2021-05-10

pygame 奥特曼大战怪兽

PS:bmp图片大小一定要谨慎

实现效果图如下:界面图片选择的不是很完美

下面这张照片可以说明记分功能完好

1、setting.py

class Settings():
    def __init__(self):
        """初始化静态设置"""
        # 屏幕设置
        self.screen_width = 1200
        self.screen_height = 600
        self.bg_color = (255, 255, 255)
        # 奥特曼数量设置
        self.superman_limit = 3
        # 激光设置
        self.laser_width = 4
        self.laser_height = 20
        self.laser_color = 0, 191, 255
        self.laser_allowed = 5
        # 怪兽下降速度
        self.monster_drop_speed = 10
        # 加快节奏
        self.speedUp_scale = 1.1
        self.initialize_dynamic_settings()
        # 怪兽点数的提高速度
        self.score_scale = 1.5
    def initialize_dynamic_settings(self):
        """初始化动态化设置"""
        # 奥特曼移动速度
        self.superman_speed = 1.5
        # 激光移动速度
        self.laser_speed = 3
        # 怪兽移动速度
        self.monster_speed = 1
        # 怪兽移动方向
        self.fleet_direction = 1
        # 记分
        self.monster_points = 10

    def increase_speed(self):
        """提高速度和怪兽点数"""
        self.superman_speed *= self.speedUp_scale
        self.laser_speed *= self.speedUp_scale
        self.monster_speed *= self.speedUp_scale
        self.monster_points = int(self.monster_points * self.score_scale)

2、war.py 主程序

import pygame
from pygame.sprite import Group
from settings import Settings
from game_stats import GameStats
from superman import Superman
import game_functions as gf
from button import Button
from score import Score

def run_game():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Superman vs monster")
    # 创建按钮
    play_button = Button(ai_settings, screen, "PLAY")
    # 创建统计信息实例
    stats = GameStats(ai_settings)
    sc = Score(ai_settings, screen, stats)
    # 创建奥特曼实例
    man = Superman(ai_settings, screen)
    # 创建一个用于存储激光的编组
    lasers = Group()
    # 创建一个怪兽
    monsters = Group()
    # 创建怪兽群
    gf.create_fleet(ai_settings, screen, man, monsters)
    while True:
        gf.check_events(ai_settings, screen, stats, sc, play_button, man, monsters, lasers)
        if stats.game_active:
            man.update()
            gf.update_lasers(ai_settings, screen, stats, sc, man, monsters, lasers)
            gf.update_monsters(ai_settings, screen, stats, sc, man, monsters, lasers)
        gf.update_screen(ai_settings, screen, stats, sc, man, monsters, lasers, play_button)
run_game()

3、superman.py 奥特曼

import pygame
from pygame.sprite import Sprite
class Superman(Sprite):
    def __init__(self, ai_settings, screen):
        super(Superman, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        self.image = pygame.image.load('images/superman.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()
        # 将每个奥特曼放在屏幕底部中央
        self.rect.centerx = self.screen_rect.centerx
        self.rect.bottom = self.screen_rect.bottom
        # 在奥特曼的属性center中存储小数值
        self.center = float(self.rect.centerx)
        # 奥特曼左右移动标志
        self.moving_right = False
        self.moving_left = False

    def update(self):
        """更新奥特曼位置"""
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.center += self.ai_settings.superman_speed
        if self.moving_left and self.rect.left > 0:
            self.center -= self.ai_settings.superman_speed
        self.rect.centerx = self.center

    def blitme(self):
        """绘制奥特曼"""
        self.screen.blit(self.image, self.rect)

    def center_superman(self):
        """让奥特曼在屏幕居中"""
        self.center = self.screen_rect.centerx

