python爬坑之路(一)

python爬坑之路(一)

python下载地址
https://www.python.org/downloads/windows/
安装在D:\Program Files\python
安装目录下安装pygame

pip install wheel
pip install pygame

测试是否安装成功

python
import pygame

飞机大战例子

# -*- coding:utf-8 -*-
import pygame
from pygame.locals import *
import time
import random
class Base(object):
    def __init__(self, screen_temp, x, y, image_name):
        self.x = x
        self.y = y
        self.screen = screen_temp
        self.image = pygame.image.load(image_name)
class BasePlane(Base):
    def __init__(self, screen_temp, x, y, image_name):
        Base.__init__(self, screen_temp, x, y, image_name)
        self.bullet_list = []#存储发射出去的子弹对象引用

    def display(self):
        self.screen.blit(self.image, (self.x, self.y))

        for bullet in self.bullet_list:
            bullet.display()
            bullet.move()
            if bullet.judge():#判断子弹是否越界
                self.bullet_list.remove(bullet)
class HeroPlane(BasePlane):
    def __init__(self, screen_temp):
        BasePlane.__init__(self, screen_temp, 210, 600, "./feiji/hero1.png") #super().__init__()

    def move_left(self):
        self.x -= 5

    def move_right(self):
        self.x += 5

    def fire(self):
        self.bullet_list.append(Bullet(self.screen, self.x, self.y))

class EnemyPlane(BasePlane):
    """敌机的类"""
    def __init__(self, screen_temp):
        BasePlane.__init__(self, screen_temp, 0, 0, "./feiji/enemy0.png")
        self.direction = "right"#用来存储飞机默认的显示方向

    def move(self):

        if self.direction=="right":
            self.x += 5
        elif self.direction=="left":
            self.x -= 5

        if self.x>480-50:
            self.direction = "left"
        elif self.x<0:
            self.direction = "right"

    def fire(self):
        random_num = random.randint(1,100) 
        if random_num == 8 or random_num == 20:
            self.bullet_list.append(EnemyBullet(self.screen, self.x, self.y))

class BaseBullet(Base):
    def display(self):
        self.screen.blit(self.image, (self.x, self.y))

class Bullet(BaseBullet):
    def __init__(self, screen_temp, x, y):
        BaseBullet.__init__(self, screen_temp, x+40, y-20, "./feiji/bullet.png")

    def move(self):
        self.y-=20

    def judge(self):
        if self.y<0:
            return True
        else:
            return False

class EnemyBullet(BaseBullet):
    def __init__(self, screen_temp, x, y):
        BaseBullet.__init__(self, screen_temp, x+25, y+40, "./feiji/bullet1.png")

    def move(self):
        self.y+=5

    def judge(self):
        if self.y>852:
            return True
        else:
            return False

def key_control(hero_temp):

    #获取事件,比如按键等
    for event in pygame.event.get():

        #判断是否是点击了退出按钮
        if event.type == QUIT:
            print("exit")
            exit()
        #判断是否是按下了键
        elif event.type == KEYDOWN:
            #检测按键是否是a或者left
            if event.key == K_a or event.key == K_LEFT:
                print('left')
                hero_temp.move_left()
            #检测按键是否是d或者right
            elif event.key == K_d or event.key == K_RIGHT:
                print('right')
                hero_temp.move_right()
            #检测按键是否是空格键
            elif event.key == K_SPACE:
                print('space')
                hero_temp.fire()

def main():
    #1. 创建窗口
    screen = pygame.display.set_mode((480,652),0,32)

    #2. 创建一个背景图片
    background = pygame.image.load("./feiji/background.png")

    #3. 创建一个飞机对象
    hero = HeroPlane(screen)

    #4. 创建一个敌机
    enemy = EnemyPlane(screen)

    while True:
        screen.blit(background, (0,0))
        hero.display()
        enemy.display()
        enemy.move()#调用敌机的移动方法
        enemy.fire()#敌机开火
        pygame.display.update()
        key_control(hero)
        time.sleep(0.01)

if __name__ == "__main__":
    main()

