前言
我们已经基本完成了书上的所有操作,共用了14天学习,今天我们进行整理,将完整代码整理出来,供大家学习,也为今后我自己调阅。
一、心得体会
经过这段时间的学习,可以说浅显了解了pygame这个模块的一些函数使用,确实针对游戏的设计方面提供了很便利的支持。初步掌握了这些方法,我们可以很方便的作出一些其他的游戏。比如扫雷游戏,通过鼠标点击判断,再比如说贪食蛇,主要核心应该是碰撞的监测。至于纸牌或是其他的游戏目前还没有想好。
除了接触到一些新的函数,还学习了面对对象编程的方法,虽然不在公司上班,只是个人的小打小闹,但是先进的编程理念学起来肯定没有错。同时还感受到了规范的命名规则,对于我来说有点困难,因为英语不行,所以这个命名会大大降低我的编写速度,在调用函数时,要反复的看单词怎么写,太浪费时间了。
二、整体分析
这次我们总共写了9个类,其实还是有规律的,不同的对象各自建一个类,比如说小花猫、小老鼠和子弹。然后需要修改的参数放在一个类,事件监听放在一个类等等,现在将所有的类代码整理如下:
alien_invasion.py
import pygame import settings from ship import Ship import game_functions as gf from pygame.sprite import Group from alien import Alien from game_stats import GameStats from button import Button from scoreboard import Scoreboard def run_game(): pygame.init() new_setting=settings.Settings() screen = pygame.display.set_mode((new_setting.screen_width,new_setting.screen_height)) ship = Ship(screen,new_setting) alien = Alien(new_setting,screen) pygame.display.set_caption("狂敲代码的橘子") bullets = Group() aliens = Group() gf.create_fleet(new_setting,screen,aliens) stats = GameStats(new_setting) play_button = Button(new_setting,screen,'Play') sb = Scoreboard(new_setting,screen,stats) while True: gf.check_events(new_setting,screen,ship,bullets,stats,play_button,aliens,sb) if stats.game_active: ship.update() gf.update_bullets(new_setting,screen,bullets,aliens,stats,sb) gf.update_aliens(new_setting,stats,screen,ship,aliens,bullets) gf.update_screen(new_setting,screen,stats,ship,bullets,aliens,play_button,sb) run_game()
game_functions.py
import sys import pygame import time from bullet import Bullet from alien import Alien def check_keydown_events(event,new_setting,screen,ship,bullets): if event.key == pygame.K_RIGHT: ship.moving_right = True elif event.key == pygame.K_LEFT: ship.moving_left = True elif event.key == pygame.K_SPACE: fire_bullet(new_setting, screen, ship, bullets) elif event.key == pygame.K_q: sys.exit() def check_keyup_events(event,ship): if event.key == pygame.K_RIGHT: ship.moving_right = False if event.key == pygame.K_LEFT: ship.moving_left = False def check_events(new_setting,screen,ship,bullets,stats,play_button,aliens,sb): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type==pygame.KEYDOWN: check_keydown_events(event,new_setting,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(stats,play_button,mouse_x,mouse_y,new_setting,aliens,bullets,ship,screen,sb) def check_play_button(stats,play_button,mouse_x,mouse_y,new_setting,aliens,bullets,ship,screen,sb): if play_button.rect.collidepoint(mouse_x,mouse_y) and not stats.game_active: pygame.mouse.set_visible(False) stats.reset_stats() stats.game_active = True aliens.empty() bullets.empty() sb.prep_score() new_setting.initialize_dynamic_settings() create_fleet(new_setting,screen,aliens) ship.center_ship() def fire_bullet(new_setting,screen,ship,bullets): if len(bullets) < new_setting.bullets_allowed: new_bullet = Bullet(new_setting, screen, ship) bullets.add(new_bullet) def update_bullets(new_setting,screen,bullets,aliens,stats,sb): check_bullet_alien_collisions(new_setting,screen,bullets,aliens,stats,sb) bullets.update() for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) def check_bullet_alien_collisions(new_setting,screen,bullets,aliens,stats,sb): collisions = pygame.sprite.groupcollide(bullets, aliens, True, True) if collisions: for aliens in collisions.values(): stats.score += len(aliens) sb.prep_score() if len(aliens) == 0: bullets.empty() new_setting.increase_speed() create_fleet(new_setting, screen, aliens) def create_fleet(new_setting,screen,aliens): for row_number in range(3): for alien_number in range(6): alien = Alien(new_setting,screen) alien.x = alien.rect.width+2*alien.rect.width*alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height+2*alien.rect.height*row_number aliens.add(alien) def update_screen(new_setting,screen,stats,ship,bullets,aliens,play_button,sb): screen.fill(new_setting.bg_color) for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() aliens.draw(screen) sb.show_score() if not stats.game_active: play_button.draw_button() pygame.display.flip() def ship_hit(new_setting,stats,screen,ship,aliens,bullets): stats.ships_left -= 1 aliens.empty() bullets.empty() create_fleet(new_setting, screen, aliens) ship.center_ship() if stats.ships_left > 0: stats.ships_left -= 1 time.sleep(0.5) else: stats.game_active = False pygame.mouse.set_visible(True) def check_aliens_bottom(new_setting,stats,screen,ship,aliens,bullets): screen_rect = screen.get_rect() for alien in aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: ship_hit(new_setting,stats,screen,ship,aliens,bullets) break def update_aliens(new_setting,stats,screen,ship,aliens,bullets): check_fleet_edges(new_setting,aliens) aliens.update() if pygame.sprite.spritecollideany(ship,aliens): ship_hit(new_setting, stats, screen, ship, aliens, bullets) check_aliens_bottom(new_setting, stats, screen, ship, aliens, bullets) def change_fleet_direction(new_setting,aliens): for alien in aliens.sprites(): alien.rect.y += new_setting.fleet_drop_speed new_setting.fleet_direction *=-1 def check_fleet_edges(new_setting,aliens): for alien in aliens.sprites(): if alien.check_edges(): change_fleet_direction(new_setting,aliens) break
