pygame自学打飞机
由于兴趣学习去python,根据《python编程从入门到实践》自学,从做小游戏为突破口来学习python,小白学习做个分析,希望对和我一样的初学者有帮助。
alien_invasion.py
import pygame #导入模块sys,pygame,pygame包含开发游戏所需要的功能,sys为推出模块
from pygame.sprite import Group
#从settings中导入Settings类
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from alien import Alien
import game_functions as gf
def run_game(): #创建函数run_game()
#初始化背景设置
pygame.init()
ai_settings=Settings()
#调用pygame.display.set_mode()创建了宽1200高800的游戏窗口
screen=pygame.display.set_mode(
(ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
#创建Play键
play_button=Button(ai_settings,screen,"Play")
#创建一个储存游戏信息数据
stats=GameStats(ai_settings)
#创建积分板
sb=Scoreboard(ai_settings,screen,stats)
#创建飞船,创建子弹编组,创建外星人
ship=Ship(ai_settings,screen)
bullets=Group()
aliens=Group()
#调用函数create_fleet()创建舰队
gf.create_fleet(ai_settings,screen,ship,aliens)
'''开始游戏主循环'''
while True:
#监视键盘和鼠标事件
gf.check_events(ai_settings,screen,stats,sb,play_button,
ship,aliens,bullets)
if stats.game_active:
#更新飞船位置,更新子弹位置,跟新外星人
ship.update()
gf.update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets)
gf.update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets)
#刷新屏幕
gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,
bullets,play_button)
run_game()
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,ai_settings,screen): #定义
#初始化外星人并设定起始位置
super(Alien,self).__init__()
self.screen=screen
self.ai_settings=ai_settings
#加载外星人并设定rect属性
self.image=pygame.image.load('images/alien.bmp')
self.rect=self.image.get_rect()
#每个外星人最初都在左上角
self.rect.x=self.rect.width
self.rect.y=self.rect.height
#存储外星人位置
self.x=float(self.rect.x)
def blitme(self):
#绘制外星人
self.screen.blit(self.image,self.rect)
def check_edges(self):
''''''
screen_rect=self.screen.get_rect()
if self.rect.right>=screen_rect.right:
return True
elif self.rect.left<=0:
return True
def update(self):
#外星人移动
self.x+=(self.ai_settings.alien_speed_factor*self.ai_settings.fleet_direction)
self.rect.x=self.x
ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite): #创建Ship类
def __init__(self,ai_settings,screen):
#初始化飞船并设置初始化位置
super(Ship,self).__init__()
self.screen=screen
self.ai_settings=ai_settings
#加载飞船图像
self.image=pygame.image.load('images/ship.bmp')
#get_rect()获取相应surface的属性rect
self.rect=self.image.get_rect()
#表示屏幕的矩形存储在self.screen_rect
self.screen_rect=screen.get_rect()
#将飞船放在屏幕中央底部
#self.rect.centerx(飞船中心的x坐标)设为centerx
self.rect.centerx=self.screen_rect.centerx
#self.rect.bottom(飞船下边缘y坐标)设为bottom
self.rect.bottom=self.screen_rect.bottom
#在飞船的属性center中存储小数值
self.center=float(self.rect.centerx)
#移动标志
self.moving_right=False
self.moving_left=False
self.moving_up=False
self.moving_down=False
def update(self):
#根据移动标志改变飞船位置,更新center值而不是rect
'''为了不让飞船走出屏幕,限制飞船活动'''
if self.moving_right and self.rect.right<self.screen_rect.right:
self.center+=self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left>0:
self.center-=self.ai_settings.ship_speed_factor
if self.moving_up and self.rect.top>0:
self.centery-=self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.bottom<self.screen_rect.bottom:
self.centery+=self.ai_settings.ship_speed_factor
#根据self.center更新rect对象
self.rect.centerx=self.center
self.rect.centery=self.centery
def center_ship(self):
self.center=self.screen_rect.centerx
self.centery=self.screen_rect.bottom
#定义方法blitme()
def blitme(self):
#根据self.rect指定的位置放飞船
self.screen.blit(self.image,self.rect)
settings.py
class Settings():
#存储游戏的所以设置的类
def __init__(self):
#初始化游戏屏幕设置
self.screen_width=1200
self.screen_height=600
self.bg_color=(230,230,230)
#飞船设置
self.ship_speed_factor=0.3
self.ship_limit=3
#子弹设置
self.bullet_speed_factor=1
self.bullet_width=3
self.bullet_height=15
self.bullet_color=60,60,60
self.bullets_allowed=3
#外星人设置
self.alien_speed_factor=0.1
self.fleet_drop_speed=10
self.speedup_scale=1.01
self.score_scale=1.1
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
