基于pygame的一个小游戏

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 *
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*
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*
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 #
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*
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
#*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

基于pygame的一个小游戏

基于pygame的一个小游戏

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

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