[python] 小遊戲,python小遊戲
alien_invasion.py
import sysimport pygamefrom settings import Settingsfrom ship import Shipimport game_functions as gffrom pygame.sprite import Groupdef run_game(): # 初始化遊戲並建立一個螢幕對象 pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screnn_height)) pygame.display.set_caption('Alien Invasion') # 建立一艘飛船 ship = Ship(ai_settings, screen) # 建立一個儲存的子彈組 bullets = Group() # 設定背景色 bg_color = (230, 230, 230) # 開始遊戲的主迴圈 while True: gf.check_events(ai_settings, screen, ship, bullets) ship.update() gf.update_bullets(bullets) gf.update_screen(ai_settings, screen, ship, bullets)run_game()
bullet.py
import pygamefrom pygame.sprite import Spriteclass Bullet(Sprite): def __init__(self, ai_settings, screen, ship): super(Bullet, self).__init__() self.screen = screen 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 # 儲存用小數表示的子彈位置 self.y = float(self.rect.y) self.color = ai_settings.bullet_color self.speed_factor = ai_settings.bullet_speed_factor def update(self): self.y -= self.speed_factor # 更新子彈位置 self.rect.y = self.y def draw_bullet(self): pygame.draw.rect(self.screen, self.color, self.rect)
game_functions
import sysimport pygamefrom bullet import Bulletdef check_events(ai_settings, screen, ship, bullets): # 監聽鍵盤和滑鼠的事件 for event in pygame.event.get(): 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_screen(ai_settings, screen, ship, bullets): # 每次迴圈時都重繪螢幕 screen.fill(ai_settings.bg_color) # 在飛船和外星人後面重繪所有子彈 for bullet in bullets.sprites(): bullet.draw_bullet() ship.blitme() # 讓最近繪製的螢幕可見 pygame.display.flip()def check_keydown_events(event, ai_settings, 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: # 建立一顆子彈,並將其加入到編組 bullets 中 fire_bullet(ai_settings, screen, ship, bullets)def check_keyup_events(event, ship): if event.key == pygame.K_RIGHT: ship.moving_right = False elif event.key == pygame.K_LEFT: ship.moving_left = Falsedef update_bullets(bullets): bullets.update() # 刪除已經消失的子彈 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet)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)
settings.py
class Settings(): def __init__(self): # 螢幕設定 self.screen_width = 1200 self.screnn_height = 800 self.bg_color = (230, 230, 230) self.ship_speed_factor = 1.5 # 子彈設定 self.bullet_speed_factor = 1 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = 60, 60, 60 self.bullets_allowed = 5
ship.py
import pygameclass Ship(): def __init__(self, ai_settings, screen): self.screen = screen self.ai_settings = ai_settings # 載入飛船映像並擷取其外接矩形 self.image = pygame.image.load('images/ship.bmp') self.rect = self.image.get_rect() self.screen_rect = screen.get_rect() # 將每艘新飛船放在螢幕底部中央 self.rect.centerx = self.screen_rect.centerx self.rect.bottom = self.screen_rect.bottom # 在飛船的屬性 center 中儲存小數值 self.center = float(self.rect.centerx) # 移動標識 self.moving_right = False self.moving_left = False def blitme(self): # 螢幕指定位置繪製飛船 self.screen.blit(self.image, self.rect) def update(self): if self.moving_right and self.rect.right < self.screen_rect.right: self.center += self.ai_settings.ship_speed_factor elif self.moving_left and self.rect.left > 0: self.center -= self.ai_settings.ship_speed_factor # 更新 rect 對象 self.rect.centerx = self.center