贪吃蛇

import pygame
import sys
from pygame.locals import *

Snakespeed = 17
Window_Width = 800
Window_Height = 500
Cell_Size = 20  # Width and height of the cells
# Ensuring that the cells fit perfectly in the window. eg if cell size was
# 10     and window width or windowheight were 15 only 1.5 cells would
# fit.
assert Window_Width % Cell_Size == 0, "Window width must be a multiple of cell size."
# Ensuring that only whole integer number of cells fit perfectly in the window.
assert Window_Height % Cell_Size == 0, "Window height must be a multiple of cell size."
Cell_W = int(Window_Width / Cell_Size)  # Cell Width
Cell_H = int(Window_Height / Cell_Size)  # Cellc Height

White = (255, 255, 255)
Black = (0, 0, 0)
Red = (255, 0, 0)  # Defining element colors for the program.
Green = (0, 255, 0)
DARKGreen = (0, 155, 0)
DARKGRAY = (40, 40, 40)
YELLOW = (255, 255, 0)
Red_DARK = (150, 0, 0)
BLUE = (0, 0, 255)
BLUE_DARK = (0, 0, 150)

BGCOLOR = Black  # Background color

UP = 'up'
DOWN = 'down'  # Defining keyboard keys.
LEFT = 'left'
RIGHT = 'right'

HEAD = 0  # Syntactic sugar: index of the snake's head


def main():
    global SnakespeedCLOCK, DISPLAYSURF, BASICFONT

    pygame.init()
    SnakespeedCLOCK = pygame.time.Clock()
    DISPLAYSURF = pygame.display.set_mode((Window_Width, Window_Height))
    BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
    pygame.display.set_caption('Snake')

    showStartScreen()
    while True:
        runGame()
        showGameOverScreen()


def runGame():
    # Set a random start point.
    startx = random.randint(5, Cell_W - 6)
    starty = random.randint(5, Cell_H - 6)
    wormCoords = [{'x': startx, 'y': starty},
                  {'x': startx - 1, 'y': starty},
                  {'x': startx - 2, 'y': starty}]
    direction = RIGHT

    # Start the apple in a random place.
    apple = getRandomLocation()

    while True:  # main game loop
        for event in pygame.event.get():  # event handling loop
            if event.type == QUIT:
                terminate()
            elif event.type == KEYDOWN:
                if (event.key == K_LEFT) and direction != RIGHT:
                    direction = LEFT
                elif (event.key == K_RIGHT) and direction != LEFT:
                    direction = RIGHT
                elif (event.key == K_UP) and direction != DOWN:
                    direction = UP
                elif (event.key == K_DOWN) and direction != UP:
                    direction = DOWN
                elif event.key == K_ESCAPE:
                    terminate()

        # check if the Snake has hit itself or the edge
        if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == Cell_W or wormCoords[HEAD]['y'] == -1 or \
                wormCoords[HEAD]['y'] == Cell_H:
            return  # game over
        for wormBody in wormCoords[1:]:
            if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
                return  # game over

        # check if Snake has eaten an apply
        if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
            # don't remove worm's tail segment
            apple = getRandomLocation()  # set a new apple somewhere
        else:
            del wormCoords[-1]  # remove worm's tail segment

        # move the worm by adding a segment in the direction it is moving
        if direction == UP:
            newHead = {'x': wormCoords[HEAD]['x'],
                       'y': wormCoords[HEAD]['y'] - 1}
        elif direction == DOWN:
            newHead = {'x': wormCoords[HEAD]['x'],
                       'y': wormCoords[HEAD]['y'] + 1}
        elif direction == LEFT:
            newHead = {'x': wormCoords[HEAD][
                                'x'] - 1, 'y': wormCoords[HEAD]['y']}
        elif direction == RIGHT:
            newHead = {'x': wormCoords[HEAD][
                                'x'] + 1, 'y': wormCoords[HEAD]['y']}
        wormCoords.insert(0, newHead)
        DISPLAYSURF.fill(BGCOLOR)
        drawGrid()
        drawWorm(wormCoords)
        drawApple(apple)
        drawScore(len(wormCoords) - 3)
        pygame.display.update()
        SnakespeedCLOCK.tick(Snakespeed)


