Python小遊戲——王校長的S8冠軍獎盃【下】
阿新 • • 發佈:2018-11-13
【前情提要】
1、pygame的安裝:https://blog.csdn.net/Xiaomo_haa/article/details/83962300
2、Python小遊戲——王校長的S8冠軍獎盃【引子】:https://blog.csdn.net/Xiaomo_haa/article/details/83929275
3、Python小遊戲——王校長的S8冠軍獎盃【上】:https://blog.csdn.net/Xiaomo_haa/article/details/83963110
【CODE】
hotdog.py
在遊戲中匯入hotdog影象,並且設定hotdog屬性以及建立繪製和更新函式。
import pygame from pygame.sprite import Sprite class Hotdog(Sprite): """"表示單個hotdog的類""" def __init__(self,ai_settings,screen,wxz): """初始化hotdog並設定其初始位置""" super(Hotdog, self).__init__() self.screen = screen #載入hotdog影象,並設定其rect屬性 self.image = pygame.image.load('image/hotdog.png') self.rect = self.image.get_rect() #讓每個hotdog在WXZ所處位置 self.rect.centerx = wxz.rect.centerx self.rect.top = wxz.rect.top #儲存hotdog的準確位置 self.y = float(self.rect.y) self.speed_factor = ai_settings.hotdog_speed_factor #開火標誌 self.hotdog_fire = False def blitme(self): """在指定位置繪製hotdog""" self.screen.blit(self.image,self.rect) def update(self): """向上移動hotdog""" #更新表示hotdog位置的小數值 self.y -= self.speed_factor #更新表示hotdog的rect的位置 self.rect.y = self.y
button.py
建立一個開始按鈕,並且只有用滑鼠點選play按鈕之後遊戲才能開始。
import pygame.font class Button(): def __init__(self,ai_settings,screen,msg): """初始化按鈕的屬性""" self.screen = screen self.screen_rect = screen.get_rect() #設定按鈕的尺寸和其他屬性 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) #建立按鈕的rect物件,並使其居中 self.rect = pygame.Rect(0,0,self.width,self.height) self.rect.center = self.screen_rect.center #按鈕的標籤只需建立一次 self.prep_msg(msg) def prep_msg(self,msg): """將msg渲染為影象,並使其在按鈕上居中""" 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): # 繪製一個用顏色填充的按鈕,再繪製文字 self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
game_stata.py
一個統計遊戲分數的類與初始化遊戲期間變化量。
class GameStats():
"""跟蹤遊戲的統計資訊"""
def __init__(self,ai_settings):
"""初始化統計資訊"""
self.ai_settings = ai_settings
self.reset_stats()
#遊戲剛啟動時處於非活動狀態
self.game_active = False
#在任何情況下都不應重置最高分
self.high_score = 0
def reset_stats(self):
"""初始化在遊戲執行期間可能變化的統計資訊"""
self.wxzs_left = self.ai_settings.wxz_limit
self.score = 0
self.level = 1
scoreboard.py
在螢幕頂部建立計分板,顯示遊戲得分、最高分、剩餘生命等。
import pygame.font
from pygame.sprite import Group
from wxz import Wxz
class Scoreboard():
"""顯示得分資訊的類"""
def __init__(self,ai_settings,screen,stats):
"""初始化顯示得分涉及的屬性"""
self.screen = screen
self.screen_rect = screen.get_rect()
self.ai_settihngs = ai_settings
self.stats = stats
#顯示得分資訊時使用的字型設定
self.text_color = (30,30,30)
self.font = pygame.font.SysFont(None,48)
#準備初始得分影象
self.prep_score()
self.prep_high_score()
self.prep_level()
self.prep_wxzs()
def prep_score(self):
"""將得分轉換為一副渲染的影象"""
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_settihngs.bg_color)
#將得分放在螢幕右上角
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):
"""將最高分轉換為渲染的影象"""
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_settihngs.bg_color)
#將最高分放在螢幕頂部中央
self.high_score_ract = self.high_score_image.get_rect()
self.high_score_ract.centerx = self.screen_rect.centerx
self.high_score_ract.top = self.score_rect.top
def show_score(self):
"""在螢幕上顯示獎盃和得分"""
self.screen.blit(self.score_image,self.score_rect)