self.ship_speed_factor=0.3
self.bullet_speed_factor=1
self.alien_speed_factor=0.1
#1为右移 -1为左移
self.fleet_direction=1
self.alien_points=50
def increase_speed(self):
self.ship_speed_factor*=self.speedup_scale
self.bullet_speed_factor*=self.speedup_scale
self.alien_speed_factor*=self.speedup_scale
self.alien_points=int(self.alien_points*self.score_scale)
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite): #设class
def __init__(self,ai_settings,screen,ship):
#在飞船位置创建子弹
super(Bullet,self).__init__()
self.screen=screen
#在(0,0)创建子弹矩形,再赋予正确位置
self.rect=pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centerx=ship.rect.centerx
self.rect.top=ship.rect.top
#用小数代表子弹位置
self.y=float(self.rect.y)
self.color=ai_settings.bullet_color
self.speed_factor=ai_settings.bullet_speed_factor
def update(self):
self.y-=self.speed_factor
self.rect.y=self.y
def draw_bullet(self):
#再屏幕绘制子弹
pygame.draw.rect(self.screen,self.color,self.rect)
button.py
import pygame.font
class Button():
def __init__(self,ai_settings,screen,msg):
self.screen=screen
self.screen_rect=screen.get_rect()
#设置按钮属性
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,并居中
self.rect=pygame.Rect(0,0,self.width,self.height)
self.rect.center=self.screen_rect.center
#按钮只创造一次
self.prep_msg(msg)
def prep_msg(self,msg):
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):
self.screen.fill(self.button_color,self.rect)
self.screen.blit(self.msg_image,self.msg_image_rect)
game_functions.py
import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
from scoreboard import Scoreboard
def check_keydown_events(event,ai_settings,screen,ship,bullets):
#检测是否为右箭头键
if event.key==pygame.K_RIGHT:
#将moving_right设为True来实现连续移动
ship.moving_right=True
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_UP:
ship.moving_up=True
elif event.key==pygame.K_DOWN:
ship.moving_down=True
elif event.key==pygame.K_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
elif event.key==pygame.K_q:
sys.exit()
def check_keyup_events(event,ship):
if event.key==pygame.K_RIGHT:
ship.moving_right=False
elif event.key==pygame.K_LEFT:
ship.moving_left=False
elif event.key==pygame.K_UP:
ship.moving_up=False
elif event.key==pygame.K_DOWN:
ship.moving_down=False
def fire_bullet(ai_settings,screen,ship,bullets):
if len(bullets)<ai_settings.bullets_allowed:
#创建一颗子弹并加入bullets
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
#监视键盘和鼠标事件
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
#按下
elif event.type==pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)
#松开
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,play_button,ship,
aliens,bullets,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,play_button,ship,aliens,
bullets,mouse_x,mouse_y):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置游戏设置
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
sb=Scoreboard(ai_settings,screen,stats)
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
#清空外星人子弹列表
aliens.empty()
bullets.empty()
#创建一群新的外星人
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
def update_bullets(ai_settings,screen,stats,sb,ship,aliens,bullets):
#更新子弹位置
bullets.update()
#删除消失子弹
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,
aliens,bullets)
def check_bullet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
#删除发生碰撞的子弹和外星人
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
for aliens in collisions.values():
stats.score+=ai_settings.alien_points*len(aliens)
sb.prep_score
check_high_score(stats,sb)
if len(aliens)==0:
#删除现有子弹并新建外星人
bullets.empty()
ai_settings.increase_speed()
#提高等级
stats.level+=1
sb.prep_level()
create_fleet(ai_settings,screen,ship,aliens)
def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button):
#每次循环时重绘屏幕
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
#绘制飞船
ship.blitme()
aliens.draw(screen)
#显示得分
sb.show_score()
if not stats.game_active:
play_button.draw_button()
