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