首页 > 学院 > 开发设计 > 正文

2015/11/9用Python写游戏,pygame入门(8):按钮和游戏结束

2019-11-14 16:55:15
字体:
来源:转载
供稿:网友

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:

def isOver(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/2    in_y = y - h/2 < point_y < y + h/2    return in_x and in_y

还有一个用于判断显示哪张图的方法:

def render(self):    w, h = self.imageUp.get_size()
x, y
= self.position if self.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 -*-import pygamefrom sys import exitpygame.init()screen = pygame.display.set_mode((300,200),0,32)upImageFilename = 'game_again.png'downImageFilename = 'game_again_down.png'class Button(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 = position    def isOver(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/2        in_y = y - h/2 < point_y < y + h/2        return in_x and in_y    def render(self):        w, h = self.imageUp.get_size()        x, y = self.position                if self.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))    while True:    for event in pygame.event.get():        if event.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-*-import pygamefrom sys import exitfrom random import randintfrom math import sqrtpygame.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()def showLoading(count,pos):    n = count/50    x, y = pos    w, h = loading[2].get_size()    x -= w/2    y -= h/2    if n <3:        screen.blit(loading[n],(x,y))class Button(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 = True    def is_over(self):        point_x, point_y = pygame.mouse.get_pos()        x, y = self.position        w, h = self.image_up.get_size()        x -= w/2        y -= h/2        in_x = x < point_x < x + w        in_y = y < point_y < y + h        return in_x and in_y         def render(self, surface):        x, y = self.position        w, h = self.image_up.get_size()        x -= w/2        y -= h/2        if self.is_over():            surface.blit(self.image_down, (x, y))            if self.button_out == True:                buttonmusic.play()                self.button_out = False        else:            surface.blit(self.image_up, (x, y))            self.button_out = Trueclass Hero(object):    def restart(self):        self.x = 200        self.y = 600    def __init__(self):        self.restart()        self.image = plane_image    def move(self, time_passed_seconds):        mouseX, mouseY = pygame.mouse.get_pos()        self.x = mouseX - self.image.get_width()/2        self.y = mouseY - self.image.get_height()/2            class Bullet(object):        def __init__(self):        self.x = 0        self.y = -1        self.image = bullet_image        self.active = False    def move(self,time_passed_seconds):        if self.active :            self.y -= 700 * time_passed_seconds        if self.y < 0:            self.active = False                def restart(self,flag):        mouseX, mouseY = pygame.mouse.get_pos()        if flag == 1:            self.x = mouseX - self.image.get_width()/2             self.y = mouseY - self.image.get_height()/2        if flag == 2:            self.x = mouseX - self.image.get_width()/2 + 33            self.y = mouseY - self.image.get_height()/2        self.active = Trueclass Enemy(object):    def restart(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 = -1    def __init__(self,):        self.restart(0)        self.image = enemy_image        self.active = False            def move(self,time_passed_seconds):        if self.y < SCREEN_SIZE[1]:            self.y += self.speed * time_passed_seconds        else:            self.active = False    def showDown(self):        n = self.count/10        screen.blit(enemydown[n],(self.x,self.y))        self.count += 1        if self.count >= 39:            self.count = -1class Bomb(object):    def __init__(self):        self.image = bomb_image        (self.x , self.y) = (-100,-100)        self.boom_x, self.boom_y = 0,0        self.speed = 800        self.active = False        self.is_boom = False        self.boomcount = 0    def shoot(self):        self.x, self.y = pygame.mouse.get_pos()        self.x -= self.image.get_width()/2        self.y -= self.image.get_height()/2        self.active = True    def move(self,time_passed_seconds):        if self.y > 250:            self.y -= self.speed*time_passed_seconds        else:            self.active = False            self.is_boom = True            self.boom_x, self.boom_y = self.x , self.y            usebombmusic.play()    def checkBoom(self,enemy):        if enemy.x - 60 < self.x < enemy.x + enemy.image.get_width()+60/           and enemy.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()    def checkHit(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)        if l < 250:            enemy.active = False            enemy.count = 1            return True        else:            return False    def boom(self):        n = self.boomcount/10        screen.blit(boom[n],(self.boom_x-boom[n].get_width()/2, self.boom_y-boom[n].get_height()/2))        self.boomcount += 1        if self.boomcount >= 49:            self.is_boom = False            self.boomcount = 0class Ufo(object):    def restart(self):        self.x = randint(-30,440)        self.y = -107        self.speed = 250    def __init__(self):        self.image = ufo        self.restart()        self.active = False    def move(self,time_passed_seconds):        if self.y < SCREEN_SIZE[1]:            self.y += self.speed * time_passed_seconds        else:            self.active = False    def checkGet(self,plane):        if plane.x - 60 < self.x < plane.x + plane.image.get_width()+60/           and plane.y -80 < self.y < plane.y + plane.image.get_height():            self.active = False            getbombmusic.play()            return True        else:            return False        def checkHit(enemy,bullet):    if enemy.x < bullet.x < enemy.x + enemy.image.get_width() /       and enemy.y < bullet.y < enemy.y + enemy.image.get_height():        enemy.active = False        bullet.active = False        enemydownmusic.play()        enemy.count+=1        return True    else:        return Falsedef checkCrash(enemy,plane):    if plane.