12.1
import pygame
def run_game():
#初始化创立一个屏幕对象
pygame.init()
screen = pygame.display.set_mode((1600,1200))
pygame.display.set_caption('blue sky')
bg_color = (0,0,255)
#背景色设置成蓝色
while True:
screen.fill(bg_color)
pygame.display.flip()
#开始循环,不断刷新背景色,让最近绘制的屏幕可见
run_game()
12.2
先创立类
character.py
import pygame
class Character():
def __init__(self,screen):
self.screen = screen
#初始化人物并设置初始位置
self.image = pygame.image.load('caocao/caocao.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#加载人物图像获取其外接矩形
self.rect.centerx = self.screen_rect.centerx
self.rect.centery = self.screen_rect.centery
#将人物放到屏幕中间
def blitme(self):
self.screen.blit(self.image,self.rect)
#在指定位置绘制人物
再运行程序
import pygame
from character import Character
def run_game():
#初始话创立一个屏幕对象
pygame.init()
screen = pygame.display.set_mode((1600,1200))
pygame.display.set_caption('cao cao')
bg_color = (255,255,255)
#背景色为白色
character=Character(screen)
#创立角色
while True:
screen.fill(bg_color)
character.blitme()
#角色显示于屏幕中
pygame.display.flip()
run_game()
12.3
创立设置类型
setting.py
class Setting():
#这里放有《火箭》所有的类
def __init__(self):
#屏幕设置
#初始化游戏设置
self.screen_width = 1600
self.screen_height = 1200
self.bg_color = (255,255,255)
self.huojian_speed_factor = 1.5
创立火箭的类型
huojian.py
import pygame
class Huojian():
def __init__(self,ai_settings,screen):
self.screen = screen
self.ai_settings = ai_settings
#初始化火箭图像加载位置
self.image = pygame.image.load('huojian/huojian.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
# 加载火箭图像并且获取其外接矩形
self.rect.centerx = self.screen_rect.centerx
self.rect.centery = self.screen_rect.centery
#将火箭放到屏幕中间
self.centerx = float(self.rect.centerx)
self.centery = float(self.rect.centery)
# 在火箭的属性center中存储小数值
self.moving_right = False
self.moving_left = False
self.moving_top = False
self.moving_bottom = False
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.centerx += self.ai_settings.huojian_speed_factor
if self.moving_left and self.rect.left > 0:
self.centerx -= self.ai_settings.huojian_speed_factor
if self.moving_top and self.rect.bottom > self.screen_rect.top and self.rect.bottom < 1200:
self.centery += self.ai_settings.huojian_speed_factor
if self.moving_bottom and self.rect.top > 0:
self.centery -= self.ai_settings.huojian_speed_factor
#根据标志调整火箭位置
self.rect.centerx = self.centerx
self.rect.centery = self.centery
#根据self.center更新rect对象
def blitme(self):
self.screen.blit(self.image,self.rect)
#在指定位置绘制火箭
再写好火箭的左右上下移动功能。
game_function.py
import sys
import pygame
def check_keydown_events(event,huojian):
if event.key == pygame.K_RIGHT:
huojian.moving_right = True
elif event.key == pygame.K_LEFT:
huojian.moving_left = True
elif event.key == pygame.K_DOWN:
huojian.moving_top = True
elif event.key == pygame.K_UP:
huojian.moving_bottom = True
#按键触发移动事件
def check_keyup_events(event,huojian):
if event.key == pygame.K_RIGHT:
huojian.moving_right = False
elif event.key == pygame.K_LEFT:
huojian.moving_left = False
elif event.key == pygame.K_DOWN:
huojian.moving_top = False
elif event.key == pygame.K_UP:
huojian.moving_bottom = False
#按键松开触发事件
def check_events(huojian):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,huojian)
elif event.type == pygame.KEYUP:
check_keyup_events(event,huojian)
#总领触发事件
def update_screen(ai_settings,screen,huojian):
screen.fill(ai_settings.bg_color)
huojian.blitme()
pygame.display.flip()
#使得最近的绘制体现在屏幕上
最后重构好主程序,并且运行这个主程序。
12.3.py
import pygame
from huojian import Huojian
from setting import Setting
import game_function as gf
def run_game():
#初始化游戏并创立一个屏幕对象
pygame.init()
ai_settings = Setting()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Huojian fei")
huojian = Huojian(ai_settings,screen)
#创立火箭
while True:
# 监视键盘和鼠标事件,有方向按键就往这个方向移动并且实施
gf.check_events(huojian)
huojian.update()
# 每次循环时都会重绘屏幕
gf.update_screen(ai_settings, screen, huojian)
run_game()
12.4.py
import pygame
def run_game():
pygame.init()
screen = pygame.display.set_mode((1200,800))
#建立一个屏幕