4、laser.py 奥特曼发射激光

import pygame
from pygame.sprite import Sprite
class Laser(Sprite):
    """对奥特曼发射激光进行管理的类"""
    def __init__(self, ai_settings, screen, man):
        super(Laser, self).__init__()
        self.screen = screen
        self.rect = pygame.Rect(0, 0, ai_settings.laser_width, ai_settings.laser_height)
        self.rect.centerx = man.rect.centerx
        self.rect.top = man.rect.top
        # 存储用小数表示的子弹位置
        self.y = float(self.rect.y)
        self.color = ai_settings.laser_color
        self.speed_factor = ai_settings.laser_speed
    def update(self):
        """向上移动激光"""
        self.y -= self.speed_factor
        self.rect.y = self.y
    def draw_laser(self):
        """在屏幕上绘制激光"""
        pygame.draw.rect(self.screen, self.color, self.rect)

5、monster.py 怪兽

import pygame
from pygame.sprite import Sprite
class Monster(Sprite):
    """表示单个怪兽的类"""
    def __init__(self, ai_settings, screen):
        # 初始化怪兽
        super(Monster, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings
        # 加载怪兽图像
        self.image = pygame.image.load('images/monster.bmp')
        self.rect = self.image.get_rect()
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height
        # 存储怪兽的准确位置
        self.x = float(self.rect.x)
    def blitme(self):
        # 绘制图像
        self.screen.blit(self.image, self.rect)

    def check_edges(self):
        """如果怪兽位于屏幕边缘,就返回True"""
        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):
        """更新怪兽位置"""
        self.x += (self.ai_settings.monster_speed * self.ai_settings.fleet_direction)
        self.rect.x = self.x

6、button.py 开始按钮

import pygame.font
class Button():
    """play按钮"""
    def __init__(self, ai_settings, screen, msg):
        # 初始化按钮的属性 msg -- 文本
        self.screen = screen
        self.ai_settings = ai_settings
        self.screen_rect = screen.get_rect()
        self.width, self.height = 210, 40
        self.button_color = (47, 79, 79)
        self.text_color = (220, 220, 220)
        self.font = pygame.font.SysFont(None, 48)
        # 创建矩形
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center
        self.prep_msg(msg)

    def prep_msg(self, msg):
        """将文本渲染为图像"""
        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):
        """绘制按钮"""
        self.screen.fill(self.button_color, self.rect)
        self.screen.blit(self.msg_image, self.msg_image_rect)

7、game_stats.py 统计游戏信息

class GameStats():
    """跟踪游戏的统计信息"""
    def __init__(self, ai_settings):
        self.ai_settings = ai_settings
        self.reset_stats()
        # 游戏处于何种状态
        self.game_active = False
        # 最高得分
        self.high_score = 0
    def reset_stats(self):
        """可能变化的统计信息"""
        self.superman_left = self.ai_settings.superman_limit
        # 当前得分
        self.score = 0
        # 等级
        self.level = 1

8、score.py 记分

import pygame.font
from pygame.sprite import Group
from superman import Superman
class Score():
    """显示得分信息的类"""
    def __init__(self, ai_settings, screen, stats):
        """初始化显示得分涉及的属性"""
        self.screen = screen
        self.screen_rect = screen.get_rect()
        self.ai_settings = ai_settings
        self.stats = stats
        # 显示得分信息时使用的字体设置
        self.text_color = (28, 28, 28)
        self.font = pygame.font.SysFont(None, 48)
        # 当前得分图像
        self.prep_score()
        # 最高得分图像
        self.prep_high_score()
        # 等级图像
        self.prep_level()
        # 剩余奥特曼图像
        self.prep_supermen()

    def prep_score(self):
        """当前得分渲染成图像"""
        rounded_score = int(round(self.stats.score, -1))
        # 表示为1,000
        score_str = "{:,}".format(rounded_score)
        self.score_image = self.font.render(score_str, True, self.text_color, self.ai_settings.bg_color)
        # 当前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 - 15
        self.score_rect.top = 15

