昨天没有更新内容,今天相对多写一些。
因为我们已经基本完成游戏框架,但是游戏结束后,并不知道怎样比较好开始。我本来本着懒的原则,想结束后显示一个黑屏,然后你重新点一下鼠标就重新开始。但是那样实在太不像个热爱生活的程序员了,所以我决定用更合适的方法解决这个问题。
为此,我决定实现一个相对比较过得去的按钮。
为了实现按钮,我先创建一个测试程序体。然后在上面先实现一个按钮类的功能。
具体的测试程序,我就不详说了,反正就是你去创建一个这样的小窗口:
然后在上面完成一个按钮的类。
我设想的按钮应该是这样的,当我把鼠标移动上去的时候,它会将白底显示成灰底,移开后,又显示回白底。这其实就是两张图片的切换,所以,第一步要做的是,制作两张图,一张是白底的按钮,一张是灰底的按钮:
好了,接下来开始码这个类的功能了,首先是它的数据对象,必须得有两张图。
然后它还得有个安置它的位置坐标。
所以,它的初始化应该是这样定义的:
def__init__(self, upimage, downimage,position):
self.imageUp=pygame.image.load(upimage).convert_alpha()
self.imageDown=pygame.image.load(downimage).convert_alpha()
self.position= position
然后,它应该有个方法来判断,鼠标是不是在这个按钮的上面:
defisOver(self):
point_x,point_y=pygame.mouse.get_pos()
x, y=self. position
w, h=self.imageUp.get_size()
in_x= x - w/2 < point_x < x + w/2in_y= y - h/2 < point_y < y + h/2returnin_xandin_y
还有一个用于判断显示哪张图的方法:
defrender(self):
w, h=self.imageUp.get_size()
x, y=self.positionifself.isOver():
screen.blit(self.imageDown, (x-w/2,y-h/2))else:
screen.blit(self.imageUp, (x-w/2, y-h/2))
好了,至此我们就做好了一个类。
将它跟我们的测试程序放在一起并且执行它:
#-*- coding: utf-8 -*-importpygamefromsysimportexit
pygame.init()
screen= pygame.display.set_mode((300,200),0,32)
upImageFilename='game_again.png'downImageFilename='game_again_down.png'classButton(object):def__init__(self, upimage, downimage,position):
self.imageUp=pygame.image.load(upimage).convert_alpha()
self.imageDown=pygame.image.load(downimage).convert_alpha()
self.position=positiondefisOver(self):
point_x,point_y=pygame.mouse.get_pos()
x, y=self. position
w, h=self.imageUp.get_size()
in_x= x - w/2 < point_x < x + w/2in_y= y - h/2 < point_y < y + h/2returnin_xandin_ydefrender(self):
w, h=self.imageUp.get_size()
x, y=self.positionifself.isOver():
screen.blit(self.imageDown, (x-w/2,y-h/2))else:
screen.blit(self.imageUp, (x-w/2, y-h/2))
button= Button(upImageFilename,downImageFilename, (150,100))whileTrue:foreventinpygame.event.get():ifevent.type ==pygame.QUIT:
pygame.quit()
exit()
screen.fill((200, 200, 200))
button.render()
pygame.display.update()
就能得到一个显示按钮:
可以实现了我们的功能。
但是,等一下,我们没有写按钮的作用啊,也就是按下去就要执行的作用。
好吧,这件事反而是简单的。我们只需要判断event的时候调用isOver()方法就好了。
接下来我们来完成游戏框架了。
我想要一个开始界面,有开始按钮,游戏过程中,我想让它计分,游戏结束后可以显示最高分和我这次的分数,并且有个结束游戏和重新开始的按钮。
整个功能其实我都已经实现过了。
一步步地构造逻辑我就不多讲了,直接放代码。大家可以自己完成它。
这次代码里,我把自己的飞机也用了类实现,便于以后的拓展,有了计分模块,整个游戏用全屏模式打开。
当然整个代码还是有些乱的,不过由于大多数类和逻辑在之前已经讲过,相信还是易懂的
#-*- coding:utf-8-*-importpygamefromsysimportexitfromrandomimportrandintfrommathimportsqrt
pygame.init()
SCREEN_SIZE= (480,766)
screen= pygame.display.set_mode(SCREEN_SIZE,pygame.FULLSCREEN,32)
pygame.display.set_caption("Plane Fight!")
