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基于pygame的一个小游戏

时间:2018-05-21 12:47:32      阅读:334      评论:0      收藏:0      [点我收藏+]

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class
GameStats(): """跟踪游戏的统计信息""" #def __int__(self, ai_settings): def __init__(self, ai_settings): """初始化统计信息""" self.ai_settings = ai_settings self.reset_stats() # 让游戏 处于非活动状态 self.game_active = False # self.score = 0 #在任何场景 不应该重置最高得分 self.high_score = 0 def reset_stats(self): """初始化在游戏运行期间可能变化的统计信息""" self.ship_left = self.ai_settings.ship_limit self.level = 1
import pygame
from pygame.sprite import Sprite


class Alien(Sprite):
    """表示单个外星人的类"""

    def __init__(self, ai_settings, screen):
        """初始化外星人并设置其初始位置"""
        super(Alien, self).__init__()
        self.screen = screen
        self.ai_settings = ai_settings

        # 加载外星人图像 并设置其rect属性
        self.image = pygame.image.load(image/alien.png)
        self.rect = self.image.get_rect()

        # 每个外星人最初都在屏幕左上角附近
        self.rect.x = self.rect.width
        self.rect.y = self.rect.height

        #储存外星人的准确位置
        self.x = float(self.rect.x)

    def blitme(self):
        """在指定位置绘画外星人"""
        self.screen.blit(self.image,self.rect)

    def update(self):
        """向右移动外星人"""
        self.x += (self.ai_settings.alien_speed_factor *
                    self.ai_settings.fleet_direction)
        self.rect.x = self.x

    def check_edges(self):
        """碰撞检测"""
        screen_rect = self.screen.get_rect()
        if self.rect.right >= screen_rect.right:
            return True
        elif self.rect.left <= 0:
            return  True
# -*- coding: gb2312 -*-   
import sys
import pygame

from settings import Settings  #导入必须正确 
from ship import Ship
import game_functions as gf

from scoreboard import Scoreboard

from alien import Alien
from pygame.sprite import Group
from game_stats import GameStats
from button import Button

#ctrl e 快速注释
def run_game():
    """"""
    #初始化游戏穿件屏幕对象
    pygame.init()
    ai_settings = Settings()

    #ai_settings.ship_speed_factor=1.5
    screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
    pygame.display.set_caption("spider_play")

    #创建play按钮
    play_button = Button(ai_settings,screen,"Play")
    # 创建一个用于储存游戏统计信息的实例
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings,screen,stats)
    ship = Ship(ai_settings, screen)
    #创建一个用于储存子弹的编组
    bullets = Group()
    aliens = Group()

    # 创建一个外星人
    gf.create_fleet(ai_settings,screen,ship,aliens)
    #alien = Alien(ai_settings,screen)


    #主循环
    while True:

        # 扫描键盘
        gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)

        if stats.game_active:
            ship.update()

            gf.update_bullets(ai_settings, screen,stats,sb, ship, aliens, bullets)
            gf.update_aliens(ai_settings, stats,sb, screen, ship, aliens, bullets)


        gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)

run_game()
# -*- coding: gb2312 -*-   
import pygame
from pygame.sprite import Sprite


class Bullet(Sprite):
    """"一个对飞船发射子弹进行管理的类"""
    def __init__(self,ai_settings,screen,ship):
        """"在飞船所处位置创造一个子弹对象"""
        super(Bullet,self).__init__()
        self.screen = screen
        
        #在(0,0)出创建一个表示子弹的矩形,在设置正确的位置
        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
        
        #用小数储存位置
        
        self.y=float(self.rect.y)
        
        self.color = ai_settings.bullet_color
        self.speed_factor = ai_settings.bullet_speed_factor
        
    def update(self):
    
        """"向上移动子弹"""
        #跟新在单的小数值
        self.y-=self.speed_factor
        #更新子弹 rect 
        self.rect.y =self.y
    
    def draw_bullet(self):
        """"在屏幕上位置子弹"""
        pygame.draw.rect(self.screen,self.color,self.rect )
     
import pygame.font

class Button():
    def __init__(self,ai_settings,screen,msg):
        """初始化按钮的属性"""
        self.screen = screen
        self.screen_rect = screen.get_rect()

