这次不是直接讲解下去,而是谈一下如何把我们写的游戏做成一个exe文件,这样一来,用户不需要安装python就可以玩了。扫清了游戏发布一大障碍啊!
perl,python,java等编程语言,非常好用,语法优美,功能强大;VB啥的,功能上编写的时候总有那么点不舒服的地方(个人见解),可是用户和受众极多,一个很大的原因就是:VB是微软提供的,可以很方便的编译(伪?)生成exe文件。有了exe,所有的Windows都能方便的使用了。
我们不能指望用户在玩我们的游戏之前都安装一个python和pygame,甚至还要装一些其他额外的库(比如上一章的gameobjects),这会吓退99%以上的人……所以把我们的游戏打包(注意是打包而不是编译,python毕竟是脚本程序)成一个可执行文件势在必行。
perl有perlcc(免费高效但配置极其复杂),perlapp(简单效果也不错但是收费)等工具;而对python来说,py2exe是不二之选,首先是免费的,而且压出来的文件,虽然不能和编译软件相比,还是不错的了。
到py2exe的官方网站下载安装包,注意要对应自己的python版本。
py2exe是需要写一个脚本进行打包的操作,使用下面这个专为pygame写就的脚本(参考py2exe官方),可以极大的方便打包操作,注意在使用前修改BuildExe里的各个参数
可以先从简单的程序开始,有了一点经验再尝试打包复杂的游戏。
一些Tips:
- 如果执行出错,会生成一个xxx.exe.log,参考这里的log信息看是不是少打包了东西。
- 一开始可以使用console来打包,这样可以在命令行里看到更多的信息。
- 对于每一个游戏,基本都需要拷贝上面的原始代码修改为独一无二的打包执行文件。
- 即使一个很小的py文件,最终生成的exe文件也很大(看安装的库而定,我这里最小4.7M左右),事实上py2exe在打包的时候会把无数的不需要的库都打进来导致最终文件臃肿,如果你安装了很繁杂的库(wxPython等)更是如此。使用zip打包以后查看里面的库文件,把不需要的逐一加入到self.exclude_modules中,最后可以把文件尺寸控制在一个可以接受的范围内。
2011/08/21 追记:
很多人在打包使用Font模块时出现问题,这里需要把sdl_ttf.dll声明为非系统文件,我已经修改了脚本默认就加入了。而且建议,如果将来是确定要打包为exe的,那么就不要使用系统字体,即”pygame.font.SysFont(xxx)”,而是使用字体文件,然后打包时将文件当作图片等一起打包,这样出问题的概率会大大降低。
2011/09/24 追记:
感谢blues_city网友,“dist_dir”应该是属于py2exe的特有options而不是setup的。
欢迎大家试用并提出建议,不断完善这个脚本。
http://www.pygame.org/wiki/Pygame2exe
Here is a sample script to compile a pygame app to a standalone windows application. It includes a hack to include pygame default font into executable file.
Just edit value in BuildExe.__init__ to fit you needs. This will only work for GUI apps, change "windows =" to "console =" in setup command would do the job.
To have a zipfile with libraries, just specify a zip file name. If you don't specify an icon file name, pygame icon will be used.