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
print(event.key)
#当按下键盘时,都会打印相应按键的值
run_game()
程序运行后终端会显示按键的数值
12.5题
12.5.py
import pygame
from settings0 import Settings0
from ship0 import Ship0
import game_functions0 as gf
from pygame.sprite import Group
def run_game():
#初始化游戏并创立一个屏幕对象
pygame.init()
ai_settings0 = Settings0()
screen0 = pygame.display.set_mode((ai_settings0.screen_width,ai_settings0.screen_height))
pygame.display.set_caption("Alien Invasion")
ship0=Ship0(ai_settings0,screen0)
#创建一艘飞船
bullets = Group()
#创立子弹编组
#开始游戏的主循环
while True:
#监视键盘和鼠标事件,有方向按键就往这个方向移动并且实施
gf.check_events(ai_settings0,screen0,ship0,bullets)
ship0.update()
gf.update_bullets(bullets)
#每次循环时都会重绘屏幕
gf.update_screen(ai_settings0,screen0,ship0,bullets)
run_game()
这个12.5.py是运行游戏的主程序,我们要知道我们需要创立的对象有子弹bullet0和飞船ship0,任何需要有一个统一设定游戏的设置settings0,还需要把运行的主要内容放到文件game_functions0中
bullet0.py
import pygame
from pygame.sprite import Sprite
class Bullet0(Sprite):
def __init__(self,ai_settings0,screen0,ship0):
#定义子弹的属性
super(Bullet0,self).__init__()
self.screen = screen0
self.rect = pygame.Rect(0,0,ai_settings0.bullet_width,ai_settings0.bullet_height)
#在(0,0)处创立一个子弹的矩形,再设置其位置
self.rect.centery = ship0.rect.centery
self.rect.right = ship0.rect.right
self.x = float(self.rect.x)
#子弹的位置在飞船中间射出
self.color=ai_settings0.bullet_color
self.speed_factor = ai_settings0.bullet_speed_factor
def update(self):
self.x +=self.speed_factor
self.rect.x = self.x
#向右移动子弹
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
#绘制子弹
ship0.py
import pygame
class Ship0():
def __init__(self,ai_settings0,screen0):
self.ai_settings0 = ai_settings0
self.screen0 = screen0
#c确立Ship0的一些属性
self.image = pygame.image.load('ship/ship.bmp')
self.rect = self.image.get_rect()
self.screen0_rect = screen0.get_rect()
#将飞船图像加载并且获取外形
self.rect.centery = self.screen0_rect.centery
self.rect.left = self.screen0_rect.left
#将飞船加载到屏幕的左侧中央
self.center = float(self.rect.centery)
#飞船属性center存储小数
self.moving_top = False
self.moving_bottom = False
#移动标志初始化
def update(self):
if self.moving_top and self.rect.top > 0 :
self.center -= self.ai_settings0.ship_speed_factor
if self.moving_bottom and self.rect.bottom < 800 :
self.center += self.ai_settings0.ship_speed_factor
# 根据标志调整飞船位置
self.rect.centery = self.center
# 根据self.center更新rect对象
def blitme(self):
self.screen0.blit(self.image,self.rect)
#在指定位置绘制飞船
settings0.py
class Settings0():
#这里放有《外星人入侵》所有的类
def __init__(self):
#屏幕设置
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230,230,230)
self.ship_speed_factor = 1.5
#飞船设置
self.bullet_speed_factor = 1
self.bullet_width = 15
self.bullet_height = 3
self.bullet_color = 60,60,60
self.bullets_allowed = 3
#子弹设置
game_functions0.py
import sys
import pygame
from bullet0 import Bullet0
def fire_bullet(ai_settings0,screen0,ship0,bullets):
if len(bullets) < ai_settings0.bullets_allowed:
new_bullet = Bullet0(ai_settings0, screen0, ship0)
bullets.add(new_bullet)
#重构模块,让模块中子弹的刷新函数单独领出来
def check_keydown_events(event,ai_settings0,screen0,ship0,bullets):
if event.key == pygame.K_UP:
ship0.moving_top = True
elif event.key == pygame.K_DOWN:
ship0.moving_bottom = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings0,screen0,ship0,bullets)
#创建一个子弹,加到编组bullets中
#按键相应事件
def check_keyup_events(event,ship0):
if event.key == pygame.K_UP:
ship0.moving_top = False
elif event.key == pygame.K_DOWN:
ship0.moving_bottom = False
#按键松开事件
def check_events(ai_settings0,screen0,ship0,bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,ai_settings0,screen0,ship0,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,ship0)
#相应鼠标键盘的事件
def update_screen(ai_settings0,screen0,ship0,bullets):
screen0.fill(ai_settings0.bg_color)
ship0.blitme()
for bullet in bullets.sprites():
bullet.draw_bullet()
pygame.display.flip()
#让最近绘制的屏幕可见
def update_bullets(bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.left >= 1200:
bullets.remove(bullet)
需要把这5个文件放到同一个文件夹下面,任何运行12.5.py就可以看到最后的效果了