        #设置按钮的尺寸和其他属性
        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 并使其居中
        self.rect = pygame.Rect(0,0,self.width,self.height)
        self.rect.center = self.screen_rect.center

        #按钮的标签只需要创建一次
        self.prep_msg(msg)

    def prep_msg(self,msg):
        """将msg渲染为图像并将其居中"""
        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):
        # 绘制一个颜色填充按钮,在绘制文本
        self.screen.fill(self.button_color,self.rect)
        self.screen.blit(self.msg_image,self.msg_image_rect)
# -*- coding: gb2312 -*-   
import sys
import pygame
from bullet import Bullet
from alien import Alien
from time import sleep

def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets):
    """相应被外星人撞到的飞船"""
    if stats.ship_left > 0:

        # 将 ships_left -=1
        stats.ship_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()

        #创建一群新的外星人,并将飞创放到屏幕低端 中央
        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 get_number_aliens_x(ai_settings , alien_width):
    """"计算外星人数量"""
    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 create_alien(ai_settings, screen, aliens, alien_number,row_number):
    """"创建一个外星人并将其放在当前行"""
    # 创建一行外星人
    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"""
    # 创建一个外星人,并计算可容纳多少个外星人
    # 外星人间距为外星人宽度
    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)

    #穿件第一行外星人
    for row_number in range(number_rows):
        for alien_number in range(number_aliens_x):
            #创建一行外星人
            create_alien(ai_settings,screen,aliens,alien_number,row_number)

def get_number_rows(ai_settings,ship_height,alien_height):
    """"计算可以容纳的行数"""
    available_apace_y = (ai_settings.screen_height-(3*alien_height)-ship_height)
    get_number_rows = int(available_apace_y/(2*alien_height))
    return  get_number_rows-1



def check_keydown_events(event,ai_settings,screen,ship,bullets):
    """"相应按键"""
    if event.key == pygame.K_RIGHT:
        # 向右移动飞船
        # ship.rect.centerx +=1
        ship.moving_right = True
    elif event.key == pygame.K_LEFT:
        # 向右移动飞船
        # ship.rect.centerx +=1
        ship.moving_left = True
    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings,screen,ship,bullets)
    elif event.key == pygame.K_q:
        sys.exit()


def fire_bullet(ai_settings,screen,ship,bullets):
    """子弹未超限制 继续发射"""
    # 创建一颗子弹 并将其添加到编组中
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)


def check_keyup_events(event,ship):
    """松开按键"""
    if event.key == pygame.K_RIGHT:
        ship.moving_right =False
    elif event.key == pygame.K_LEFT:
        # 向右移动飞船
        # ship.rect.centerx +=1
        ship.moving_left = False    


def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):

    # """"相应按键和鼠标事件"""  """""""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:  # 大小写会导致严重错误
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event,ai_settings,screen,ship,bullets)
                
        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,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)


def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
    """"在玩家单击paly按钮的时候开始新游戏"""
    button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not stats.game_active:
        # 重置游戏速度
        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
        sb.prep_score()
        sb.prep_high_score()
        sb.prep_level()
        sb.prep_ships()
        #清空外星人列表 和 子弹列表
        aliens.empty()
        bullets.empty()

        #创建一群新的外星人,并让飞船居中
        create_fleet(ai_settings,screen,ship,aliens)
        ship.center_ship()


def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_bytton):
    """更新屏幕上的图像,并切换到新屏幕"""
    #重绘屏幕
    screen.fill(ai_settings.bg_colors)  # 括号会导致严重问题 但是不会报错
    # print(ai_settings.bg_colors)
    # screen.fill(bg_color)
    # 在飞船和外星人相遇后重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet() 
    ship.blitme()
    aliens.draw(screen)
    #显示得分
    sb.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_bytton.draw_button()
    # 刷新屏幕
    pygame.display.flip()


def update_bullets( ai_settings, screen,stats,sb, ship, aliens, bullets):
    """更新子弹位置,并删除已小时的子弹  检测碰撞"""
    # 更新子弹的位置
    bullets.update()
    # 删除已经消失的子弹  子弹距离小于0的时候要删除列表
    for bullet in bullets.copy():  # 复制一个新的列表 以便解决。。。
        if bullet.rect.bottom <= 0:
            bullets.remove(bullet)
    # 检查是否有子弹击中了外星人
    # 如果 删除相应的子弹和外星人
    check_buttet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)

