星际争霸之小霸王之小蜜蜂(十四)--资本家的眼泪
星际争霸之小霸王之小蜜蜂(十三)--接着奏乐接着舞
星际争霸之小霸王之小蜜蜂(十二)--猫有九条命
星际争霸之小霸王之小蜜蜂(十一)--杀杀杀
星际争霸之小霸王之小蜜蜂(十)--鼠道
星际争霸之小霸王之小蜜蜂(九)--狂鼠之灾
星际争霸之小霸王之小蜜蜂(八)--蓝皮鼠和大脸猫
星际争霸之小霸王之小蜜蜂(七)--消失的子弹
星际争霸之小霸王之小蜜蜂(六)--让子弹飞
星际争霸之小霸王之小蜜蜂(五)--为小蜜蜂降速
星际争霸之小霸王之小蜜蜂(四)--事件监听-让小蜜蜂动起来
目录
系列文章目录
文章目录
前言
二、整体分析
alien_invasion.py
game_functions.py
alien.py
bullet.py
settings.py
game_stats.py
scoreboard.py
ship.py
总结
我们已经基本完成了书上的所有操作,共用了14天学习,今天我们进行整理,将完整代码整理出来,供大家学习,也为今后我自己调阅。
一、心得体会
经过这段时间的学习,可以说浅显了解了pygame这个模块的一些函数使用,确实针对游戏的设计方面提供了很便利的支持。初步掌握了这些方法,我们可以很方便的作出一些其他的游戏。比如扫雷游戏,通过鼠标点击判断,再比如说贪食蛇,主要核心应该是碰撞的监测。至于纸牌或是其他的游戏目前还没有想好。
除了接触到一些新的函数,还学习了面对对象编程的方法,虽然不在公司上班,只是个人的小打小闹,但是先进的编程理念学起来肯定没有错。同时还感受到了规范的命名规则,对于我来说有点困难,因为英语不行,所以这个命名会大大降低我的编写速度,在调用函数时,要反复的看单词怎么写,太浪费时间了。
这次我们总共写了9个类,其实还是有规律的,不同的对象各自建一个类,比如说小花猫、小老鼠和子弹。然后需要修改的参数放在一个类,事件监听放在一个类等等,现在将所有的类代码整理如下:
import pygame
import settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
from alien import Alien
from game_stats import GameStats
from button import Button
from scoreboard import Scoreboard
def run_game():
pygame.init()
new_setting=settings.Settings()
screen = pygame.display.set_mode((new_setting.screen_width,new_setting.screen_height))
ship = Ship(screen,new_setting)
alien = Alien(new_setting,screen)
pygame.display.set_caption("狂敲代码的橘子")
bullets = Group()
aliens = Group()
gf.create_fleet(new_setting,screen,aliens)
stats = GameStats(new_setting)
play_button = Button(new_setting,screen,'Play')
sb = Scoreboard(new_setting,screen,stats)
while True:
gf.check_events(new_setting,screen,ship,bullets,stats,play_button,aliens,sb)
if stats.game_active:
ship.update()
gf.update_bullets(new_setting,screen,bullets,aliens,stats,sb)
gf.update_aliens(new_setting,stats,screen,ship,aliens,bullets)
gf.update_screen(new_setting,screen,stats,ship,bullets,aliens,play_button,sb)
run_game()
import sys
import pygame
import time
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,new_setting,screen,ship,bullets):
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(new_setting, screen, ship, bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event,ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(new_setting,screen,ship,bullets,stats,play_button,aliens,sb):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
check_keydown_events(event,new_setting,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(stats,play_button,mouse_x,mouse_y,new_setting,aliens,bullets,ship,screen,sb)
def check_play_button(stats,play_button,mouse_x,mouse_y,new_setting,aliens,bullets,ship,screen,sb):
if play_button.rect.collidepoint(mouse_x,mouse_y) and not stats.game_active:
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active = True
aliens.empty()
bullets.empty()
sb.prep_score()
new_setting.initialize_dynamic_settings()
create_fleet(new_setting,screen,aliens)
ship.center_ship()
def fire_bullet(new_setting,screen,ship,bullets):
if len(bullets) < new_setting.bullets_allowed:
new_bullet = Bullet(new_setting, screen, ship)
bullets.add(new_bullet)
def update_bullets(new_setting,screen,bullets,aliens,stats,sb):
check_bullet_alien_collisions(new_setting,screen,bullets,aliens,stats,sb)
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def check_bullet_alien_collisions(new_setting,screen,bullets,aliens,stats,sb):
collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
if collisions:
for aliens in collisions.values():
stats.score += len(aliens)
sb.prep_score()
if len(aliens) == 0:
bullets.empty()
new_setting.increase_speed()
create_fleet(new_setting, screen, aliens)
def create_fleet(new_setting,screen,aliens):
for row_number in range(3):
for alien_number in range(6):
alien = Alien(new_setting,screen)
alien.x = alien.rect.width+2*alien.rect.width*alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height+2*alien.rect.height*row_number
aliens.add(alien)
def update_screen(new_setting,screen,stats,ship,bullets,aliens,play_button,sb):
screen.fill(new_setting.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def ship_hit(new_setting,stats,screen,ship,aliens,bullets):
stats.ships_left -= 1
aliens.empty()
bullets.empty()
create_fleet(new_setting, screen, aliens)
ship.center_ship()
if stats.ships_left > 0:
stats.ships_left -= 1
time.sleep(0.5)
else:
stats.game_active = False
pygame.mouse.set_visible(True)
def check_aliens_bottom(new_setting,stats,screen,ship,aliens,bullets):