self.screen.blit(self.high_score_image,self.high_score_ract)
self.screen.blit(self.level_image,self.level_rect)
#繪製獎盃
self.wxzs.draw(self.screen)
def prep_level(self):
"""將等級轉換為渲染的影象"""
self.level_image = self.font.render(str(self.stats.level),True,self.text_color,self.ai_settihngs.bg_color)
#將等級放在得分下方
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_wxzs(self):
"""顯示還餘下多少個獎盃"""
self.wxzs = Group()
for wxz_number in range(self.stats.wxzs_left):
wxz = Wxz(self.ai_settihngs,self.screen)
wxz.rect.x = 10 + wxz_number * wxz.rect.width
wxz.rect.y = 10
self.wxzs.add(wxz)
game_functions.py
遊戲中所有涉及的處理函式。
import sys
import pygame
from hotdog import Hotdog
from cup import Cup
from time import sleep
def check_keydowm_events(event,ai_settings,screen,wxz,hotdogs):
"""響應按鍵"""
if event.key == pygame.K_RIGHT:
wxz.moving_right = True
elif event.key == pygame.K_LEFT:
wxz.moving_left = True
elif event.key == pygame.K_a:
fire_hotdog(ai_settings, screen, wxz, hotdogs)
elif event.key == pygame.K_ESCAPE:
sys.exit()
def check_keyup_events(event,wxz):
"""響應鬆開"""
if event.key == pygame.K_RIGHT:
wxz.moving_right = False
elif event.key == pygame.K_LEFT:
wxz.moving_left = False
def check_events(ai_settings,screen,stats,sb,play_button,wxz,cups,hotdogs):
"""響應按鍵和滑鼠事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydowm_events(event,ai_settings,screen,wxz,hotdogs)
elif event.type == pygame.KEYUP:
check_keyup_events(event,wxz)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y = pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,sb,play_button,wxz,cups,hotdogs,mouse_x,mouse_y)
def check_play_button(ai_settings,screen,stats,sb,play_button,wxz,cups,hotdogs,mouse_x,mouse_y):
"""在玩家單擊Play按鈕時開始新遊戲"""
button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
#重置遊戲速度
ai_settings.initialize_dynamic_settings()
#隱藏游標
pygame.mouse.set_visible(False)
#重置遊戲統計資訊
stats.reset_stats()
stats.game_active = True
#重置記分牌圖案
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_wxzs()
#清空獎盃列表和hotdog列表
cups.empty()
hotdogs.empty()
#建立一群新的獎盃,並讓WXZ居中
create_fleet(ai_settings,screen,wxz,cups)
wxz.center_wxz()
def update_screen(ai_settings,screen,stats,sb,wxz,cups,hotdogs,play_button):
"""更新螢幕上的影象,並切換到新螢幕"""
#每次迴圈時都重繪螢幕
screen.fill(ai_settings.bg_color)
#在WXZ和外星人後面重繪所有hotdog
for hotdog in hotdogs.sprites():
hotdog.blitme()
wxz.blitme()
cups.draw(screen)
#顯示得分
sb.show_score()
#如果遊戲處於非活動狀態,就繪製Play按鈕
if not stats.game_active:
play_button.draw_button()
#讓最近繪製的螢幕可見
pygame.display.flip()
def update_hotdogs(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
"""更新hotdog的位置,並刪除已消失的hotdog"""
#更新hotdog的位置
hotdogs.update()
# 刪除已消失的hotdog
for hotdog in hotdogs.copy():
if hotdog.rect.bottom <= 0:
hotdogs.remove(hotdog)
check_hotdog_cup_collision(ai_settings,screen,stats,sb,wxz,cups,hotdogs)
def check_hotdog_cup_collision(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
"""相應子hotdog和獎盃的碰撞"""
#刪除發生碰撞的hotdog和獎盃
collisions = pygame.sprite.groupcollide(hotdogs,cups,True,True)
if collisions:
for cups in collisions.values():
stats.score += ai_settings.cup_points * len(cups)
sb.prep_score()
check_high_score(stats,sb)