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():        return True    else:        return Falsedef showWelcome(gameStart,gameOver):    for event in pygame.event.get():        if event.type in (pygame.QUIT,pygame.KEYDOWN):              pygame.quit()              exit()        if event.type == pygame.MOUSEBUTTONUP:            if gameStart.is_over():                return False            elif gameOver.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)    return Truedef run():    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 = 0    while showWelcome(gameStart,gameOver):        time_passed = clock.tick(100)        loadingCount = (loadingCount+1) % 200        showLoading(loadingCount,(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*19/24))        pygame.display.update()    pygame.mouse.set_visible(False)    plane = Hero()     bullets1 = []    bullets2 = []    for i in range(count_b):        bullets1.append(Bullet())        bullets2.append(Bullet())    index_b1 = 0    interval_b1 = 0    #index_b2 = 0    #interval_b2 = 0    enemies = []    for i in range(count_e):        enemies.append(Enemy())    index_e = 0    interval_e = 0    ufo = Ufo()        SCORE = 15000    maxScore = 0    BOMBnum = 3    bomb = Bomb()    gameover = False    gamePause = False    bombflag = True    event = pygame.event.wait()    while True:               time_passed = clock.tick(fps)        time_passed_seconds = time_passed / 1000.0        for event in pygame.event.get():            if event.type == pygame.KEYDOWN:                if event.key == pygame.K_ESCAPE:                    pygame.quit()                    exit()                if event.key == pygame.K_SPACE:                    gamePause = True                    if gamePause:            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 = True            if event.type == pygame.MOUSEBUTTONUP:                if gameOver.is_over():                    pygame.quit()                    exit()                elif gameAgain.is_over():                    pygame.mouse.set_visible(False)                    gamePause = False                    SCORE = 0                    for e in enemies:                        e.active = False                elif gameContinue.is_over():                    pygame.mouse.set_visible(False)                    gamePause = False            elif not gameover:            if randint(1,1000)==1 and ufo.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 -= 1            interval_e -= 1            if interval_b1 < 0:                bullets1[index_b1].restart(1)                interval_b1 = fps/count_b                index_b1 = (index_b1 + 1)% count_b                bulletmusic.play()             for b in bullets1:                if b.active:                    b.move(time_passed_seconds)                    screen.blit(b.image, (b.x,b.y))                    for e in enemies:                        if e.active:                            if checkHit(e, b):                                SCORE += 100                                             if interval_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_e            if event.type == pygame.MOUSEBUTTONUP and BOMBnum>0 :                if bombflag == False and bomb.active == False:                    bomb.active = True                    bomb.shoot()                    BOMBnum -= 1                    bombflag = True            else:                bombflag = False                                    if bomb.active:                for e in enemies:                    if e.active:                        bomb.checkBoom(e)                bomb.move(time_passed_seconds)                screen.blit(bomb.image,(bomb.x,bomb.y))            if bomb.is_boom:                bomb.boom()                for e in enemies:                    if e.active:                        if bomb.checkHit(e):                            SCORE += 100            for e in enemies:                if e.active:                    if checkCrash(e,plane):                        gameover = True                    e.move(time_passed_seconds)                    screen.blit(e.image, (e.x, e.y))                if e.count != -1:                    e.showDown()            if ufo.active:                ufo.move(time_passed_seconds)                if ufo.checkGet(plane):                    BOMBnum += 1                screen.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()            if sound == True:                gameovermusic.play()                sound = False            if SCORE > 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)            if event.type == pygame.MOUSEBUTTONUP:                if gameAgain.is_over():                        pygame.mouse.set_visible(False)                    ufo.active = False                    gameover = False                    plane.restart()                    SCORE = 0                    sound = True                    BOMBnum = 3                    for e in enemies:                        e.active = False                elif gameOver.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。

 


发表评论 共有条评论
用户名: 密码:
验证码: 匿名发表