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