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()