#让最近绘制的屏幕可见
pygame.display.flip()
def get_number_aliens_x(ai_settings,alien_width):
'''外星人宽度和数量'''
available_space_x=ai_settings.screen_width-2*alien_width
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def get_number_rows(ai_settings,ship_height,alien_height):
available_space_y=(ai_settings.screen_height-(3*alien_height)-ship_height)
number_rows=int(available_space_y/(3*alien_height))
return number_rows
def create_alien(ai_settings,screen,aliens,alien_number,row_number):
'''创建新的外星人'''
alien=Alien(ai_settings,screen)
alien_width=alien.rect.width
alien.x=alien_width+2*alien_width*alien_number
alien.rect.x=alien.x
alien.rect.y=alien.rect.height+2*alien.rect.height*row_number
aliens.add(alien)
def create_fleet(ai_settings,screen,ship,aliens):
'''创建外星人群'''
#显示
alien=Alien(ai_settings,screen)
number_aliens_x=get_number_aliens_x(ai_settings,alien.rect.width)
number_rows=get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
#创建多行外星人
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
#创建新的外星人
create_alien(ai_settings,screen,aliens,alien_number,row_number)
def check_fleet_edges(ai_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(ai_settings,aliens)
break
def change_fleet_direction(ai_settings,aliens):
for alien in aliens.sprites():
alien.rect.y+=ai_settings.fleet_drop_speed
ai_settings.fleet_direction*=-1
def ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets):
'''响应被外星人撞击飞船'''
if stats.ships_left>0:
stats.ships_left-=1
#更新记分牌
sb.prep_ships()
#清空外星人列表和子弹列表
aliens.empty()
bullets.empty()
#创建新的外星人
create_fleet(ai_settings,screen,ship,aliens)
ship.center_ship()
#暂停
sleep(0.5)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
def check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets):
'''检测外星人是否到达低处'''
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
break
def check_high_score(stats,sb):
'''检测是否产生最高分'''
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()
def update_aliens(ai_settings,stats,screen,sb,ship,aliens,bullets):
'''检查是否外星人到达边缘'''
check_fleet_edges(ai_settings,aliens)
aliens.update()
#检测外星人和飞船的碰撞
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(ai_settings,stats,screen,sb,ship,aliens,bullets)
check_aliens_bottom(ai_settings,stats,screen,sb,ship,aliens,bullets)
game_stats.py
class GameStats():
'''跟踪游戏统计信息'''
def __init__(self,ai_settings):
#初始化统计信息
self.ai_settings=ai_settings
self.reset_stats()
#生存情况
self.game_active=False
self.high_score=0
def reset_stats(self):
#初始化游戏中可能的变化了
self.ships_left=self.ai_settings.ship_limit
self.score=0
self.level=1
scoreboard.py
import pygame.font
from pygame.sprite import Group
from ship import Ship
class Scoreboard():
def __init__(self,ai_settings,screen,stats):
'''初始化信息的类'''
self.screen=screen
self.screen_rect=screen.get_rect()
self.ai_settings=ai_settings
self.stats=stats
#得分显示字体
self.text_color=(30,30,30)
self.font=pygame.font.SysFont(None,48)
#初始得分图像
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
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_settings.bg_color)
#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_settings.bg_color)
#将最高分放在屏幕中间
self.high_score_rect=self.high_score_image.get_rect()
self.high_score_rect.centerx=self.screen_rect.centerx
self.high_score_rect.top=self.score_rect.top
def prep_level(self):
self.level_image=self.font.render(str(self.stats.level),True,self.text_color,self.ai_settings.bg_color)
#等级放得分下面
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_ships(self):
self.ships=Group()
for ship_number in range(self.stats.ships_left):
ship=Ship(self.ai_settings,self.screen)
ship.rect.x=10+ship_number*ship.rect.width
ship.rect.y=10
self.ships.add(ship)
def show_score(self):
self.screen.blit(self.score_image,self.score_rect)
self.screen.blit(self.high_score_image,self.high_score_rect)
self.screen.blit(self.level_image,self.level_rect)
#绘制飞船
self.ships.draw(self.screen)