def drawPressKeyMsg():
    pressKeySurf = BASICFONT.render('Press a key to play.', True, White)
    pressKeyRect = pressKeySurf.get_rect()
    pressKeyRect.topleft = (Window_Width - 200, Window_Height - 30)
    DISPLAYSURF.blit(pressKeySurf, pressKeyRect)


def checkForKeyPress():
    if len(pygame.event.get(QUIT)) > 0:
        terminate()
    keyUpEvents = pygame.event.get(KEYUP)
    if len(keyUpEvents) == 0:
        return None
    if keyUpEvents[0].key == K_ESCAPE:
        terminate()
    return keyUpEvents[0].key


def showStartScreen():
    titleFont = pygame.font.Font('freesansbold.ttf', 100)
    titleSurf1 = titleFont.render('Snake!', True, White, DARKGreen)
    degrees1 = 0
    degrees2 = 0
    while True:
        DISPLAYSURF.fill(BGCOLOR)
        rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
        rotatedRect1 = rotatedSurf1.get_rect()
        rotatedRect1.center = (Window_Width / 2, Window_Height / 2)
        DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)

        drawPressKeyMsg()

        if checkForKeyPress():
            pygame.event.get()  # clear event queue
            return
        pygame.display.update()
        SnakespeedCLOCK.tick(Snakespeed)
        degrees1 += 3  # rotate by 3 degrees each frame
        degrees2 += 7  # rotate by 7 degrees each frame


def terminate():
    pygame.quit()
    sys.exit()


def getRandomLocation():
    return {'x': random.randint(0, Cell_W - 1), 'y': random.randint(0, Cell_H - 1)}


def showGameOverScreen():
    gameOverFont = pygame.font.Font('freesansbold.ttf', 100)
    gameSurf = gameOverFont.render('Game', True, White)
    overSurf = gameOverFont.render('Over', True, White)
    gameRect = gameSurf.get_rect()
    overRect = overSurf.get_rect()
    gameRect.midtop = (Window_Width / 2, 10)
    overRect.midtop = (Window_Width / 2, gameRect.height + 10 + 25)

    DISPLAYSURF.blit(gameSurf, gameRect)
    DISPLAYSURF.blit(overSurf, overRect)
    drawPressKeyMsg()
    pygame.display.update()
    pygame.time.wait(500)
    checkForKeyPress()  # clear out any key presses in the event queue

    while True:
        if checkForKeyPress():
            pygame.event.get()  # clear event queue
            return


def drawScore(score):
    scoreSurf = BASICFONT.render('Score: %s' % (score), True, White)
    scoreRect = scoreSurf.get_rect()
    scoreRect.topleft = (Window_Width - 120, 10)
    DISPLAYSURF.blit(scoreSurf, scoreRect)


def drawWorm(wormCoords):
    for coord in wormCoords:
        x = coord['x'] * Cell_Size
        y = coord['y'] * Cell_Size
        wormSegmentRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
        pygame.draw.rect(DISPLAYSURF, DARKGreen, wormSegmentRect)
        wormInnerSegmentRect = pygame.Rect(
            x + 4, y + 4, Cell_Size - 8, Cell_Size - 8)
        pygame.draw.rect(DISPLAYSURF, Green, wormInnerSegmentRect)


def drawApple(coord):
    x = coord['x'] * Cell_Size
    y = coord['y'] * Cell_Size
    appleRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
    pygame.draw.rect(DISPLAYSURF, Red, appleRect)


def drawGrid():
    for x in range(0, Window_Width, Cell_Size):  # draw vertical lines
        pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, Window_Height))
    for y in range(0, Window_Height, Cell_Size):  # draw horizontal lines
        pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (Window_Width, y))


if __name__ == '__main__':
        main()

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