if len(cups) == 0:
#整群獎盃被消滅,提高一個等級
#刪除現有的hotdog並新建一群獎盃,並加快遊戲節奏
hotdogs.empty()
ai_settings.increase_speed()
#提高等級
stats.level += 1
sb.prep_level()
create_fleet(ai_settings,screen,wxz,cups)
def check_high_score(stats,sb):
"""檢查是否誕生了最高分"""
if stats.score > stats.high_score:
stats.high_score = stats.score
sb.prep_high_score()
def fire_hotdog(ai_settings,screen,wxz,hotdogs):
"""如果還沒達到極限,就發射一顆hotdog"""
if len(hotdogs) < ai_settings.hotdogs_allowed:
new_hotdog = Hotdog(ai_settings, screen, wxz)
hotdogs.add(new_hotdog)
def get_number_cups_x(ai_settings,cup_width):
"""計算每行可容納多少個獎盃"""
available_space_x = ai_settings.screen_width - 2 * cup_width
number_cups_x = int(available_space_x / (2 * cup_width))
return number_cups_x
def get_number_rows(ai_settings,wxz_height,cup_height):
"""計算螢幕可容納多少行獎盃"""
available_space_y = (ai_settings.screen_height - (3 * cup_height) - wxz_height)
number_rows = int(available_space_y / (2 * cup_height))
return number_rows
def create_cup(ai_settings,screen,cups,cup_number,row_number):
"""建立一個獎盃並將其放在當前行"""
cup = Cup(ai_settings, screen)
cup_width = cup.rect.width
cup.x = cup_width + 2 * cup_width * cup_number
cup.rect.x = cup.x
cup.rect.y = cup.rect.height + 2 * cup.rect.height * row_number + 66
cups.add(cup)
def create_fleet(ai_settings,screen,wxz,cups):
"""建立獎盃群"""
#建立一個獎盃,並計算一行可以容納多少獎盃
#獎盃間距為獎盃寬度
cup = Cup(ai_settings,screen)
number_cups_x = get_number_cups_x(ai_settings,cup.rect.width)
number_rows = get_number_rows(ai_settings,wxz.rect.height,cup.rect.height) - 2
#建立第一行獎盃
for row_number in range(number_rows):
for cup_number in range(number_cups_x):
create_cup(ai_settings,screen,cups,cup_number,row_number)
def check_fleet_edges(ai_settings,cups):
"""有獎盃到達邊緣時採取相應的措施"""
for cup in cups.sprites():
if cup.check_edges():
change_fleet_direction(ai_settings,cups)
break
def change_fleet_direction(ai_settings,cups):
"""將整群獎盃下移,並改變它們方向"""
for cup in cups.sprites():
cup.rect.y += ai_settings.fleet_drop_speed
ai_settings.fleet_direction *= -1
def wxz_hit(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
"""響應被獎盃撞到的WXZ"""
if stats.wxzs_left > 0:
#將wxz_left -= 1
stats.wxzs_left -= 1
#更新記分牌
sb.prep_wxzs()
#清空獎盃列表和hotdog列表
cups.empty()
hotdogs.empty()
#建立一群新的獎盃,並將WXZ放到螢幕底部中央
create_fleet(ai_settings,screen,wxz,cups)
wxz.center_wxz
#暫停
sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_cups_bottom(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
"""檢查是否有獎盃到達螢幕底端"""
screen_rect = screen.get_rect()
for cup in cups.sprites():
if cup.rect.bottom >= screen_rect.bottom:
#像WXZ撞到一樣進行處理
wxz_hit(ai_settings,screen,stats,sb,wxz,cups,hotdogs)
break
def update_cups(ai_settings,screen,stats,sb,wxz,cups,hotdogs):
"""檢查是否有獎盃位於螢幕邊緣,並更新整群獎盃位置"""
check_fleet_edges(ai_settings,cups)
cups.update()
#檢測獎盃的WXZ之間的碰撞
if pygame.sprite.spritecollideany(wxz,cups):
wxz_hit(ai_settings,screen,stats,sb,wxz,cups,hotdogs)
#檢查是否有獎盃到達螢幕底端
check_cups_bottom(ai_settings,screen,stats,sb,wxz,cups,hotdogs)
【遊戲介面】
至此,遊戲全部完成,但是很多功能不夠完善,比如自動發射hotdog等等,比如像雷電一樣可以自由移動等等......
等待後續更新吧。
附上游戲執行圖:
遊戲全部程式碼和資源連結:https://download.csdn.net/download/xiaomo_haa/10780712