一、 知识点
python中如何定义类
class 类名:
#
def __init__(self):
初始化代码
def 其他模块1(self):
代码1
def 其他模块2(self):
代码2
模块/类的导入
- 导入整个模块
import 模块名/库名
- 导入模块中的类
from 模块 import 类名
rect对象
1. 基础知识
- 在pygame中,我们将把飞船和屏幕都作为矩形(rect)处理
-
原点(0,0)位于屏幕左上角,向右下方移动时,坐标值将增大,如下图所示
- rect只存储整数部分
2. 常见操作
- 获取一张图片的矩形
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
- 获取游戏屏幕的矩形
self.screen_rect = screen.get_rect()
- 通过游戏屏幕的矩形来规定图片矩形放置的位置
self.rect.midbottom = self.screen_rect.midbottom
精灵与精灵组
精灵:pygame.sprite.Sprite
可以把精灵理解成一个对象,在一个精灵对象中有两个重要的属性,一个是精灵要显示的图像数据,一个是精灵要把这个图像显示在屏幕上的位置
精灵组:pygame.sprite.Group
精灵组是一个包含了多个精灵的对象,在创建精灵组的时候可以使用多值参数的方式,一次性把精灵组中包含的所有精灵传入到精灵组内部.
其他
- 一个名为settings的模块,在其中包含一个名为Settings的类,要修改游戏,只需修改(接下来将创建的)settings.py中的一些值,而无须查找散布在项目中的各种设置。
- 选择图像时,要特别注意背景色。请尽可能选择背景为透明或纯色的图像
- 图像的背景色与游戏的背景色匹配时,游戏看起来最漂亮
二、源码
alien.py
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
#每一个Sprite为一个小元素
def __init__(self,ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.image = pygame.image.load('images/alien.bmp')
#加载外星人图像
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
#初始:设置外星人的初始位置
self.x = float(self.rect.x)
#改变的: 存储外形人的精确水平位置
def check_edges(self):
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right or self.rect.left <= 0:
#self.rect为外星人的位置 screen_rect为屏幕位置
return True
def update(self):
self.x += (self.settings.alien_speed * self.settings.fleet_direction)
#x为左右移动
self.rect.x = self.x
alien_invasion.py
import sys
#用来退出程序
from time import sleep
import pygame
from settings import Settings
from game_stats import GameStats
from scoreboard import Scoreboard
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
#从(文件名)中提取(模块名)
class AlienInvasion:
#整个大类
def __init__(self):
# 初始化游戏并创建资源
pygame.init()
self.settings = Settings()
#把Settings中的设置给到本次的游戏
# 窗口尺寸为 宽1200 高800
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
#可以根据电脑屏幕大小来特定的改变屏幕大小的设置
pygame.display.set_caption("Alien Invasion")
#起标题
self.stats = GameStats(self)
self.sb = Scoreboard(self)
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
self.aliens = pygame.sprite.Group()
self._create_fleet()
self.play_button = Button(self,"Play")
def run_game(self):
while True:
self._check_events()
#重新绘制屏幕
if self.stats.game_active:
self.ship.update()
#更新船
self._update_bullets()
#更新子弹
self._update_aliens()
#更新外星人
self._update_screen()
#更新屏幕
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
#退出
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
#触发按下键盘的事件
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
#触发抬起键盘的事件
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
self._check_play_button(mouse_pos)
def _check_play_button(self,mouse_pos):
button_clicked = self.play_button.rect.collidepoint(mouse_pos)
if button_clicked and not self.stats.game_active:
self.settings.initialize_dynamic_settings()
self.stats.reset_stats()
self.stats.game_active = True
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_ships()
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
pygame.mouse.set_visible(False)
def _check_keydown_events(self,event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
if event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _update_bullets(self):
self.bullets.update()
#更新子弹的位置
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
#如果超过了屏幕的范围就将子弹移除,以免造成处理空间浪费
self._check_bullet_alien_collisions()
def _check_bullet_alien_collisions(self):
collisons = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)
#外星人和子弹碰到一起以后,两个都消失
if collisons:
for aliens in collisons.values():
self.stats.score += self.settings.alien_points*len(aliens)
self.sb.prep_score()
self.sb._check_high_score()
#更新得分
if not self.aliens:
#如果外星人被消灭干净
self.bullets.empty()
self._create_fleet()
self.settings.increase_speed()
self.stats.level += 1
self.sb.prep_level()
def _update_aliens(self):
self._check_fleet_edges()
self.aliens.update()
if pygame.sprite.spritecollideany(self.ship,self.aliens):
self._ship_hit()
self._check_aliens_bottom()
def _ship_hit(self):
if self.stats.ships_left > 0:
self.stats.ships_left -=1
self.sb.prep_ships()
self.aliens.empty()
self.bullets.empty()
self._create_fleet()
self.ship.center_ship()
sleep(0.5)
else:
self.stats.game_active = False
pygame.mouse.set_visible(True)
def _create_fleet(self):
alien = Alien(self)
alien_width, alien_height = alien.rect.size
#外星人的宽度和高度
available_space_x = self.settings.screen_width - (2*alien_width)
#x可用空间
number_aliens_x = available_space_x // (2*alien_width)
#可放置外星人每行数量
ship_height = self.ship.rect.height
#船的高度
available_space_y = (self.settings.screen_height - (3*alien_height)-ship_height)
#y可用空间
number_rows = available_space_y //(2*alien_height)
#可放置外星人每列数量
for row_number in range(number_rows):
for alien_number in range(number_aliens_x):
self._create_alien(alien_number,row_number)
#每个_create_alien只能一次性创造一个外星人
def _create_alien(self,alien_number,row_number):
#第几行第几个
alien = Alien(self)
alien_width, alien_height = alien.rect.size
alien.x = alien_width + 2 * alien_width * alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height + 2*alien_height*row_number
self.aliens.add(alien)
def _check_fleet_edges(self):
for alien in self.aliens.sprites():
if alien.check_edges():
self._change_fleet_direction()
break
