python编程基础项目( 一)
- 系统主程序
import sys
import pygame
from settings import Settings
from ship import Ship
import game_functions as gf
from pygame.sprite import Group
def run_game():
"""初始化pygame、设置和屏幕对象"""
pygame.init()
"""初始化背景设置"""
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption("Alien Invasion")
"""创建一艘飞船,必须在主循环前创建,以免以后每次循环都创建"""
ship = Ship(ai_settings,screen)
"""创建一个用于存储子弹的编组"""
bullets = Group()
"""开始游戏的主循环"""
while True:
"""主循环检查玩家的输入"""
gf.check_events(ai_settings,screen,ship,bullets)
"""更新飞船的位置"""
ship.update()
"""未消失子弹的位置"""
gf.update_bullets(bullets)
"""更新后的位置绘制新屏幕"""
gf.update_screen(ai_settings,screen,ship,bullets)
run_game()
- 功能主程序
import sys
import pygame
from bullet import Bullet
"""函数check_events()检测相关事件。辅助函数check_keydown_events()和
check_keyup_events()来处理这些事件。函数update_screen(),每次执行主循环时都重绘屏幕"""
def check_keydown_events(event,ai_settings,screen,ship,bullets):
"""响应案件"""
if event.key == pygame.K_RIGHT:
"""按下按键时,将其设为True,实现左右移动"""
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left == True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship,bullets)
"""创建一个子弹,并将加入到编组bullets中"""
"""如果子弹的数量大于3,俺空格时什么都不发生"""
def fire_bullet(ai_settings, screen, ship,bullets):
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event,ship):
"""响应松开"""
"""松开右键时,将其设为False,实现左右移动"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ai_settings,screen,ship,bullets):
"""响应案件和鼠标事件"""
"""监视键盘和鼠标.一个事件循环以及管理屏幕更新的代码"""
for event in pygame.event.get():
"""for循环用来监听事件"""
if event.type == pygame.QUIT:
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)
def update_bullets(bullets):
"""更新子弹的位置,并删除已消失的子弹"""
bullets.update()
"""删除已消失的子弹"""
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
print(len(bullets))
def update_screen(ai_settings,screen,ship,bullets):
"""使用screen.fill()填充屏幕"""
screen.fill(ai_settings.bg_color)
"""在飞船和外星人后面重绘所有子弹,方法sprites()返回一个列表"""
for bullet in bullets.sprites():
bullet.draw_bullet()
"""调用ship.blitme()确保飞船出现在屏幕前"""
ship.blitme()
"""让最近绘制的屏幕可见"""
pygame.display.flip()
- 飞船程序
import pygame
class Ship():
def __init__(self,ai_settings,screen):
"""初始化飞船并设置其初始位置"""
self.ai_settings = ai_settings
self.screen = screen
self.image = pygame.image.load('images/ship.bmp')
"""加载飞船图像并获取其外接矩形"""
self.rect = self.image.get_rect()
"""返回一个表示飞船的surface,并存储在self.image"""
self.screen_rect = screen.get_rect()
"""将表示屏幕的矩形存储在self.screen_rect中"""
self.rect.centerx = self.screen_rect.centerx
"""飞船中心的x坐标设置为表示矩形属性的centerx"""
self.rect.bottom = self.screen_rect.bottom
"""将每艘新飞船放在底部中央"""
self.center = float(self.rect.centerx)
"""飞船的属性center中存储小数值"""
self.moving_right = False
self.moving_left = False
"""移动标志位,左右移动"""
def update(self):
"""根据移动标志调整飞船的位置(更新飞船的center值,而不是rect)"""
"""右边缘的坐标小于屏幕右边缘"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.ship_speed_factor
"""左边缘大于0说明未触及屏幕左边缘"""
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.ship_speed_factor
self.rect.centerx = self.center
"""根据self.center更新rect对象"""
def blitme(self):
"""在指定位置绘制飞船"""
self.screen.blit(self.image,self.rect)
- 基础设置
class Settings():
"""存储外星人所有设置的类"""
def __init__(self):
"""初始化游戏外观设置和速度"""
#屏幕设置
self.screen_width = 1000
self.screen_height = 800
self.bg_color = (230,230,230)
"""飞船的速度设置,每次移动1.5像素"""
self.ship_speed_factor = 1.5
"""子弹设置"""
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60,60,60
"""默认保留三颗子弹"""
self.bullets_allowed = 3