count_b= 7count_e= 50fps= 100ufo= pygame.image.load('ufo2.png').convert_alpha()
background= pygame.image.load('background.png').convert_alpha()
gameover_image= pygame.image.load('gameover.png').convert_alpha()
plane_image= pygame.image.load('hero.png').convert_alpha()
bullet_image= pygame.image.load('bullet.png').convert_alpha()
enemy_image= pygame.image.load('enemy2.png').convert_alpha()
logo= pygame.image.load('shoot_copyright.png').convert_alpha()
bomb_num= pygame.image.load('bomb_num.png').convert_alpha()
bomb_image= pygame.image.load('bomb.png').convert_alpha()
loading=[]
loading.append(pygame.image.load('game_loading1.png').convert_alpha())
loading.append(pygame.image.load('game_loading2.png').convert_alpha())
loading.append(pygame.image.load('game_loading3.png').convert_alpha())
enemydown=[]
enemydown.append(pygame.image.load('enemy2_down1.png').convert_alpha())
enemydown.append(pygame.image.load('enemy2_down2.png').convert_alpha())
enemydown.append(pygame.image.load('enemy2_down3.png').convert_alpha())
enemydown.append(pygame.image.load('enemy2_down4.png').convert_alpha())
boom=[]
boom.append(pygame.image.load('boom0.png').convert_alpha())
boom.append(pygame.image.load('boom1.png').convert_alpha())
boom.append(pygame.image.load('boom1.png').convert_alpha())
boom.append(pygame.image.load('boom2.png').convert_alpha())
boom.append(pygame.image.load('boom2.png').convert_alpha())
backmusic=pygame.mixer.Sound('game_music.ogg')
buttonmusic= pygame.mixer.Sound('button.ogg')
bulletmusic= pygame.mixer.Sound('bullet.wav')
enemydownmusic= pygame.mixer.Sound('enemy1_down.wav')
gameovermusic= pygame.mixer.Sound('game_over.ogg')
getbombmusic= pygame.mixer.Sound('get_bomb.wav')
usebombmusic= pygame.mixer.Sound('use_bomb.wav')
buttonmusic.set_volume(0.2)
bulletmusic.set_volume(0.04)
gameovermusic.set_volume(0.5)
enemydownmusic.set_volume(0.1)
channel= backmusic.play(-1)
channel.set_volume(0.1,0.1)
channel.pause()
font1= pygame.font.Font(None,64)
font2= pygame.font.Font(None,128)
clock=pygame.time.Clock()defshowLoading(count,pos):
n= count/50x, y=pos
w, h= loading[2].get_size()
x-= w/2y-= h/2ifn <3:
screen.blit(loading[n],(x,y))classButton(object):def__init__(self, upimage, downimage, position):
self.image_up=pygame.image.load(upimage).convert_alpha()
self.image_down=pygame.image.load(downimage).convert_alpha()
self.position=position
self.button_out=Truedefis_over(self):
point_x, point_y=pygame.mouse.get_pos()
x, y=self.position
w, h=self.image_up.get_size()
x-= w/2y-= h/2in_x= x < point_x < x +w
in_y= y < point_y < y +hreturnin_xandin_ydefrender(self, surface):
x, y=self.position
w, h=self.image_up.get_size()
x-= w/2y-= h/2ifself.is_over():
surface.blit(self.image_down, (x, y))ifself.button_out ==True:
buttonmusic.play()
self.button_out=Falseelse:
surface.blit(self.image_up, (x, y))
self.button_out=TrueclassHero(object):defrestart(self):
self.x= 200self.y= 600def__init__(self):
self.restart()
self.image=plane_imagedefmove(self, time_passed_seconds):
mouseX, mouseY=pygame.mouse.get_pos()
self.x= mouseX - self.image.get_width()/2self.y= mouseY - self.image.get_height()/2classBullet(object):def__init__(self):
self.x=0
self.y= -1self.image=bullet_image
self.active=Falsedefmove(self,time_passed_seconds):ifself.active :
self.y-= 700 *time_passed_secondsifself.y <0:
self.active=Falsedefrestart(self,flag):
mouseX, mouseY=pygame.mouse.get_pos()ifflag == 1:
self.x= mouseX - self.image.get_width()/2self.y= mouseY - self.image.get_height()/2ifflag == 2:
self.x= mouseX - self.image.get_width()/2 + 33self.y= mouseY - self.image.get_height()/2self.active=TrueclassEnemy(object):defrestart(self, score):
self.x= randint(-30,440)