def check_buttet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """
    相应子弹和外星人的碰撞
    :param ai_settings: 
    :param screen: 
    :param ship: 
    :param aliens: 
    :param bullets: 
    :return: 
    """
    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)
        #stats.score += ai_settings.alien_points
        #sb.prep_score()

    if len(aliens) == 0 :
        #删除现有的子弹并创建一群外星人
        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_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
    """更新外星人人群中所有外星人的位置"""
    check_fleet_edges(ai_settings,aliens)
    aliens.update()
    # 检测外星人和非常之间的碰撞
    if pygame.sprite.spritecollideany(ship,aliens) :
        ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
        print("ship hit !!!")

    # 检查是否有到达底端的飞船
    check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)




def check_fleet_edges(ai_settings,aliens):
    """有外星人到达边缘时应采取措施"""
    for alien in aliens.sprites():
        if alien.check_edges():
            change_fleet_direction(ai_settings, aliens)
            break

def change_fleet_direction(ai_settings,aliens):
    """
    下移动应该变方向
    :param ai_settings:
    :param aliens:
    :return:
    """
    for alien in aliens.sprites():
        alien.rect.y += ai_settings.fleet_drop_speed

    ai_settings.fleet_direction *= -1


def check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets):
    """检查是否有诶创到达了底端"""
    screen_rect = screen.get_rect()
    for alien in aliens.sprites():
        if alien.rect.bottom >= screen_rect.bottom:
            # 飞创被撞到
            ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
            break

def check_high_score(stats,sb):
    """检查是否产生了最高分"""
    if stats.score > stats.high_score:
        stats.high_score = stats.score
        sb.prep_high_score()
# -*- coding: gb2312 -*-   

class Settings():
    
    """设置系统使用变量"""
    def __init__(self):
        
        
        #"""初始化游戏的设置"""
        #屏幕设置
        self.screen_width =1200
        self.screen_height =800
        self.bg_colors=(230,230,230)
        #self.bg_color =(230,230,230)
# -*- coding: gb2312 -*-   
import sys
import pygame

def run_game():
    """"""
    #初始化游戏穿件屏幕对象
    pygame.init()
    screen =pygame.display.set_mode((1200,800))
    pygame.display.set_caption("spider_play")
    
    #设置背景颜色
    bg_color=(230,230,230)
    
    #主循环
    while True:
        #扫描键盘
        for event in pygame.event.get():
            if event.type==pygame.quit:
                sys.exit()
        #重绘屏幕
        screen.fill(bg_color)        
        #刷新屏幕
        pygame.display.flip()
    
run_game()
import requests

# 执行API调用并储存相应
url = https://api.github.com/search/repositories?q=language:python&sort=stars
r = requests.get(url)
print("Status code :",r.status_code)

# 将api响应储存在一个变量中
response_dict = r.json()
print("Total repositories:",response_dict[total_count])
# 探索有关仓库信息
repo_dicts = response_dict[items]
print("Repositories returned:",len(repo_dicts))

# 研究第一个仓库
repo_dicts = repo_dicts[0]
print("\n keys:",len(repo_dicts))
for key in sorted(repo_dicts.keys()):
    print(key)
# 处理结果

#print(response_dict.keys())
import pygame.font
from  pygame.sprite import  Group

from ship import Ship


class Scoreboard():
    """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

        # 显示得分信息使用的字体
        self.text_color = (30,30,30)
        self.font = pygame.font.SysFont(None,48)

        # 准备初始得分图像
        self.prep_score()
        # 准备包含最高得分 和 当前得分的图像
        self.prep_high_score()
        self.prep_level()
        self.prep_ships()



    def prep_score(self):
        """将得分渲染为为一副图片"""
        rounded_score = int(round(self.stats.score,-1)) #精确多少位小数 -1 代表精确到 10的倍数
        score_str = "{:,}".format(rounded_score)
        #score_str = str(self.stats.score)
        self.score_image = self.font.render(score_str,True,self.text_color,self.ai_settings.bg_colors)


        #将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 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)
        # 绘制飞船
        self.ships.draw(self.screen)

    def prep_high_score(self):
        """将最高分转换为渲染的图像"""
        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_colors)

