【Python程式設計:從入門到實踐】第十二章:武裝飛船
阿新 • • 發佈:2019-02-13
12-1 藍色天空 :建立一個背景為藍色的Pygame視窗。
結果:import sys import pygame def run(): pygame.init() screen = pygame.display.set_mode((1200,600)) pygame.display.set_caption("Blue Sky") bg_color = (0,124,195) while True: screen.fill(bg_color) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.display.flip() run()
12-2 遊戲角色 :找一幅你喜歡的遊戲角色點陣圖影象或將一幅影象轉換為點陣圖。建立一個類,將該角色繪製到螢幕中央,並將該影象的背景色設定為螢幕背景色,或將 螢幕背景色設定為該影象的背景色
ship.py
run.pyimport pygame class Ship(): """docstring for Ship""" def __init__(self, screen): """初始化飛船並設定其初始位置""" self.screen = screen # 載入飛船影象並獲取其外接矩形 self.image = pygame.image.load('images/ship.bmp') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # 將每搜新飛船放在螢幕底部中央 self.rect.centerx = self.screen_rect.centerx self.rect.centery = self.screen_rect.centery def biltme(self): self.screen.blit(self.image,self.rect)
結果:import sys import pygame from ship import Ship def run(): pygame.init() screen = pygame.display.set_mode((1200,600)) pygame.display.set_caption("Blue Sky") bg_color = (0,124,195) s = Ship(screen) while True: screen.fill(bg_color) s.biltme() for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.display.flip() run()
12-3 火箭 :編寫一個遊戲,開始時螢幕中央有一個火箭,而玩家可使用四個方向鍵上下左右移動火箭。請務必確保火箭不會移到螢幕外面。
setting.py
class Setting():
def __init__(self):
"""初始化遊戲的設定"""
#螢幕設定
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (255,255,255)
self.ship_speed_factor = 1.5
rocket.py
import pygame
class Rocket():
"""docstring for Rocket"""
def __init__(self,ai_setting, screen):
self.screen = screen
self.image = pygame.image.load('images/ship.jpg')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.ai_setting = ai_setting
self.rect.centerx = self.screen_rect.centerx
self.rect.centery = self.screen_rect.centery
self.center = float(self.rect.centerx)
self.centery = float(self.rect.centery)
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center +=self.ai_setting.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -=self.ai_setting.ship_speed_factor
if self.moving_up and self.rect.top > 0:
self.centery -= self.ai_setting.ship_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.centery +=self.ai_setting.ship_speed_factor
self.rect.centerx = self.center
self.rect.centery = self.centery
def blitme(self):
self.screen.blit(self.image,self.rect)
game_functions.py
import sys
import pygame
def check_keydown_events(event,rocket):
if event.key == pygame.K_RIGHT:
rocket.moving_right = True
elif event.key == pygame.K_LEFT:
rocket.moving_left = True
elif event.key == pygame.K_UP:
rocket.moving_up = True
elif event.key ==pygame.K_DOWN:
rocket.moving_down = True
def check_keyup_events(event,rocket):
if event.key == pygame.K_RIGHT:
rocket.moving_right = False
elif event.key == pygame.K_LEFT:
rocket.moving_left = False
elif event.key == pygame.K_UP:
rocket.moving_up = False
elif event.key == pygame.K_DOWN:
rocket.moving_down = False
def check_events(rocket):
"""響應按鍵和滑鼠事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("Quit")
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,rocket)
elif event.type == pygame.KEYUP:
check_keyup_events(event,rocket)
def update_screen(ai_settings,screen,rocket):
screen.fill(ai_settings.bg_color)
rocket.blitme()
pygame.display.flip()
run.py
import sys
import pygame
from rocket import Rocket
from setting import Setting
import game_functions as gf
def run():
pygame.init()
ai_setting = Setting()
screen =pygame.display.set_mode((ai_setting.screen_width,ai_setting.screen_height))
pygame.display.set_caption("Rocket")
r = Rocket(ai_setting,screen)
while True:
gf.check_events(r)
r.update()
gf.update_screen(ai_setting,screen,r)
run()
結果:
