index == 0:
                            each.play_sound()
                            score += 200
                            each.reset()

            for each in small_enemies:
                if each.active == True:
                    each.move()
                    screen.blit(each.image, each.rect)
                else:
                    if not (heroPlane.delay % 3):
                        screen.blit(each.destroy_images[small_destroy_index], each.rect)
                        small_destroy_index = (small_destroy_index + 1) % 4
                        if small_destroy_index == 0:
                            each.play_sound()
                            score += 100
                            each.reset()

            if heroPlane.active == True:
                heroPlane.animation()
            else:
                if not (heroPlane.delay % 3):
                    screen.blit(heroPlane.destroy_images[hero_destroy_index], heroPlane.rect)
                    hero_destroy_index = (hero_destroy_index + 1) % 4
                    if hero_destroy_index == 0:
                        life_NUM -= 1
                        heroPlane.play_sound()
                        heroPlane.reset()

            if life_NUM > 0:
                for i in range(life_NUM):
                    screen.blit(life_image, (width - 10 - (i + 1) * life_rect.width, height - 10 - life_rect.height))

            if not (heroPlane.delay % 10):
                bullet1[bullet1_index].reset(heroPlane.rect.midtop)
                bullet1_index = (bullet1_index + 1) % BULLET1_NUM

            for each in bullet1:
                if each.active == True:
                    each.move()
                    screen.blit(each.image, each.rect)
                    enemies_hit = pygame.sprite.spritecollide(each, enemies, False, pygame.sprite.collide_mask)
                    if enemies_hit:
                        each.active = False
                        for e in enemies_hit:
                            if e in mid_enemies or e in big_enemies:
                                e.energy -= 1
                                if e.energy == 0:
                                    e.active = False
                            else:
                                e.active = False
                else:
                    each.reset(heroPlane.rect.midtop)

            enemies_collided = pygame.sprite.spritecollide(heroPlane, enemies, False, pygame.sprite.collide_mask)

            if enemies_collided:
                heroPlane.active = False
                for each in enemies_collided:
                    each.active = False

            score_surface = score_font.render("Score : %s" % str(score), True, WhiteFont)
            screen.blit(score_surface, (10, 5))
        else:
            pygame.mixer.music.stop()

            gameover_score = gameover_font.render("Score : %s" % str(score), True, WhiteFont)
            screen.blit(gameover_score, (100, 200))
            screen.blit(again_image, (90, 350))
            screen.blit(gameover_image, (90, 450))

            mouse_down = pygame.mouse.get_pressed()
            if mouse_down[0]:
                pos = pygame.mouse.get_pos()
                if 90 < pos[0] < 390 and 350 < pos[1] < 390:
                    main()
                elif 90 < pos[0] < 390 and 450 < pos[1] < 490:
                    pygame.quit()
                    sys.exit()

        pygame.display.flip()
        clock.tick(60)


if __name__ == '__main__':
    main()

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