Python编程:从入门到实践——【作业】——第十四章(记分)

第十四章

14-1 P开始新游戏 : 鉴于游戏《外星人入侵》 使用键盘来控制飞船, 最好让玩家也能够通过按键来开始游戏。 请添加让玩家在按P时开始游戏的代码。 也许这样做
会有所帮助: 将check_play_button() 的一些代码提取出来, 放到一个名为start_game() 的函数中, 并在check_play_button()
check_keydown_events() 中调用这个函数。
14-2 射击练习 : 创建一个矩形, 它在屏幕右边缘以固定的速度上下移动。 然后, 在屏幕左边缘创建一艘飞船, 玩家可上下移动该飞船, 并射击前述矩形目标。 添加一
个用于开始游戏的Play按钮, 在玩家三次未击中目标时结束游戏, 并重新显示Play按钮, 让玩家能够通过单击该按钮来重新开始游戏。

 14-1

14-2

import sys
import pygame
from pygame.sprite import Sprite
from pygame.sprite import Group
from time import sleep
import pygame.font

screen=pygame.display.set_mode((1200,700))
bg_color=(20,40,50)
target_speed=5
charactor_speed=7
bullet_speed=8
game_active=True
fail_times=0
pygame.init()                                                       
class Target(Sprite):
    """建立被射击的矩形目标"""
    def __init__(self, screen):
        super(Target, self).__init__()
        self.screen = screen
        self.width, self.height=50,150
        self.screen_rect=self.screen.get_rect()
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.right=self.screen_rect.right
        self.rect.centery = self.screen_rect.centery
        self.target_color=(255, 255, 255)
        self.y=float(self.rect.y)
        self.moving_direction=1     
    def blitme(self):
        self.screen.fill(self.target_color,self.rect)
    def update(self):        
        self.y+=target_speed*self.moving_direction
        self.rect.y=self.y
def check_boundaries(target):                                  #检查矩形撞击边界和改变移动方向
    if target.rect.top<=target.screen_rect.top:
        target.moving_direction=1
    if target.rect.bottom>=target.screen_rect.bottom:
        target.moving_direction=-1
class Charactor(Sprite):
    """建立可操纵的角色"""
    def __init__(self, screen):
        super(Charactor, self).__init__()
        self.screen = screen
        self.image=pygame.image.load('timg.bmp')
        self.rect=self.image.get_rect()
        self.screen_rect=self.screen.get_rect()
        self.rect.left=self.screen_rect.left+5
        self.rect.centery=self.screen_rect.centery
        self.moving_up=False
        self.moving_dowm=False
    def blitme(self):
        self.screen.blit(self.image,self.rect)
    def update(self):
        if self.moving_up and self.rect.top>=self.screen_rect.top:
            self.rect.y-=charactor_speed
        if self.moving_dowm and self.rect.bottom<=self.screen_rect.bottom:
            self.rect.y+=charactor_speed
    def centerer_charactor(self):
        self.rect.centery=self.screen_rect.centery

def keyup_events(event,charactor):                   #按键抬起
    if event.key==pygame.K_UP:
        charactor.moving_up=False
    if event.key==pygame.K_DOWN:
        charactor.moving_dowm=False

def keydowm_events(event,charactor,bullets):         #按键落下
    if event.key==pygame.K_UP:
        charactor.moving_up=True
    if event.key==pygame.K_DOWN:
        charactor.moving_dowm=True
    if event.key==pygame.K_SPACE:
        bullet=Bullet(screen,charactor)
        bullets.add(bullet)
        
def check_events(charactor,bullets,stats,play_button,targets):      #检查事件发生
    for event in pygame.event.get():
        if event.type==pygame.KEYDOWN:
            keydowm_events(event,charactor,bullets)
        elif event.type==pygame.KEYUP:
            keyup_events(event,charactor)
        elif event.type==pygame.QUIT:
            sys.exit()
        elif event.type==pygame.MOUSEBUTTONDOWN:
            mouse_x,mouse_y=pygame.mouse.get_pos()
        check_play_button(stats,play_button,mouse_x,mouse_y,charactor,bullets,targets)
def check_play_button(stats,play_button,mouse_x,mouse_y,charactor,bullets,targets): #检查开始按钮,并清零游戏
    button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
    if button_clicked and not stats.game_active:
        pygame.mouse.set_visible(False)
        stats.game_active=True
        bullets.empty()
        targets.empty()
        target=Target(screen)
        targets.add(target)
        global fail_times
        fail_times=0
        charactor.centerer_charactor()
    
class Bullet(Sprite):
    """建立子弹"""
    def __init__(self, screen,charactor):
        super(Bullet, self).__init__()
        self.screen = screen
        self.width,self.height=15,5
        self.bullet_color=(70,200,200)
        self.rect=pygame.Rect(0,0,self.width,self.height)
        self.creat_bullet=False
        self.screen_rect=self.screen.get_rect()
        self.rect.left=charactor.rect.right
        self.rect.centery=charactor.rect.centery
    def blitme(self):
        pygame.draw.rect(self.screen,self.bullet_color,self.rect)
    def update(self):
        self.rect.x+=bullet_speed

def bullet_target(targets,bullets,game_stat):           #检查子弹撞击矩形
    for bullet in bullets:
        collisions=pygame.sprite.groupcollide(targets,bullets,True, True)
        if collisions:
            game_stat.game_active=False
            pygame.mouse.set_visible(True)

def check_fail(bullets,game_stat):                    #检查失败次数,大于3则失败
    for bullet in bullets:
        if bullet.rect.left>=bullet.screen_rect.right:
            bullets.remove(bullet)
            global fail_times
            fail_times+=1
        if fail_times>=3:
            game_stat.game_active=False
            pygame.mouse.set_visible(True)
            
class Game_stat():                              #游戏开始时是不活跃状态
    def __init__(self):        
        self.game_active=False


class Button():
    """建立开始按钮"""
    def __init__(self, screen,msg):
        self.screen = screen
        self.screen_rect=screen.get_rect()
        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)
        self.rect=pygame.Rect(0,0,self.width,self.height)
        self.rect.center=self.screen_rect.center
        self.prep_msg(msg)
    def prep_msg(self,msg):
        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):
        self.screen.fill(self.button_color,self.rect)              
        self.screen.blit(self.msg_image,self.msg_image_rect)       

def run_game():
    target=Target(screen)
    targets=Group()
    charactor=Charactor(screen)
    bullets=Group()
    targets.add(target)
    stats=Game_stat()
    play_button=Button(screen,"play")
    while True:    
        check_events(charactor,bullets,stats,play_button,targets)
        screen.fill(bg_color)
        charactor.blitme()
        if stats.game_active:
            for bullet in bullets:
                bullet.blitme()    
            for target in targets:
                target.blitme()    
            check_boundaries(target)
            targets.update()                
            charactor.update()
            bullets.update()
            bullet_target(targets,bullets,stats)
            check_fail(bullets,stats)
            for bullet in bullets.copy():
                if bullet.rect.x>=bullet.screen_rect.right:
                    bullets.remove(bullet)
            pygame.display.flip()
        if not stats.game_active:
            play_button.draw_button()
        pygame.display.flip()
        
run_game()

https://blog.csdn.net/chinxy0/article/details/79115411

https://ehmatthes.github.io/pcc/solutions/README.html

原文地址:https://www.cnblogs.com/caofu/p/9006465.html