def _change_fleet_direction(self):
for alien in self.aliens.sprites():
alien.rect.y += self.settings.fleet_drop_speed
#每个外星人往下平移
self.settings.fleet_direction *=-1
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
# 屏幕颜色
# blitme:在指定位置绘制飞船
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
self.aliens.draw(self.screen)
self.sb.show_score()
if not self.stats.game_active:
self.play_button.draw_button()
pygame.display.flip()
def _fire_bullet(self):
if len(self.bullets) < self.settings.bullet_allowed:
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _check_aliens_bottom(self):
#检查是否有外星人到达了屏幕底端
screen_rect = self.screen.get_rect()
for alien in self .aliens.sprites():
#挨个看是否达到了屏幕底端
if alien.rect.bottom >= screen_rect.bottom:
self._ship_hit()
break
if __name__ == '__main__':
ai = AlienInvasion()
ai.run_game()
#主程序为进行AlienInvasion中的run_game模块
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_game):
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
self.rect = pygame.Rect(0,0,self.settings.bullet_width,self.settings.bullet_height)
self.rect.midtop = ai_game.ship.rect.midtop
#这个操作的位置为ship的顶端
self.y = float(self.rect.y)
def update(self):
self.y -= self.settings.bullet_speed
self.rect.y = self.y
#更新
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
button.py
import pygame.font
class Button:
def __init__(self,ai_game,msg):
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
self.width,self.height = 200,50
self.button_color = (0,250,0)
#亮绿色
self.text_color = (250,250,250)
#白色
self.font = pygame.font.SysFont(None,48)
#默认字体,字号48
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):
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_stats.py
class GameStats:
#跟踪游戏统计信息 记录飞船被撞了多少次
def __init__(self,ai_game):
self.settings = ai_game.settings
self.reset_stats()
self.game_active = False
self.high_score = 0
def reset_stats(self):
self.ships_left = self.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_game):
self.ai_game = ai_game
self.screen = ai_game.screen
self.screen_rect = self.screen.get_rect()
self.settings = ai_game.settings
self.stats = ai_game.stats
self.text_color = (30,30,30)
self.font = pygame.font.SysFont(None,48)
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_ships()
def prep_score(self):
rounded_score = round(self.stats.score,-1)
score_str = "{:,}".format(rounded_score)
self.score_image = self.font.render(score_str,True,self.text_color,self.settings.bg_color)
self.score_rect = self.score_image.get_rect()
self.score_rect.right = self.screen_rect.right - 20
self.score_rect.top = 20
def prep_level(self):
"""Turn the level into a rendered image."""
level_str = str(self.stats.level)
self.level_image = self.font.render(level_str, True,self.text_color, self.settings.bg_color)
# Position the level below the score.
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 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)
self.ships.draw(self.screen)
def prep_high_score(self):
high_score = 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.settings.bg_color)
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 _check_high_score(self):
if self.stats.score > self.stats.high_score:
self.stats.high_score = self.stats.score
self.prep_high_score()
def prep_ships(self):
"""Show how many ships are left."""
self.ships = Group()
for ship_number in range(self.stats.ships_left):
ship = Ship(self.ai_game)
ship.rect.x = 10 + ship_number * ship.rect.width
ship.rect.y = 10
self.ships.add(ship)
settings.py
class Settings:
#属于属性设置类
def __init__(self):
self.screen_width = 1200
self.screen_height = 800
self.bg_color =(230,230,230)
#屏幕的长宽和背景色(屏幕的属性)
self.ship_limit = 3
#(飞船的一些属性)
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60,60,60)
self.bullet_allowed = 3
#子弹相关的一些属性
self.fleet_drop_speed = 10
self.speedup_scale = 1.1
self.score_scale = 1.5
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
self.ship_speed = 1.5
self.bullet_speed = 3
self.alien_speed = 1.0
# 外星人的一些属性
self.fleet_direction = 1
#为1表示向右 为-1表示向左
self.alien_points = 50
def increase_speed(self):
self.ship_speed *= self.speedup_scale
self.bullet_speed *= self.speedup_scale
self.alien_speed *= self.speedup_scale
self.alien_points = int(self.alien_points * self.score_scale)
ship.py
import pygame
from pygame.sprite import Sprite
class Ship(Sprite):
#船相关的
def __init__(self,ai_game):
super().__init__()
self.screen = ai_game.screen
#屏幕
self.settings = ai_game.settings
#获取设置中的内容
self.screen_rect = ai_game.screen.get_rect()
#self.screen_rect获取屏幕信息
self.image = pygame.image.load('images/ship.bmp')
#加载图片
self.rect = self.image.get_rect()
#获取图像的位置
self.rect.midbottom = self.screen_rect.midbottom
#矩形的中下为屏幕的中下
self.x = float(self.rect.x)
#操作的x等于矩形的x
self.moving_right = False
self.moving_left = False
#开始没有行动时定义左右移动为False
def update(self):
#运动都只是在x轴上进行移动
if self.moving_right and self.rect.right < self.screen_rect.right:
self.x += self.settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.x -= self.settings.ship_speed
self.rect.x = self.x
#更新操作对象
def blitme(self):
#在制定位置绘制飞船 self.rect定义住了位置,self.image为图像
self.screen.blit(self.image,self.rect)
def center_ship(self):
#死亡后更新
self.rect.midbottom = self.screen_rect.midbottom
self.x = float(self.rect.x)