    def prep_high_score(self):
        """最高得分渲染成图像"""
        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)
        # 最高得分放在屏幕顶端中间
        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):
        """等级渲染成图像"""
        self.level_image = self.font.render(str(self.stats.level), True, self.text_color, self.ai_settings.bg_color)
        # 等级放在当前得分的下方
        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_supermen(self):
        """剩余奥特曼显示图像"""
        # 创建一个空编组,用于存储余下奥特曼
        self.mans = Group()
        for man_number in range(self.stats.superman_left):
            man = Superman(self.ai_settings, self.screen)
            man.rect.x = 10 + man_number * man.rect.width
            man.rect.y = 10
            # 填充编组
            self.mans.add(man)

    def show_score(self):
        """在屏幕上显示得分"""
        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)
        # 绘制奥特曼
        self.mans.draw(self.screen)

9、game_functions.py 所有函数

import sys
from time import sleep
import pygame
from laser import Laser
from monster import Monster
def check_keydown_events(event, ai_settings, screen, man, lasers):
    """响应按键"""
    if event.key == pygame.K_RIGHT:
        man.moving_right = True
    elif event.key == pygame.K_LEFT:
        man.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_laser(ai_settings, screen, man, lasers)
    elif event.key == pygame.K_q:
        sys.exit()

def check_keyup_events(event, man):
    """响应松开按键"""
    if event.key == pygame.K_RIGHT:
        man.moving_right = False
    elif event.key == pygame.K_LEFT:
        man.moving_left = False

def check_events(ai_settings, screen ,stats, sc, play_button, man, monsters, lasers):
    """响应按钮和鼠标事件"""
    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, man, lasers)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, man)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_play_button(ai_settings, screen, stats, sc, play_button, man, monsters, lasers, mouse_x, mouse_y)

def check_play_button(ai_settings, screen, stats, sc, play_button, man, monsters, lasers, mouse_x, mouse_y):
    """在玩家单击play按钮时开始游戏"""
    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
        # 重置记分牌图像
        sc.prep_score()
        sc.prep_high_score()
        sc.prep_level()
        sc.prep_supermen()
        # 清空怪兽
        monsters.empty()
        # 清空激光
        lasers.empty()
        # 创建一群新的怪兽,并让奥特曼居中
        create_fleet(ai_settings, screen, man, monsters)
        man.center_superman()

def fire_laser(ai_settings, screen, man, lasers):
    """发射激光"""
    if len(lasers) < ai_settings.laser_allowed:
        new_laser = Laser(ai_settings, screen, man)
        lasers.add(new_laser)

def update_screen(ai_settings, screen, stats, sc, man, monsters, lasers, play_button):
    """更新屏幕图像"""
    screen.fill(ai_settings.bg_color)
    # 在奥特曼和怪兽后面重绘所有激光
    for laser in lasers.sprites():
        laser.draw_laser()
    man.blitme()
    monsters.draw(screen)
    # 显示得分
    sc.show_score()
    # 如果游戏处于非活动状态,就绘制play按钮
    if not stats.game_active:
        play_button.draw_button()
    # 屏幕可见
    pygame.display.flip()

def update_lasers(ai_settings, screen, stats, sc, man, monsters, lasers):
    """更新激光的位置,并删除已消失的激光"""
    # 更新激光的位置
    lasers.update()
    # 删除已消失的激光
    for laser in lasers.copy():
        if laser.rect.bottom <= 0:
            lasers.remove(laser)
    check_laser_monster_collisions(ai_settings, screen, stats, sc, man, monsters, lasers)

def check_laser_monster_collisions(ai_settings, screen, stats, sc, man, monsters, lasers):
    """响应激光与怪兽的碰撞"""
    # 删除发生碰撞的激光和怪兽
    collisions = pygame.sprite.groupcollide(lasers, monsters, True, True)
    if collisions:
        for monsters in collisions.values():
            stats.score += ai_settings.monster_points * len(monsters)
            sc.prep_score()
        check_high_score(stats, sc)