        #将最高的纷纷放到屏幕顶部中央
        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

    # class image_int():
    #     # 定义图像相关属性
    #     def

    def display_text(self,number,text_color,bg_color,x,y):
        """

        :param number:
        :param text_color:
        :param bg_color:
        :param x:
        :param y:
        :return:
        """
        #images = {‘a‘:3231,‘b‘:13}
        #images[‘a‘]=
        num = int(round(number,0))
        num_str = "{:,}".format(num)
        images = self.font.render(num_str,True,text_color,bg_color)

        #将最高的纷纷放到屏幕顶部中央
        rect = images.get_rect()
        rect.centerx = x
        rect.top = y

        return images ,rect

    def prep_level(self):
        """将等级转换为渲染的图像"""
        #images = {‘a‘:self.level_image,‘b‘:self.level_rect}
        self.level_image,self.level_rect =self.display_text(self.stats.level,self.text_color,self.ai_settings.bg_colors,self.score_rect.right,self.score_rect.bottom+10)

    def prep_ships(self):
        """显示 还余下多少艘飞船"""
        self.ships = Group()
        for ship_number in range (self.stats.ship_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)
# -*- coding: gb2312 -*-   
import pygame

class Settings():
    
    """设置系统使用变量"""
    def __init__(self):
        #"""初始化游戏的设置"""
        #屏幕设置
        self.screen_width =1200
        self.screen_height =800
        self.bg_colors=(230,230,230)
        #self.image =pygame.image.load (‘image/bg.jpg‘)
        #$self.rect =self.image.get_rect()
        #飞船的设置
        self.ship_speed_factor = 1.5
        #self.bg_color =(230,230,230)
        self.ship_limit = 3
        
        #子弹设置
        self.bullet_speed_factor = 2
        self.bullet_width =   3 # 3
        self.bullet_height = 15
        self.bullet_color = (60, 60, 60)
        self.bullets_allowed = 3 #最多能存在3颗子弹

        # 外星人设置
        self.alien_speed_factor = 3
        self.fleet_drop_speed = 10
        #方向
        self.fleet_direction = 1

        #以什么样的速度加快游戏
        self.speedup_scale = 1.1
        # 外星人点数的提高速速
        self.score_scale = 1.5

        self.initialize_dynamic_settings()

    def initialize_dynamic_settings(self):
        """随游戏进行而变化的量"""
        self.ship_speed_factor = 1.5
        self.bullet_speed_factor = 3
        self.alien_speed_factor = 1

        # fleet_direction 位1表示向右 为-1表示向左
        self.fleet_direction = 1
        #积分点
        self.alien_points = 50

    def increase_speed(self):
        """提高速度设置  和外星人价值"""
        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)
        print(self.alien_points)
# -*- coding: gb2312 -*-   
import pygame
from pygame.sprite import Sprite

class Ship(Sprite):

    def __init__(self,ai_settings,screen):        
        """初始化飞船初始位置"""
        super(Ship, self).__init__()
        self.screen =screen
        self.ai_settings = ai_settings  #获取速度设定
        
        #加载飞船图像并获取矩形外形
        self.image = pygame.image.load(image/ship.png)
        self.rect =self.image.get_rect()
        self.screen_rect =screen.get_rect()
        
        #将飞船放到递底部中央
        self.rect.centerx =self.screen_rect.centerx
        self.rect.bottom =self.screen_rect.bottom
        
        #在飞船的属性center中储存小数值
        self.center = float(self.rect.centerx)
        
        #移动标志
        self.moving_right = False
        self.moving_left = False
        
    def update(self):
        """根据移动标志移动飞船位置"""
        #更新飞船的center值不是rect
        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
        #分局self.centr 更新rect对象
        self.rect.centerx=self.center
        
    def blitme(self):  #函数应该与  int对齐
        
        """"指定位置绘制飞船"""

        self.screen.blit(self.image,self.rect)
    
    def center_ship(self):
        """让飞船在屏幕上居中"""
        self.center =self.screen_rect.centerx
    

技术分享图片

技术分享图片

你只要替换相关的有意思图片就可以实现各种有意思的东西

基于pygame的一个小游戏

标签:port   调用   imp   管理   remove   game   .com   循环   click   

原文地址:https://www.cnblogs.com/polar-lights/p/9065988.html

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