1. 程式人生 > >Python小遊戲——王校長的S8冠軍獎盃【下】

Python小遊戲——王校長的S8冠軍獎盃【下】

【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