python飞机大战07

python飞机大战07-得分与绘制文本

1 保持分数

   跟踪玩家的得分非常简单:只需要一个变量,将其初始化为0,并在每次子弹摧毁流星时添加。由于有不同大小的流星,而大型流星比小型流星更容易击中,因此击中更小的流星获得更多的得分。
将在游戏循环之前初始化 score 变量:

score = 0
# Game Loop
running = True

根据流星的大小分配得分,可以使用之前的属性 leng 。最大的敌人图像宽 70 px,而最小敌人的宽为 20 像素。因此,如果从更大的数字中减去宽,比方说 100 ,将有击中大流星给 30 分,击中小流星给70分。

hits = pygame.sprite.groupcollide(mobs, bullets, True, True, pygame.sprite.collide_rect_ratio(0.6))
for hit in hits:
    score += 100 - hit.leng
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

2 渲染文字

   现在有一个变量保持分数,但需要能够在屏幕上绘制它,这有点棘手。pygame中的绘制文本需要几个步骤。如果要多次绘制文本,那么创建一个函数是有意义的,定义 draw_text 函数。该函数的参数是:

  • surf - 想要绘制文本的表面
  • text - 想要显示的字符串
  • x, y - 要绘制那个地点的坐标

还需要选择一种字体。如果您选择的字体在您正在使用的计算机上不存在,则可能会出现问题。可以通过使用 pygame.font.match_font() 在系统中搜索最接近的匹配字体来解决这个问题。

font_name = pygame.font.match_font('arial')
def draw_text(surf,text,size,x,y):
    font = pygame.font.Font(font_name,size)
    text_surface = font.render(text,True,WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x,y)
    surf.blit(text_surface,text_rect)

font.render() 第二个 True 参数的用途是消除锯齿。

3 显示分数

在屏幕的顶部中心显示分数:

# Render(draw)             # 现在还没有确定具体的代码,先用一些基本代码填充,后续再补充
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH/2, 10)

整合到一起

# Shmup game - part 7
# shmup.py
# Adding Score(and drawing text)
import pygame
import random
from os import path


img_dir = path.join(path.dirname(__file__), 'img')


WIDTH = 512  # width of our game window
HEIGHT = 768  # height of our game window
FPS = 60  # 60 frames per second


# Colors(R,G,B),define color
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)


# initialize pygame and create windw
pygame.init()  # 启动pygame并初始化
pygame.mixer.init()  # 声音初始化
screen = pygame.display.set_mode((WIDTH, HEIGHT))  # 游戏屏幕,按照在配置常量中设置的大小创建
pygame.display.set_caption("Shmup!")
icon = pygame.image.load("img/alien.ico")
pygame.display.set_icon(icon)
clock = pygame.time.Clock()  # 创建一个时钟以便于确保游戏能以指定的FPS运行


font_name = pygame.font.match_font('arial')
def draw_text(surf,text,size,x,y):
    font = pygame.font.Font(font_name,size)
    text_surface = font.render(text,True,WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x,y)
    surf.blit(text_surface,text_rect)


class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.transform.scale(player_img, (60, 40))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 20
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.centerx = WIDTH/2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0
        self.speedy = 0

    def update(self):
        # any code here will happen every time the game loop updates
        self.speedx = 0
        self.speedy = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -5
        if keystate[pygame.K_RIGHT]:
            self.speedx = 5
        self.rect.x += self.speedx

        if keystate[pygame.K_UP]:
            self.speedy = -5
        if keystate[pygame.K_DOWN]:
            self.speedy = 5
        self.rect.y += self.speedy

        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0

        if self.rect.bottom > HEIGHT:
            self.rect.bottom = HEIGHT
        if self.rect.top < 0:
            self.rect.top = 0

    def shoot(self):
        bullet = Bullet(self.rect.centerx, self.rect.top)
        all_sprites.add(bullet)
        bullets.add(bullet)


class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.leng = random.randrange(30, 70, 10)
        self.image_orig = pygame.transform.scale(random.choice(meteor_img), (self.leng, self.leng))
        self.image_orig.set_colorkey(BLACK)
        self.image = self.image_orig.copy()
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width / 2)
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-150, -100)
        self.speedx = random.randrange(-3, 3)
        self.speedy = random.randrange(1, 5)
        self.rot = 0
        self.rot_speed = random.randrange(-8, 8)
        self.last_update = pygame.time.get_ticks()

    def update(self):
        self.rotate()
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT + 10 or self.rect.left < -50 or self.rect.right > WIDTH + 20:
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 5)

    def rotate(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > 50:
            self.last_update = now
            # do rotate here
            self.rot = (self.rot + self.rot_speed) % 360
            new_image = pygame.transform.rotate(self.image_orig, self.rot)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center


class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.transform.scale(bullet_img, (48, 48))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -8

    def update(self):
        self.rect.y += self.speedy
        # kill if it moves off the top of the screen
        if self.rect.bottom < 0:
            self.kill()


# load all game graphics
background = pygame.image.load(path.join(img_dir, 'background2.jpg')).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, 'my_plane.png')).convert()
bullet_img = pygame.image.load(path.join(img_dir, 'bullet.png')).convert()
meteor_img = []
meteor_list = ['enemy1.png']
for img in meteor_list:
    meteor_img.append(pygame.image.load(path.join(img_dir, img)).convert())


all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)


score = 0
# Game Loop
running = True


while running:
    # keep loop running at the right speed
    clock.tick(FPS)


    # Process input(events)    # 这是游戏主循环,通过变量running控制,如果需要
    for event in pygame.event.get():
        # check for closing window
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()


    # Update                   # 游戏结束的话直接将running设为False即可
    all_sprites.update()

    # check to see if a bullet hit a mob
    hits = pygame.sprite.groupcollide(mobs, bullets, True, True, pygame.sprite.collide_rect_ratio(0.6))
    for hit in hits:
        score += 100 - hit.leng
        m = Mob()
        all_sprites.add(m)
        mobs.add(m)

    # check to see if a mob hit the player
    hits = pygame.sprite.spritecollide(player, mobs, False,pygame.sprite.collide_circle)
    if hits:
        running = False

    # Render(draw)             # 现在还没有确定具体的代码,先用一些基本代码填充,后续再补充
    screen.fill(BLACK)
    screen.blit(background, background_rect)
    all_sprites.draw(screen)
    draw_text(screen, str(score), 18, WIDTH/2, 10)
    # *after* drawing everything,flip the display
    pygame.display.flip()



pygame.quit()

项目代码可以查看我的github,网址为
alien-invasion

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