self.y= randint(-200,-100)
self.speed= randint(min(200+score/80,400),min(400+score/40,700))
self.active=True
self.count= -1def__init__(self,):
self.restart(0)
self.image=enemy_image
self.active=Falsedefmove(self,time_passed_seconds):ifself.y < SCREEN_SIZE[1]:
self.y+= self.speed *time_passed_secondselse:
self.active=FalsedefshowDown(self):
n= self.count/10screen.blit(enemydown[n],(self.x,self.y))
self.count+= 1ifself.count >= 39:
self.count= -1classBomb(object):def__init__(self):
self.image=bomb_image
(self.x , self.y)= (-100,-100)
self.boom_x, self.boom_y=0,0
self.speed= 800self.active=False
self.is_boom=False
self.boomcount=0defshoot(self):
self.x, self.y=pygame.mouse.get_pos()
self.x-= self.image.get_width()/2self.y-= self.image.get_height()/2self.active=Truedefmove(self,time_passed_seconds):ifself.y > 250:
self.y-= self.speed*time_passed_secondselse:
self.active=False
self.is_boom=True
self.boom_x, self.boom_y=self.x , self.y
usebombmusic.play()defcheckBoom(self,enemy):ifenemy.x - 60 < self.x < enemy.x + enemy.image.get_width()+60\andenemy.y < self.y < enemy.y +enemy.image.get_height():
self.active=False
self.is_boom=True
self.boom_x, self.boom_y=self.x , self.y
usebombmusic.play()defcheckHit(self,enemy):
a= float(self.x - (enemy.x + enemy.image.get_width()/2))
b= float(self.y - (enemy.y + enemy.image.get_height()/2))
l= sqrt(a**2 + b**2)ifl < 250:
enemy.active=False
enemy.count= 1returnTrueelse:returnFalsedefboom(self):
n= self.boomcount/10screen.blit(boom[n],(self.boom_x-boom[n].get_width()/2, self.boom_y-boom[n].get_height()/2))
self.boomcount+= 1ifself.boomcount >= 49:
self.is_boom=False
self.boomcount=0classUfo(object):defrestart(self):
self.x= randint(-30,440)
self.y= -107self.speed= 250def__init__(self):
self.image=ufo
self.restart()
self.active=Falsedefmove(self,time_passed_seconds):ifself.y < SCREEN_SIZE[1]:
self.y+= self.speed *time_passed_secondselse:
self.active=FalsedefcheckGet(self,plane):ifplane.x - 60 < self.x < plane.x + plane.image.get_width()+60\andplane.y -80 < self.y < plane.y +plane.image.get_height():
self.active=False
getbombmusic.play()returnTrueelse:returnFalsedefcheckHit(enemy,bullet):ifenemy.x < bullet.x < enemy.x +enemy.image.get_width() \andenemy.y < bullet.y < enemy.y +enemy.image.get_height():
enemy.active=False
bullet.active=False
enemydownmusic.play()
enemy.count+=1returnTrueelse:returnFalsedefcheckCrash(enemy,plane):ifplane.x + 0.3*plane.image.get_width()< enemy.x + enemy.image.get_width()and\
enemy.x< plane.x + 0.7*plane.image.get_width()and\
plane.y+ 0.3*plane.image.get_height() < enemy.y + enemy.image.get_height()and\
enemy.y< plane.y + 0.7*plane.image.get_height():returnTrueelse:returnFalsedefshowWelcome(gameStart,gameOver):foreventinpygame.event.get():ifevent.typein(pygame.QUIT,pygame.KEYDOWN):
pygame.quit()
exit()ifevent.type ==pygame.MOUSEBUTTONUP:ifgameStart.is_over():returnFalseelifgameOver.is_over():
pygame.quit()
exit()
screen.blit(background, (0,0))
screen.blit(logo, ((SCREEN_SIZE[0]-logo.get_width())/2,100))
gameStart.render(screen)
gameOver.render(screen)returnTruedefrun():
sound=True
gameStart= Button('game_start.png','game_start_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*8/12))
gameOver= Button('game_over.png','game_over_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*11/12))
gameAgain= Button('game_again.png','game_again_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*10/12))
gameContinue= Button('game_continue.png','game_continue_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*9/12))
loadingCount=0whileshowWelcome(gameStart,gameOver):
time_passed= clock.tick(100)