12-4 按鍵 :建立一個程式,顯示一個空螢幕。在事件迴圈中,每當檢測到pygame.KEYDOWN 事件時都列印屬性event.key 。執行這個程式,並按各種鍵,看看 Pygame如何響應。
import sys
import pygame
def test():
pygame.init()
screen = pygame.display.set_mode((900,600))
pygame.display.set_caption("12-4")
bg_color = (255,255,255)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
bg_color=(255,0,255)
elif event.key == pygame.K_DOWN:
bg_color=(0,255,255)
elif event.key == pygame.K_LEFT:
bg_color=(255,255,0)
elif event.key == pygame.K_RIGHT:
bg_color = (0,0,255)
screen.fill(bg_color)
pygame.display.flip()
test()
結果:
K_UP:
K_DOWN:
K_LEFT:
K_RIGHT:
12-5 側面射擊 :編寫一個遊戲,將一艘飛船放在螢幕左邊,並允許玩家上下移動飛船。在玩家按空格鍵時,讓飛船發射一顆在螢幕中向右穿行的子彈,並在子彈離開 螢幕而消失後將其刪除。
game_functions.py
import sys
import pygame
from bullet import Bullets
def check_keydown_events(event,ai_setting,screen,rocket,bullets):
if event.key == pygame.K_UP:
rocket.moving_up = True
elif event.key == pygame.K_DOWN:
rocket.moving_down = True
elif event.key == pygame.K_SPACE:
new_bullet = Bullets(ai_setting,screen,rocket)
bullets.add(new_bullet)
def check_keyup_events(event,rocket):
if event.key == pygame.K_UP:
rocket.moving_up = False
elif event.key == pygame.K_DOWN:
rocket.moving_down = False
def check_events(ai_settings,screen,rocket,bullets):
"""響應按鍵和滑鼠事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("Quit")
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,rocket,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,rocket)
def update_bullet(bullets):
for bullet in bullets:
if bullet.rect_left<=0:
bullets.remove(bullet)
def update_screen(ai_settings,screen,rocket,bullets):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
rocket.blitme()
pygame.display.flip()
bullet.py
import pygame
from pygame.sprite import Sprite
class Bullets(Sprite):
"""docstring for Bullets"""
def __init__(self, ai_settings,screen,rocket):
super( Bullets, self).__init__()
self.screen = screen
self.rect = pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centery = rocket.rect.centery
self.rect.right = rocket.rect.right
#儲存小數表示的子彈位置
self.x = float(self.rect.x)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
self.x +=self.speed_factor
self.rect.x = self.x
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
setting.py
class Setting():
def __init__(self):
"""初始化遊戲的設定"""
#螢幕設定
self.screen_width = 1200
self.screen_height = 600
self.bg_color = (255,255,255)
self.ship_speed_factor = 1.5
self.bullet_speed_factor = 1
self.bullet_width = 15
self.bullet_height = 3
self.bullet_color =(60,60,60)
rocket.py
import pygame
class Rocket():
"""docstring for Rocket"""
def __init__(self,ai_setting, screen):
self.screen = screen
self.image = pygame.image.load('images/rocket.jpg')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.ai_setting = ai_setting
self.rect.x = 0
self.rect.centery = self.screen_rect.centery
self.center = float(self.rect.centerx)
self.centery = float(self.rect.centery)
self.moving_up = False
self.moving_down = False
def update(self):
if self.moving_up and self.rect.top > 0:
self.centery -= self.ai_setting.ship_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.centery +=self.ai_setting.ship_speed_factor
self.rect.centery = self.centery
def blitme(self):
self.screen.blit(self.image,self.rect)
run.py
import sys
import pygame
from rocket import Rocket
from setting import Setting
from pygame.sprite import Group
import game_functions as gf
def run():
pygame.init()
ai_setting = Setting()
screen =pygame.display.set_mode((ai_setting.screen_width,ai_setting.screen_height))
pygame.display.set_caption("Rocket")
r = Rocket(ai_setting,screen)
bullets = Group()
while True:
gf.check_events(ai_setting,screen,r,bullets)
r.update()
bullets.update()
gf.update_screen(ai_setting,screen,r,bullets)
run()
結果: