• 基于pygame的一个小游戏



    class
    GameStats(): """跟踪游戏的统计信息""" #def __int__(self, ai_settings): def __init__(self, ai_settings): """初始化统计信息""" self.ai_settings = ai_settings self.reset_stats() # 让游戏 处于非活动状态 self.game_active = False # self.score = 0 #在任何场景 不应该重置最高得分 self.high_score = 0 def reset_stats(self): """初始化在游戏运行期间可能变化的统计信息""" self.ship_left = self.ai_settings.ship_limit self.level = 1
    import pygame
    from pygame.sprite import Sprite
    
    
    class Alien(Sprite):
        """表示单个外星人的类"""
    
        def __init__(self, ai_settings, screen):
            """初始化外星人并设置其初始位置"""
            super(Alien, self).__init__()
            self.screen = screen
            self.ai_settings = ai_settings
    
            # 加载外星人图像 并设置其rect属性
            self.image = pygame.image.load('image/alien.png')
            self.rect = self.image.get_rect()
    
            # 每个外星人最初都在屏幕左上角附近
            self.rect.x = self.rect.width
            self.rect.y = self.rect.height
    
            #储存外星人的准确位置
            self.x = float(self.rect.x)
    
        def blitme(self):
            """在指定位置绘画外星人"""
            self.screen.blit(self.image,self.rect)
    
        def update(self):
            """向右移动外星人"""
            self.x += (self.ai_settings.alien_speed_factor *
                        self.ai_settings.fleet_direction)
            self.rect.x = self.x
    
        def check_edges(self):
            """碰撞检测"""
            screen_rect = self.screen.get_rect()
            if self.rect.right >= screen_rect.right:
                return True
            elif self.rect.left <= 0:
                return  True
    # -*- coding: gb2312 -*-   
    import sys
    import pygame
    
    from settings import Settings  #导入必须正确 
    from ship import Ship
    import game_functions as gf
    
    from scoreboard import Scoreboard
    
    from alien import Alien
    from pygame.sprite import Group
    from game_stats import GameStats
    from button import Button
    
    #ctrl e 快速注释
    def run_game():
        """"""
        #初始化游戏穿件屏幕对象
        pygame.init()
        ai_settings = Settings()
    
        #ai_settings.ship_speed_factor=1.5
        screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
        pygame.display.set_caption("spider_play")
    
        #创建play按钮
        play_button = Button(ai_settings,screen,"Play")
        # 创建一个用于储存游戏统计信息的实例
        stats = GameStats(ai_settings)
        sb = Scoreboard(ai_settings,screen,stats)
        ship = Ship(ai_settings, screen)
        #创建一个用于储存子弹的编组
        bullets = Group()
        aliens = Group()
    
        # 创建一个外星人
        gf.create_fleet(ai_settings,screen,ship,aliens)
        #alien = Alien(ai_settings,screen)
    
    
        #主循环
        while True:
    
            # 扫描键盘
            gf.check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets)
    
            if stats.game_active:
                ship.update()
    
                gf.update_bullets(ai_settings, screen,stats,sb, ship, aliens, bullets)
                gf.update_aliens(ai_settings, stats,sb, screen, ship, aliens, bullets)
    
    
            gf.update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_button)
    
    run_game()
    # -*- coding: gb2312 -*-   
    import pygame
    from pygame.sprite import Sprite
    
    
    class Bullet(Sprite):
        """"一个对飞船发射子弹进行管理的类"""
        def __init__(self,ai_settings,screen,ship):
            """"在飞船所处位置创造一个子弹对象"""
            super(Bullet,self).__init__()
            self.screen = screen
            
            #在(0,0)出创建一个表示子弹的矩形,在设置正确的位置
            self.rect = pygame.Rect(0,0,ai_settings.bullet_width,
            ai_settings.bullet_height)
            
            self.rect.centerx = ship.rect.centerx
            self.rect.top =ship.rect.top
            
            #用小数储存位置
            
            self.y=float(self.rect.y)
            
            self.color = ai_settings.bullet_color
            self.speed_factor = ai_settings.bullet_speed_factor
            
        def update(self):
        
            """"向上移动子弹"""
            #跟新在单的小数值
            self.y-=self.speed_factor
            #更新子弹 rect 
            self.rect.y =self.y
        
        def draw_bullet(self):
            """"在屏幕上位置子弹"""
            pygame.draw.rect(self.screen,self.color,self.rect )
         
    import pygame.font
    
    class Button():
        def __init__(self,ai_settings,screen,msg):
            """初始化按钮的属性"""
            self.screen = screen
            self.screen_rect = screen.get_rect()
    
            #设置按钮的尺寸和其他属性
            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 并使其居中
            self.rect = pygame.Rect(0,0,self.width,self.height)
            self.rect.center = self.screen_rect.center
    
            #按钮的标签只需要创建一次
            self.prep_msg(msg)
    
        def prep_msg(self,msg):
            """将msg渲染为图像并将其居中"""
            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):
            # 绘制一个颜色填充按钮,在绘制文本
            self.screen.fill(self.button_color,self.rect)
            self.screen.blit(self.msg_image,self.msg_image_rect)
    # -*- coding: gb2312 -*-   
    import sys
    import pygame
    from bullet import Bullet
    from alien import Alien
    from time import sleep
    
    def ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets):
        """相应被外星人撞到的飞船"""
        if stats.ship_left > 0:
    
            # 将 ships_left -=1
            stats.ship_left -= 1
            # 更新记分牌
            sb.prep_ships()
    
            # 清空外星人列表和子弹列表
            aliens.empty()
            bullets.empty()
    
            #创建一群新的外星人,并将飞创放到屏幕低端 中央
            create_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()
    
            #暂停
            sleep(0.5)
        else:
            stats.game_active = False
            pygame.mouse.set_visible(True)
    
    def get_number_aliens_x(ai_settings , alien_width):
        """"计算外星人数量"""
        available_space_x = ai_settings.screen_width - 2*alien_width
        number_aliens_x = int(available_space_x/(2*alien_width))
        return number_aliens_x
    
    def create_alien(ai_settings, screen, aliens, alien_number,row_number):
        """"创建一个外星人并将其放在当前行"""
        # 创建一行外星人
        alien = Alien(ai_settings,screen)
        alien_width = alien.rect.width
        alien.x = alien_width + 2*alien_width*alien_number
        alien.rect.x = alien.x
        alien.rect.y = alien.rect.height + 2*alien.rect.height*row_number
        aliens.add(alien)
    
    
    def create_fleet(ai_settings,screen,ship,aliens):
        """创建外星人群"""
        # 创建一个外星人,并计算可容纳多少个外星人
        # 外星人间距为外星人宽度
        alien = Alien(ai_settings,screen)
        number_aliens_x = get_number_aliens_x(ai_settings,alien.rect.width)
        number_rows = get_number_rows(ai_settings,ship.rect.height,alien.rect.height)
    
        #穿件第一行外星人
        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                #创建一行外星人
                create_alien(ai_settings,screen,aliens,alien_number,row_number)
    
    def get_number_rows(ai_settings,ship_height,alien_height):
        """"计算可以容纳的行数"""
        available_apace_y = (ai_settings.screen_height-(3*alien_height)-ship_height)
        get_number_rows = int(available_apace_y/(2*alien_height))
        return  get_number_rows-1
    
    
    
    def check_keydown_events(event,ai_settings,screen,ship,bullets):
        """"相应按键"""
        if event.key == pygame.K_RIGHT:
            # 向右移动飞船
            # ship.rect.centerx +=1
            ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            # 向右移动飞船
            # ship.rect.centerx +=1
            ship.moving_left = 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):
        """子弹未超限制 继续发射"""
        # 创建一颗子弹 并将其添加到编组中
        if len(bullets) < ai_settings.bullets_allowed:
            new_bullet = Bullet(ai_settings, screen, ship)
            bullets.add(new_bullet)
    
    
    def check_keyup_events(event,ship):
        """松开按键"""
        if event.key == pygame.K_RIGHT:
            ship.moving_right =False
        elif event.key == pygame.K_LEFT:
            # 向右移动飞船
            # ship.rect.centerx +=1
            ship.moving_left = False    
    
    
    def check_events(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets):
    
        # """"相应按键和鼠标事件"""  """""""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:  # 大小写会导致严重错误
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                check_keydown_events(event,ai_settings,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(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)
    
    
    def check_play_button(ai_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
        """"在玩家单击paly按钮的时候开始新游戏"""
        button_clicked = play_button.rect.collidepoint(mouse_x,mouse_y)
        if button_clicked and not stats.game_active:
            # 重置游戏速度
            ai_settings.initialize_dynamic_settings()
    
            #隐藏光标
            pygame.mouse.set_visible(False)
            # 重置游戏统计信息
            stats.reset_stats()
            stats.game_active = True
            # 重置记分牌图像
            sb.prep_score()
            sb.prep_high_score()
            sb.prep_level()
            sb.prep_ships()
            #清空外星人列表 和 子弹列表
            aliens.empty()
            bullets.empty()
    
            #创建一群新的外星人,并让飞船居中
            create_fleet(ai_settings,screen,ship,aliens)
            ship.center_ship()
    
    
    def update_screen(ai_settings,screen,stats,sb,ship,aliens,bullets,play_bytton):
        """更新屏幕上的图像,并切换到新屏幕"""
        #重绘屏幕
        screen.fill(ai_settings.bg_colors)  # 括号会导致严重问题 但是不会报错
        # print(ai_settings.bg_colors)
        # screen.fill(bg_color)
        # 在飞船和外星人相遇后重绘所有子弹
        for bullet in bullets.sprites():
            bullet.draw_bullet() 
        ship.blitme()
        aliens.draw(screen)
        #显示得分
        sb.show_score()
    
        #如果游戏处于非活动状态 就绘制play按钮
        if not stats.game_active:
            play_bytton.draw_button()
        # 刷新屏幕
        pygame.display.flip()
    
    
    def update_bullets( ai_settings, screen,stats,sb, ship, aliens, bullets):
        """更新子弹位置,并删除已小时的子弹  检测碰撞"""
        # 更新子弹的位置
        bullets.update()
        # 删除已经消失的子弹  子弹距离小于0的时候要删除列表
        for bullet in bullets.copy():  # 复制一个新的列表 以便解决。。。
            if bullet.rect.bottom <= 0:
                bullets.remove(bullet)
        # 检查是否有子弹击中了外星人
        # 如果 删除相应的子弹和外星人
        check_buttet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets)
    
    def check_buttet_alien_collisions(ai_settings,screen,stats,sb,ship,aliens,bullets):
        """
        相应子弹和外星人的碰撞
        :param ai_settings: 
        :param screen: 
        :param ship: 
        :param aliens: 
        :param bullets: 
        :return: 
        """
        collisions = pygame.sprite.groupcollide(bullets, aliens, True, True)
        if collisions:
            for aliens in collisions.values():
                stats.score += ai_settings.alien_points * len(aliens)
                sb.prep_score()
            check_high_score(stats,sb)
            #stats.score += ai_settings.alien_points
            #sb.prep_score()
    
        if len(aliens) == 0 :
            #删除现有的子弹并创建一群外星人
            bullets.empty()
            ai_settings.increase_speed()
            # 提高等级
            stats.level += 1
            sb.prep_level()
            create_fleet(ai_settings, screen, ship, aliens)
    
    
    def update_aliens(ai_settings,screen,stats,sb,ship,aliens,bullets):
        """更新外星人人群中所有外星人的位置"""
        check_fleet_edges(ai_settings,aliens)
        aliens.update()
        # 检测外星人和非常之间的碰撞
        if pygame.sprite.spritecollideany(ship,aliens) :
            ship_hit(ai_settings,screen,stats,sb,ship,aliens,bullets)
            print("ship hit !!!")
    
        # 检查是否有到达底端的飞船
        check_aliens_bottom(ai_settings,screen,stats,sb,ship,aliens,bullets)
    
    
    
    
    def check_fleet_edges(ai_settings,aliens):
        """有外星人到达边缘时应采取措施"""
        for alien in aliens.sprites():
            if alien.check_edges():
                change_fleet_direction(ai_settings, aliens)
                break
    
    def change_fleet_direction(ai_settings,aliens):
        """
        下移动应该变方向
        :param ai_settings:
        :param aliens:
        :return:
        """
        for alien in aliens.sprites():
            alien.rect.y += ai_settings.fleet_drop_speed
    
        ai_settings.fleet_direction *= -1
    
    
    def check_aliens_bottom(ai_settings,stats,sb,screen,ship,aliens,bullets):
        """检查是否有诶创到达了底端"""
        screen_rect = screen.get_rect()
        for alien in aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                # 飞创被撞到
                ship_hit(ai_settings,stats,sb,screen,ship,aliens,bullets)
                break
    
    def check_high_score(stats,sb):
        """检查是否产生了最高分"""
        if stats.score > stats.high_score:
            stats.high_score = stats.score
            sb.prep_high_score()
    # -*- coding: gb2312 -*-   
    
    class Settings():
        
        """设置系统使用变量"""
        def __init__(self):
            
            
            #"""初始化游戏的设置"""
            #屏幕设置
            self.screen_width =1200
            self.screen_height =800
            self.bg_colors=(230,230,230)
            #self.bg_color =(230,230,230)
    # -*- coding: gb2312 -*-   
    import sys
    import pygame
    
    def run_game():
        """"""
        #初始化游戏穿件屏幕对象
        pygame.init()
        screen =pygame.display.set_mode((1200,800))
        pygame.display.set_caption("spider_play")
        
        #设置背景颜色
        bg_color=(230,230,230)
        
        #主循环
        while True:
            #扫描键盘
            for event in pygame.event.get():
                if event.type==pygame.quit:
                    sys.exit()
            #重绘屏幕
            screen.fill(bg_color)        
            #刷新屏幕
            pygame.display.flip()
        
    run_game()
    import requests
    
    # 执行API调用并储存相应
    url = 'https://api.github.com/search/repositories?q=language:python&sort=stars'
    r = requests.get(url)
    print("Status code :",r.status_code)
    
    # 将api响应储存在一个变量中
    response_dict = r.json()
    print("Total repositories:",response_dict['total_count'])
    # 探索有关仓库信息
    repo_dicts = response_dict['items']
    print("Repositories returned:",len(repo_dicts))
    
    # 研究第一个仓库
    repo_dicts = repo_dicts[0]
    print("
     keys:",len(repo_dicts))
    for key in sorted(repo_dicts.keys()):
        print(key)
    # 处理结果
    
    #print(response_dict.keys())
    import pygame.font
    from  pygame.sprite import  Group
    
    from ship import Ship
    
    
    class Scoreboard():
        """显示得分信息的类"""
    
        def __init__(self,ai_settings,screen,stats):
            """初始化显示得分涉及的属性"""
            self.screen = screen
            self.screen_rect = screen.get_rect()
            self.ai_settings = ai_settings
            self.stats = stats
    
            # 显示得分信息使用的字体
            self.text_color = (30,30,30)
            self.font = pygame.font.SysFont(None,48)
    
            # 准备初始得分图像
            self.prep_score()
            # 准备包含最高得分 和 当前得分的图像
            self.prep_high_score()
            self.prep_level()
            self.prep_ships()
    
    
    
        def prep_score(self):
            """将得分渲染为为一副图片"""
            rounded_score = int(round(self.stats.score,-1)) #精确多少位小数 -1 代表精确到 10的倍数
            score_str = "{:,}".format(rounded_score)
            #score_str = str(self.stats.score)
            self.score_image = self.font.render(score_str,True,self.text_color,self.ai_settings.bg_colors)
    
    
            #将得分放在屏幕右上角
            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):
            """在屏幕上显示得分"""
            self.screen.blit(self.score_image,self.score_rect)
            self.screen.blit(self.high_score_image,self.high_score_rect)
            self.screen.blit(self.level_image,self.level_rect)
            # 绘制飞船
            self.ships.draw(self.screen)
    
        def prep_high_score(self):
            """将最高分转换为渲染的图像"""
            high_score = int(round(self.stats.high_score,-1))
            high_score_str = "{:,}".format(high_score)
            self.high_score_image = self.font.render(high_score_str,True,self.text_color,self.ai_settings.bg_colors)
    
            #将最高的纷纷放到屏幕顶部中央
            self.high_score_rect = self.high_score_image.get_rect()
            self.high_score_rect.centerx = self.screen_rect.centerx
            self.high_score_rect.top = self.score_rect.top
    
        # class image_int():
        #     # 定义图像相关属性
        #     def
    
        def display_text(self,number,text_color,bg_color,x,y):
            """
    
            :param number:
            :param text_color:
            :param bg_color:
            :param x:
            :param y:
            :return:
            """
            #images = {'a':3231,'b':13}
            #images['a']=
            num = int(round(number,0))
            num_str = "{:,}".format(num)
            images = self.font.render(num_str,True,text_color,bg_color)
    
            #将最高的纷纷放到屏幕顶部中央
            rect = images.get_rect()
            rect.centerx = x
            rect.top = y
    
            return images ,rect
    
        def prep_level(self):
            """将等级转换为渲染的图像"""
            #images = {'a':self.level_image,'b':self.level_rect}
            self.level_image,self.level_rect =self.display_text(self.stats.level,self.text_color,self.ai_settings.bg_colors,self.score_rect.right,self.score_rect.bottom+10)
    
        def prep_ships(self):
            """显示 还余下多少艘飞船"""
            self.ships = Group()
            for ship_number in range (self.stats.ship_left):
                ship = Ship(self.ai_settings,self.screen)
                ship.rect.x = 10 + ship_number * ship.rect.width
                ship.rect.y = 10
                self.ships.add(ship)
    # -*- coding: gb2312 -*-   
    import pygame
    
    class Settings():
        
        """设置系统使用变量"""
        def __init__(self):
            #"""初始化游戏的设置"""
            #屏幕设置
            self.screen_width =1200
            self.screen_height =800
            self.bg_colors=(230,230,230)
            #self.image =pygame.image.load ('image/bg.jpg')
            #$self.rect =self.image.get_rect()
            #飞船的设置
            self.ship_speed_factor = 1.5
            #self.bg_color =(230,230,230)
            self.ship_limit = 3
            
            #子弹设置
            self.bullet_speed_factor = 2
            self.bullet_width =   3 # 3
            self.bullet_height = 15
            self.bullet_color = (60, 60, 60)
            self.bullets_allowed = 3 #最多能存在3颗子弹
    
            # 外星人设置
            self.alien_speed_factor = 3
            self.fleet_drop_speed = 10
            #方向
            self.fleet_direction = 1
    
            #以什么样的速度加快游戏
            self.speedup_scale = 1.1
            # 外星人点数的提高速速
            self.score_scale = 1.5
    
            self.initialize_dynamic_settings()
    
        def initialize_dynamic_settings(self):
            """随游戏进行而变化的量"""
            self.ship_speed_factor = 1.5
            self.bullet_speed_factor = 3
            self.alien_speed_factor = 1
    
            # fleet_direction 位1表示向右 为-1表示向左
            self.fleet_direction = 1
            #积分点
            self.alien_points = 50
    
        def increase_speed(self):
            """提高速度设置  和外星人价值"""
            self.ship_speed_factor *= self.speedup_scale
            self.bullet_speed_factor *= self.speedup_scale
            self.alien_speed_factor *= self.speedup_scale
    
            self.alien_points = int(self.alien_points * self.score_scale)
            print(self.alien_points)
    # -*- coding: gb2312 -*-   
    import pygame
    from pygame.sprite import Sprite
    
    class Ship(Sprite):
    
        def __init__(self,ai_settings,screen):        
            """初始化飞船初始位置"""
            super(Ship, self).__init__()
            self.screen =screen
            self.ai_settings = ai_settings  #获取速度设定
            
            #加载飞船图像并获取矩形外形
            self.image = pygame.image.load('image/ship.png')
            self.rect =self.image.get_rect()
            self.screen_rect =screen.get_rect()
            
            #将飞船放到递底部中央
            self.rect.centerx =self.screen_rect.centerx
            self.rect.bottom =self.screen_rect.bottom
            
            #在飞船的属性center中储存小数值
            self.center = float(self.rect.centerx)
            
            #移动标志
            self.moving_right = False
            self.moving_left = False
            
        def update(self):
            """根据移动标志移动飞船位置"""
            #更新飞船的center值不是rect
            if self.moving_right and self.rect.right<self.screen_rect.right:
                self.center +=self.ai_settings.ship_speed_factor
                
            if self.moving_left and self.rect.left>0:
                self.center -=self.ai_settings.ship_speed_factor
            #分局self.centr 更新rect对象
            self.rect.centerx=self.center
            
        def blitme(self):  #函数应该与  int对齐
            
            """"指定位置绘制飞船"""
    
            self.screen.blit(self.image,self.rect)
        
        def center_ship(self):
            """让飞船在屏幕上居中"""
            self.center =self.screen_rect.centerx
        

    你只要替换相关的有意思图片就可以实现各种有意思的东西

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  • 原文地址:https://www.cnblogs.com/polar-lights/p/9065988.html
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