alien.py
import pygame from pygame.sprite import Sprite class Alien(Sprite): def __init__(self,new_setting,screen): super(Alien,self).__init__() self.screen = screen self.new_setting = new_setting self.image = pygame.image.load('mouse.jpg') self.rect = self.image.get_rect() self.rect.x = self.rect.width self.rect.y = self.rect.height self.x = float(self.rect.x) def blitme(self): self.screen.blit(self.image,self.rect) def update(self): self.x += (self.new_setting.alien_speed_factor*self.new_setting.fleet_direction) self.rect.x = self.x def check_edges(self): screen_rect = self.screen.get_rect() if self.rect.right >= screen_rect.right: return True elif self.rect.left<=0: return True
bullet.py
import pygame from pygame.sprite import Sprite class Bullet(Sprite): def __init__(self,new_setting,screen,ship): super(Bullet,self).__init__() self.screen = screen self.rect = pygame.Rect(0,0,new_setting.bullet_width,new_setting.bullet_hight) self.rect.centerx = ship.rect.centerx self.rect.top = ship.rect.top self.y = float(self.rect.y) self.color = new_setting.bullet_color self.speed_factor = new_setting.bullet_speed_factor def update(self): self.y -=self.speed_factor self.rect.y =self.y def draw_bullet(self): pygame.draw.rect(self.screen,self.color,self.rect)
settings.py
class Settings(): def __init__(self): self.screen_width = 800 self.screen_height = 600 self.bg_color = (255,255,255) self.ship_limit = 2 self.bullet_width = 2 self.bullet_hight = 5 self.bullet_color = 60,60,60 self.bullets_allowed = 20 self.fleet_drop_speed = 30 self.speedup_scale = 1.2 self.initialize_dynamic_settings() def initialize_dynamic_settings(self): self.ship_speed_factor = 0.1 self.bullet_speed_factor = 0.5 self.alien_speed_factor = 0.5 self.fleet_direction = 1 def increase_speed(self): self.ship_speed_factor *= self.speedup_scale self.bullet_speed_factor *= self.speedup_scale self.alien_speed_factor *= self.speedup_scale
button.py
import pygame.font class Button(): def __init__(self,new_setting,screen,msg): self.screen = screen self.screen_rect =screen.get_rect() #设置按钮的尺寸 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 self.rect = pygame.Rect(0,0,self.width,self.height) self.rect.center = self.screen_rect.center self.prep_msg(msg) def prep_msg(self,msg): 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): self.screen.fill(self.button_color,self.rect) self.screen.blit(self.msg_image,self.msg_image_rect)
game_stats.py
class GameStats(): def __init__(self,new_setting): self.new_setting = new_setting self.reset_stats() self.game_active = False def reset_stats(self): self.ships_left = self.new_setting.ship_limit self.score = 0
scoreboard.py
import pygame.font class Scoreboard(): def __init__(self,new_setting,screen,stats): self.screen = screen self.screen_rect = screen.get_rect() self.new_setting = new_setting self.stats = stats self.text_color = (30,30,30) self.font = pygame.font.SysFont(None,48) self.prep_score() def prep_score(self): score_str = str(self.stats.score) self.score_image = self.font.render(score_str,True,self.text_color,self.new_setting.bg_color) 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): self.screen.blit(self.score_image,self.score_rect)
ship.py
import pygame class Ship(): def __init__(self,screen,new_settings): self.screen = screen self.image = pygame.image.load('cat.png') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() self.rect.centerx = self.screen_rect.centerx self.rect.bottom=self.screen_rect.bottom self.new_settings = new_settings self.moving_right = False self.moving_left = False self.center = float(self.rect.centerx) def update(self): if self.moving_right and self.rect.right < self.screen_rect.right: self.center += self.new_settings.ship_speed_factor if self.moving_left and self.rect.left > 0: self.center -= self.new_settings.ship_speed_factor self.rect.centerx = self.center def blitme(self): self.screen.blit(self.image,self.rect) def center_ship(self): self.center = self.screen_rect.centerx
总结
后面我准备将游戏在改一改,时代在进步,游戏画面我是无能为力,但是游戏机制可以改一改,这种老土的游戏机制我实在玩不下去,不符合我们现在玩的飞机大战,将小花猫的行动轨迹改一改,可以全屏移动,然后将小老鼠也改成不规则的,而不是集体向下 向右,如果有可能的话,改成躲避类,最后小老鼠也可以放子弹。