Changes by arit:
For this script to work I *had* to modify my font call in my game from Font = pygame.font.SysFont(None,16) # the created .exe does not run to Font = pygame.font.Font("freesansbold.ttf", 16) and additionally copy freesansbold.ttf into the same directory as the created .exe I also needed to add sdl_ttf.dll to the check for include files (see comment in source code bellow) (This has been suggested by http://stackoverflow.com/questions/6376194/font-module-error-when-using-py2exe) Then I saved the script bellow as game2exe.py in the same directory as my MyApps.py file. From the command promt inside this very directory I then executed the script by writing python game2exe.py Then I had to manually copy freesansbold.ttf into the subfolder "dist" where the MyApps.exe is created. Windows7 64bit Enterprise, Python 2.7.2, pygame-1.9.2a0.win32-py2.7
# This will create a dist directory containing the executable file, all the data # directories. All Libraries will be bundled in executable file. # # Run the build process by entering 'pygame2exe.py' or # 'python pygame2exe.py' in a console prompt. # # To build exe, python, pygame, and py2exe have to be installed. After # building exe none of this libraries are needed. #Please Note have a backup file in a different directory as if it crashes you #will loose it all!(I lost 6 months of work because I did not do this) try: from distutils.core import setup import py2exe, pygame from modulefinder import Module import glob, fnmatch import sys, os, shutil import operator except ImportError, message: raise SystemExit, "Unable to load module. %s" % message #hack which fixes the pygame mixer and pygame font origIsSystemDLL = py2exe.build_exe.isSystemDLL # save the orginal before we edit it def isSystemDLL(pathname): # checks if the freetype and ogg dll files are being included if os.path.basename(pathname).lower() in ("libfreetype-6.dll", "libogg-0.dll","sdl_ttf.dll"): # "sdl_ttf.dll" added by arit. return 0 return origIsSystemDLL(pathname) # return the orginal function py2exe.build_exe.isSystemDLL = isSystemDLL # override the default function with this one class pygame2exe(py2exe.build_exe.py2exe): #This hack make sure that pygame default font is copied: no need to modify code for specifying default font def copy_extensions(self, extensions): #Get pygame default font pygamedir = os.path.split(pygame.base.__file__)[0] pygame_default_font = os.path.join(pygamedir, pygame.font.get_default_font()) #Add font to list of extension to be copied extensions.append(Module("pygame.font", pygame_default_font)) py2exe.build_exe.py2exe.copy_extensions(self, extensions) class BuildExe: def __init__(self): #Name of starting .py self.script = "MyApps.py" #Name of program self.project_name = "MyApps" #Project url self.project_url = "about:none" #Version of program self.project_version = "0.0" #License of the program self.license = "MyApps License" #Auhor of program self.author_name = "Me" self.author_email = "example@example.com" self.copyright = "Copyright (c) 2009 Me." #Description self.project_description = "MyApps Description" #Icon file (None will use pygame default icon) self.icon_file = None #Extra files/dirs copied to game self.extra_datas = [] #Extra/excludes python modules self.extra_modules = [] self.exclude_modules = [] #DLL Excludes self.exclude_dll = [''] #python scripts (strings) to be included, seperated by a comma self.extra_scripts = [] #Zip file name (None will bundle files in exe instead of zip file) self.zipfile_name = None #Dist directory self.dist_dir ='dist' ## Code from DistUtils tutorial at http://wiki.python.org/moin/Distutils/Tutorial ## Originally borrowed from wxPython's setup and config files def opj(self, *args): path = os.path.join(*args) return os.path.normpath(path) def find_data_files(self, srcdir, *wildcards, **kw): # get a list of all files under the srcdir matching wildcards, # returned in a format to be used for install_data def walk_helper(arg, dirname, files): if '.svn' in dirname: return names = [] lst, wildcards = arg for wc in wildcards: wc_name = self.opj(dirname, wc) for f in files: filename = self.opj(dirname, f) if fnmatch.fnmatch(filename, wc_name) and not os.path.isdir(filename): names.append(filename) if names: lst.append( (dirname, names ) ) file_list = [] recursive = kw.get('recursive', True) if recursive: os.path.walk(srcdir, walk_helper, (file_list, wildcards)) else: walk_helper((file_list, wildcards), srcdir, [os.path.basename(f) for f in glob.glob(self.opj(srcdir, '*'))]) return file_list def run(self): if os.path.isdir(self.dist_dir): #Erase previous destination dir shutil.rmtree(self.dist_dir) #Use the default pygame icon, if none given if self.icon_file == None: path = os.path.split(pygame.__file__)[0] self.icon_file = os.path.join(path, 'pygame.ico') #List all data files to add extra_datas = [] for data in self.extra_datas: if os.path.isdir(data): extra_datas.extend(self.find_data_files(data, '*')) else: extra_datas.append(('.', [data])) setup( cmdclass = {'py2exe': pygame2exe}, version = self.project_version, description = self.project_description, name = self.project_name, url = self.project_url, author = self.author_name, author_email = self.author_email, license = self.license, # targets to build windows = [{ 'script': self.script, 'icon_resources': [(0, self.icon_file)], 'copyright': self.copyright }], options = {'py2exe': {'optimize': 2, 'bundle_files': 1, 'compressed': True, 'excludes': self.exclude_modules, 'packages': self.extra_modules, 'dll_excludes': self.exclude_dll, 'includes': self.extra_scripts} }, zipfile = self.zipfile_name, data_files = extra_datas, dist_dir = self.dist_dir ) if os.path.isdir('build'): #Clean up build dir shutil.rmtree('build') if __name__ == '__main__': if operator.lt(len(sys.argv), 2): sys.argv.append('py2exe') BuildExe().run() #Run generation raw_input("Press any key to continue") #Pause to let user see that things ends