loadingCount= (loadingCount+1) % 200showLoading(loadingCount,(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*19/24))
pygame.display.update()
pygame.mouse.set_visible(False)
plane=Hero()
bullets1=[]
bullets2=[]foriinrange(count_b):
bullets1.append(Bullet())
bullets2.append(Bullet())
index_b1=0
interval_b1=0#index_b2 = 0#interval_b2 = 0enemies =[]foriinrange(count_e):
enemies.append(Enemy())
index_e=0
interval_e=0
ufo=Ufo()
SCORE= 15000maxScore=0
BOMBnum= 3bomb=Bomb()
gameover=False
gamePause=False
bombflag=True
event=pygame.event.wait()whileTrue:
time_passed=clock.tick(fps)
time_passed_seconds= time_passed / 1000.0foreventinpygame.event.get():ifevent.type ==pygame.KEYDOWN:ifevent.key ==pygame.K_ESCAPE:
pygame.quit()
exit()ifevent.key ==pygame.K_SPACE:
gamePause=TrueifgamePause:
channel.pause()
pygame.mouse.set_visible(True)
screen.blit(background,(0,0))
screen.blit(logo, ((SCREEN_SIZE[0]-logo.get_width())/2,100))
gameOver.render(screen)
gameAgain.render(screen)
gameContinue.render(screen)
bombflag=Trueifevent.type ==pygame.MOUSEBUTTONUP:ifgameOver.is_over():
pygame.quit()
exit()elifgameAgain.is_over():
pygame.mouse.set_visible(False)
gamePause=False
SCORE=0foreinenemies:
e.active=FalseelifgameContinue.is_over():
pygame.mouse.set_visible(False)
gamePause=Falseelifnotgameover:ifrandint(1,1000)==1andufo.active ==False:
ufo.active=True
ufo.restart()
channel.unpause()
screen.blit(background,(0,0))
screen.blit(bomb_num,(SCREEN_SIZE[0]-160,SCREEN_SIZE[1]-65))
text= font1.render("x %d"%BOMBnum,1,(80,80,80))
screen.blit(text,(SCREEN_SIZE[0]-100,SCREEN_SIZE[1]-60))
interval_b1-= 1#interval_b2 -= 1interval_e -= 1ifinterval_b1 <0:
bullets1[index_b1].restart(1)
interval_b1= fps/count_b
index_b1= (index_b1 + 1)%count_b
bulletmusic.play()forbinbullets1:ifb.active:
b.move(time_passed_seconds)
screen.blit(b.image, (b.x,b.y))foreinenemies:ife.active:ifcheckHit(e, b):
SCORE+= 100ifinterval_e <0:
enemies[index_e].restart(SCORE)
interval_e= randint(max(0,30-SCORE/250),max(7,50-SCORE/700))
index_e= (index_e + 1)%count_eifevent.type == pygame.MOUSEBUTTONUPandBOMBnum>0 :ifbombflag == Falseandbomb.active ==False:
bomb.active=True
bomb.shoot()
BOMBnum-= 1bombflag=Trueelse:
bombflag=Falseifbomb.active:foreinenemies:ife.active:
bomb.checkBoom(e)
bomb.move(time_passed_seconds)
screen.blit(bomb.image,(bomb.x,bomb.y))ifbomb.is_boom:
bomb.boom()foreinenemies:ife.active:ifbomb.checkHit(e):
SCORE+= 100foreinenemies:ife.active:ifcheckCrash(e,plane):
gameover=True
e.move(time_passed_seconds)
screen.blit(e.image, (e.x, e.y))ife.count != -1:
e.showDown()ifufo.active:
ufo.move(time_passed_seconds)ifufo.checkGet(plane):
BOMBnum+= 1screen.blit(ufo.image,(ufo.x,ufo.y))
plane.move(time_passed_seconds)
screen.blit(plane.image, (plane.x,plane.y))
text= font1.render("Score: %d"%SCORE,1,(0,0,0))
screen.blit(text,(0,0))else:
bombflag=True
channel.pause()ifsound ==True:
gameovermusic.play()
sound=FalseifSCORE >maxScore:
maxScore=SCORE
Score= font2.render(str(SCORE),1,(50,50,50))
mScore= font1.render(str(maxScore),1,(50,50,50))
screen.blit(gameover_image,(0,0))
screen.blit(mScore,(150,40))
screen.blit(Score,(240-Score.get_width()/2, 375))
gameAgain.render(screen)
gameOver.render(screen)
pygame.mouse.set_visible(True)ifevent.type ==pygame.MOUSEBUTTONUP:ifgameAgain.is_over():
pygame.mouse.set_visible(False)
ufo.active=False
gameover=False
plane.restart()
SCORE=0
sound=True
BOMBnum= 3foreinenemies:
e.active=FalseelifgameOver.is_over():
pygame.quit()
exit()
pygame.display.update()if__name__=='__main__':
run()
pygame的这部分内容到这里也差不多了。这个蹩脚的飞机大战的基本功能也算是勉强实现了。
不过我还会再写一篇添加音乐和击毁动画的部分。
写的东西很基础,适合初学者看,能给大家以帮助的话,那是最好不过了。
但是自己底子太薄,没办法说更多的东西,所以我会学更多的东西,才可能分享更多的东西。
同样,分享的过程也是知识梳理的一个过程。挺棒的。