    if len(monsters) == 0:
        # 如果怪兽个数为0,清空激光,提高等级
        lasers.empty()
        ai_settings.increase_speed()
        stats.level += 1
        sc.prep_level()
        create_fleet(ai_settings, screen, man, monsters)

def check_fleet_edges(ai_settings, monsters):
    """有怪兽群到达边缘时采取相应的措施"""
    for monster in monsters.sprites():
        if monster.check_edges():
            change_fleet_direction(ai_settings, monsters)
            break

def check_high_score(stats, sc):
    """检查是否诞生了新的最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sc.prep_high_score()

def change_fleet_direction(ai_settings, monsters):
    """将整群怪兽下移,并改变它们的方向"""
    for monster in monsters.sprites():
        monster.rect.y += ai_settings.monster_drop_speed
    ai_settings.fleet_direction *= -1

def superman_hit(ai_settings, screen, stats, sc, man, monsters, lasers):
    """响应被怪兽撞到的奥特曼"""
    if stats.superman_left > 0:
        # 将奥特曼个数减1
        stats.superman_left -= 1
        sc.prep_supermen()
    else:
        stats.game_active = False
        pygame.mouse.set_visible(True)
    # 清空怪兽和激光列表
    monsters.empty()
    lasers.empty()
    # 创建一群新的怪兽,并将奥特曼放在屏幕底端中间
    create_fleet(ai_settings, screen, man, monsters)
    man.center_superman()
    sleep(0.5)

def check_monsters_bottom(ai_settings, screen, stats, sc, man, monsters, lasers):
    """检查是否有怪兽到达了屏幕底端"""
    screen_rect = screen.get_rect()
    for monster in monsters.sprites():
        if monster.rect.bottom >= screen_rect.bottom:
            superman_hit(ai_settings, screen, stats, sc, man, monsters, lasers)
            break

def update_monsters(ai_settings, screen, stats, sc, man, monsters, lasers):
    """检查是否有怪兽位于屏幕边缘,更新整群怪兽的位置"""
    check_fleet_edges(ai_settings, monsters)
    monsters.update()
    # 检测怪兽和奥特曼之间的碰撞
    if pygame.sprite.spritecollideany(man, monsters):
        superman_hit(ai_settings, screen, stats, sc, man, monsters, lasers)
    check_monsters_bottom(ai_settings, screen, stats, sc, man, monsters, lasers)

def get_number_monsters_x(ai_settings, monster_width):
    """计算每行可容纳多少个怪兽"""
    available_space_x = ai_settings.screen_width - 2 * monster_width
    number_monsters_x = int(available_space_x / (2 * monster_width))
    return number_monsters_x

def get_number_rows(ai_settings, man_height, monster_height):
    """计算屏幕可容纳多少行怪兽"""
    available_space_y = (ai_settings.screen_height - (3 * monster_height) - man_height)
    number_rows = int(available_space_y / (2 * monster_height))
    return number_rows

def create_monster(ai_settings, screen, monsters, monster_number, row_number):
    """创建一个怪兽并放在当前行"""
    monster = Monster(ai_settings, screen)
    monster_width = monster.rect.width
    monster.x = monster_width + 2 * monster_width * monster_number
    monster.rect.x = monster.x
    monster.rect.y = monster.rect.height + 2 * monster.rect.height * row_number
    monsters.add(monster)

def create_fleet(ai_settings, screen, man, monsters):
    """创建怪兽群"""
    monster = Monster(ai_settings, screen)
    number_monsters_x = get_number_monsters_x(ai_settings, monster.rect.width)
    number_rows = get_number_rows(ai_settings, man.rect.height, monster.rect.height)
    for row_number in range(number_rows):
        for monster_number in range(number_monsters_x):
            create_monster(ai_settings, screen, monsters, monster_number, row_number)


 

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