题目:创建一个矩形,它在屏幕右边缘以固定的速度上下移动。然后,在屏幕左边缘创建一艘飞船,玩家可上下移动该飞船,并射击前述矩形目标。添加一 个用于开始游戏的Play按钮,在玩家三次未击中目标时结束游戏,并重新显示Play按钮,让玩家能够通过单击该按钮来重新开始游戏。
完成效果:
Python:飞船射击
优势:跟网上为数不多的解决方案比较,本方案划分为几个功能文件,代码结构和思路更清晰。
心得:函数for循环里面的变量无法递增,可以考虑建一个类(比如Settings),将这个变量作为类的属性(self.fail_times=0),再实例化这个类(比如ai_settings)。最后在函数for循环里调用(ai_settings.fail_times)。
ship的原图:(下载后跟以下源代码放到同一个文件夹内再运行程序)
源代码:
文件1:space_war.py
import pygame
from pygame.sprite import Group
from settings import Settings
from ship import Ship
import game_functions as gf
from game_stats import GameStats
from button import Button
from target import Target
def run_game():
pygame.init()
ai_settings=Settings()
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Space War")
play_button=Button(ai_settings,screen,"Play")
stats=GameStats(ai_settings)
ship=Ship(ai_settings,screen)
bullets=Group()
target=Target(ai_settings,screen)
while True:
gf.check_events(ai_settings,screen,stats,play_button,ship,target,bullets)
if stats.game_active:
ship.update()
target.update()
gf.update_bullets(ai_settings,screen,ship,target,bullets)
gf.update_target(ai_settings,stats,screen,ship,target,bullets)
gf.check_fail(ai_settings,bullets,stats,target,screen)
gf.update_screen(ai_settings,screen,stats,ship,target,bullets,play_button)
run_game()
文件2: ship.py
import pygame
class Ship():
def __init__(self,ai_settings,screen):
self.screen=screen
self.ai_settings=ai_settings
self.image=pygame.image.load('ship.bmp')
self.rect=self.image.get_rect()
self.screen_rect=screen.get_rect()
self.rect.centery=self.screen_rect.centery
self.rect.left=self.screen_rect.left
self.center=float(self.rect.centery)
self.moving_up=False
self.moving_down=False
def update(self):
if self.moving_up and self.rect.top>self.screen.get_rect().top:
self.center-=self.ai_settings.ship_speed_factor
if self.moving_down and self.rect.bottom
文件3: target.py
import pygame
from pygame.sprite import Sprite
class Target(Sprite):
def __init__(self,ai_settings,screen):
super(Target,self).__init__()
self.screen=screen
self.ai_settings=ai_settings
self.rect=pygame.Rect(0,0,ai_settings.target_width,ai_settings.target_height)
self.rect.right=self.screen.get_rect().right
self.rect.centery=self.screen.get_rect().centery
self.y=float(self.rect.y)
self.color=ai_settings.target_color
self.speed_factor=ai_settings.target_speed_factor
def check_edges(self):
screen_rect=self.screen.get_rect()
if self.rect.top<0:
return True
elif self.rect.bottom>screen_rect.bottom:
return True
def update(self):
self.y+=(self.speed_factor*self.ai_settings.fleet_direction)
self.rect.y=self.y
def draw_target(self):
pygame.draw.rect(self.screen,self.color,self.rect)
文件4: settings.py
class Settings():
def __init__(self):
self.screen_width=1200
self.screen_height=800
self.bg_color=(230,230,230)
self.ship_speed_factor=5
self.bullet_speed_factor=10
self.bullet_width=30
self.bullet_height=15
self.bullet_color=60,60,60
self.bullets_allowed=3
self.target_speed_factor=1
self.target_direction=1
self.target_width=300
self.target_height=100
self.target_color=180
self.fleet_direction=1
self.ship_limit=3
self.bullets_left=3
self.fail_times = 0
文件5: game_stats.py
class GameStats():
def __init__(self,ai_settings):
self.ai_settings=ai_settings
self.reset_stats()
self.game_active=False
def reset_stats(self):
self.ships_left=self.ai_settings.ship_limit
文件6: bullet.py
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super(Bullet,self).__init__()
self.screen=screen
self.rect=pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centery=ship.rect.centery
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)
文件7: button.py
import pygame.font
class Button():
def __init__(self,ai_settings,screen,msg):
self.screen=screen
self.screen_rect=screen.get_rect()
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)
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)
文件8: game_functions.py
import sys
import pygame
from bullet import Bullet
from target import Target
from time import sleep
def check_keydown_events(event,ai_settings,screen,ship,bullets):
if event.key==pygame.K_DOWN:
ship.moving_down=True
elif event.key==pygame.K_UP:
ship.moving_up=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):
if len(bullets)=screen.get_rect().right: #判断bullet对象是否飞出屏幕右侧
bullets.remove(bullet) #若bullet飞出右侧,则销毁该bullet
ai_settings.fail_times+=1 #fail_times自增1
print(ai_settings.fail_times) #控制台输出fail_times,用于监控不碰撞的次数
elif pygame.sprite.spritecollideany(target,bullets):
ai_settings.fail_times=0 #失败清零``
elif ai_settings.fail_times>2:
ai_settings.fail_times=0 #失败清零
stats.game_active=False #游戏终止
pygame.mouse.set_visible(True) #鼠标可见
def check_keyup_events(event,ship):
if event.key==pygame.K_DOWN:
ship.moving_down=False
elif event.key==pygame.K_UP:
ship.moving_up=False
def check_events(ai_settings,screen,stats,play_button,ship,target,bullets):
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
elif event.type==pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(ai_settings,screen,stats,play_button,ship,target,bullets,mouse_x,mouse_y)
elif event.type==pygame.KEYDOWN:
check_keydown_events(event,ai_settings,screen,ship,bullets)
elif event.type==pygame.KEYUP:
check_keyup_events(event,ship)
def check_play_button(ai_settings,screen,stats,play_button,ship,target,bullets,mouse_x,mouse_y):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
bullets.empty()
create_fleet(ai_settings,screen,ship,target)
ship.center_ship()
def update_screen(ai_settings, screen, stats, ship, target,bullets, play_button):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
target.draw_target()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bullets(ai_settings, screen, ship, target,bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.right>screen.get_rect().right:
bullets.remove(bullet)
check_bullet_alien_collisions(ai_settings,screen,ship,target,bullets)
def check_bullet_alien_collisions(ai_settings,screen,ship,target,bullets):
collisions=pygame.sprite.spritecollideany(target,bullets,False)
def create_fleet(ai_settings,screen,ship,target):
target=Target(ai_settings,screen)
def check_fleet_edges(ai_settings,target):
if target.check_edges():
change_fleet_direction(ai_settings,target)
def change_fleet_direction(ai_settings,target):
ai_settings.fleet_direction*=-1
def update_target(ai_settings,stats,screen,ship,target,bullets):
check_fleet_edges(ai_settings,target)
target.update()