screen_rect = screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom >= screen_rect.bottom:
ship_hit(new_setting,stats,screen,ship,aliens,bullets)
break
def update_aliens(new_setting,stats,screen,ship,aliens,bullets):
check_fleet_edges(new_setting,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship,aliens):
ship_hit(new_setting, stats, screen, ship, aliens, bullets)
check_aliens_bottom(new_setting, stats, screen, ship, aliens, bullets)
def change_fleet_direction(new_setting,aliens):
for alien in aliens.sprites():
alien.rect.y += new_setting.fleet_drop_speed
new_setting.fleet_direction *=-1
def check_fleet_edges(new_setting,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(new_setting,aliens)
break
import pygame
from pygame.sprite import Sprite
class Alien(Sprite):
def __init__(self,new_setting,screen):
super(Alien,self).__init__()
self.screen = screen
self.new_setting = new_setting
self.image = pygame.image.load('mouse.jpg')
self.rect = self.image.get_rect()
self.rect.x = self.rect.width
self.rect.y = self.rect.height
self.x = float(self.rect.x)
def blitme(self):
self.screen.blit(self.image,self.rect)
def update(self):
self.x += (self.new_setting.alien_speed_factor*self.new_setting.fleet_direction)
self.rect.x = self.x
def check_edges(self):
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left<=0:
return True
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,new_setting,screen,ship):
super(Bullet,self).__init__()
self.screen = screen
self.rect = pygame.Rect(0,0,new_setting.bullet_width,new_setting.bullet_hight)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
self.y = float(self.rect.y)
self.color = new_setting.bullet_color
self.speed_factor = new_setting.bullet_speed_factor
def update(self):
self.y -=self.speed_factor
self.rect.y =self.y
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
class Settings():
def __init__(self):
self.screen_width = 800
self.screen_height = 600
self.bg_color = (255,255,255)
self.ship_limit = 2
self.bullet_width = 2
self.bullet_hight = 5
self.bullet_color = 60,60,60
self.bullets_allowed = 20
self.fleet_drop_speed = 30
self.speedup_scale = 1.2
self.initialize_dynamic_settings()
def initialize_dynamic_settings(self):
self.ship_speed_factor = 0.1
self.bullet_speed_factor = 0.5
self.alien_speed_factor = 0.5
self.fleet_direction = 1
def increase_speed(self):
self.ship_speed_factor *= self.speedup_scale
self.bullet_speed_factor *= self.speedup_scale
self.alien_speed_factor *= self.speedup_scale
import pygame.font
class Button():
def __init__(self,new_setting,screen,msg):
self.screen = screen
self.screen_rect =screen.get_rect()
#设置按钮的尺寸
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
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)
class GameStats():
def __init__(self,new_setting):
self.new_setting = new_setting
self.reset_stats()
self.game_active = False
def reset_stats(self):
self.ships_left = self.new_setting.ship_limit
self.score = 0
import pygame.font
class Scoreboard():
def __init__(self,new_setting,screen,stats):
self.screen = screen
self.screen_rect = screen.get_rect()
self.new_setting = new_setting
self.stats = stats
self.text_color = (30,30,30)
self.font = pygame.font.SysFont(None,48)
self.prep_score()
def prep_score(self):
score_str = str(self.stats.score)
self.score_image = self.font.render(score_str,True,self.text_color,self.new_setting.bg_color)
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):
self.screen.blit(self.score_image,self.score_rect)
import pygame
class Ship():
def __init__(self,screen,new_settings):
self.screen = screen
self.image = pygame.image.load('cat.png')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom=self.screen_rect.bottom
self.new_settings = new_settings
self.moving_right = False
self.moving_left = False
self.center = float(self.rect.centerx)
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.new_settings.ship_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.new_settings.ship_speed_factor
self.rect.centerx = self.center
def blitme(self):
self.screen.blit(self.image,self.rect)
def center_ship(self):
self.center = self.screen_rect.centerx
后面我准备将游戏在改一改,时代在进步,游戏画面我是无能为力,但是游戏机制可以改一改,这种老土的游戏机制我实在玩不下去,不符合我们现在玩的飞机大战,将小花猫的行动轨迹改一改,可以全屏移动,然后将小老鼠也改成不规则的,而不是集体向下 向右,如果有可能的话,改成躲避类,最后小老鼠也可以放子弹。