python项目练习:DIY街机游戏

首先对所有代码分类:

1、整体上代码有一个配置模块,来对游戏的速度、屏幕的宽度、香蕉移动速度、字体大小、各个物体的图片等进行配置。

2、然后是有一个元素模块,即游戏中的两个元素落下来的铁块以及被砸的香蕉,其中还要包含他们具有的行为。

3、然后还有游戏中的各种状态模块,状态模块中的类继承关系稍微多一些,处于家谱最上方的就是state类,由它来衍生其他的所有状态,它的直接子类是Level和Pause,其中Pause有衍生出子类Info、levelCleared、GameOver、StartUp。

4、最后就是游戏的主模块,用来让其他模块协调工作的。

python项目练习:DIY街机游戏

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然后再来看一个整体图:

python项目练习:DIY街机游戏

有了上面整体的认识,下面就要细揪一下了。我自己看代码的方法是这样的,首先整体分析,然后在从程序的入口点开始分析。我估计大多数人也是这么做的。

首先是squish.py文件中的game类:

.. code:: python

class Game:
 def __init__(self,*args):
 path = os.path.abspath(args[0])
 dir = os.path.split(path)[0]
 os.chdir(dir)
 self.state = None
 self.nextState = StartUp()
 def run(self):
 pygame.init()
 flag = 0
 if config.full_screen:
 flag = FULLSCREEN
 screen_size = config.screen_size
 screen = pygame.display.set_mode(screen_size,flag)
 pygame.display.set_caption('Fruit Self Defense')
 pygame.mouse.set_visible(False)
 while True:
 if self.state != self.nextState:
 self.state = self.nextState
 self.state.firstDisplay(screen)
 for event in pygame.event.get():
 self.state.handle(event)
 self.state.update(self)
 self.state.display(screen)
if __name__ == '__main__':
 game = Game(*sys.argv)
 game.run()

忽略掉init中的设置代码,在run中,该管理类首先调用pygame初始化并启动游戏界面,然后在一个while True的死循环中不断的进行状态判断,事件处理,然后根据事件更新当前状态,并且绘制界面。

让我们把焦点放在那个死循环中,因为他就是整个程序的流程所在。 其中状态和事件的关系就是,当发生某一事件之后,状态就会发生变化,比如点击事件、过关事件、死亡事件。这些事件的来源分别是:用户操作、系统判断、系统判断。要继续深入分析就需要再拿一部分代码出来。

依然是来自squish.py文件中剩余的所有代码:

.. code:: python

import os, sys, pygame
from pygame.locals import *
import objects, config
class State:
 def handle(self,event):
 if event.type == QUIT:
 sys.exit()
 if event.type == KEYDOWN and event.key == K_ESCAPE:
 sys.exit()
 def firstDisplay(self, screen):
 screen.fill(config.background_color)
 pygame.display.flip()
 def display(self, screen):
 pass
class Level(State):
 def __init__(self,number=1):
 self.number = number
 self.remaining = config.weights_per_level
 speed = config.drop_speed
 speed += (self.number - 1) * config.speed_increase
 self.weight = objects.Weight(speed)
 self.banana = objects.Banana()
 both = self.weight,self.banana
 self.sprites = pygame.sprite.RenderUpdates(both)
 def update(self, game):
 self.sprites.update()
 if self.banana.touches(self.weight):
 game.nextState = GameOver()
 elif self.weight.landed:
 self.weight.reset()
 self.remaining -= 1
 if self.remaining == 0:
 game.nextState = LevelCleared(self.number)
 def display(self, screen):
 screen.fill(config.background_color)
 updates = self.sprites.draw(screen)
 pygame.display.update(updates)
class Paused(State ):
 finished = 0
 image = None
 text = ''
 def handle(self, event):
 State.handle(self, event)
 if event.type in [MOUSEBUTTONDOWN,KEYDOWN]:
 self.finished = 1
 def update(self, game):
 if self.finished:
 game.nextState = self.nextState()
 def firstDisplay(self, screen):
 screen.fill(config.background_color)
 font = pygame.font.Font(None, config.font_size)
 lines = self.text.strip().splitlines()
 height = len(lines) * font.get_linesize()
 center,top = screen.get_rect().center
 top -= height // 2
 if self.image:
 image = pygame.image.load(self.image).convert()
 r = image.get_rect()
 top += r.height // 2
 r.midbottom = center, top -20
 screen.blit(image, r)
 antialias = 1
 black = 0,0,0
 for line in lines:
 text = font.render(line.strip(),antialias,black)
 r = text.get_rect()
 r.midtop = center,top
 screen.blit(text, r)
 top += font.get_linesize()
 pygame.display.flip()
class Info(Paused):
 nextState = Level
 text = '''
 In this game you are a banana,
 trying to survive a course in
 self-defense against fruit,where the 
 participants will 'defend' themselves
 against you with a 16 ton weight.'''
class StartUp(Paused):
 nextState = Info
 image = config.splash_image
 text = '''
 Welcome to Squish.
 the game of Fruit Self-Defense'''
class LevelCleared(Paused):
 def __init__(self, number):
 self.number = number
 self.text = '''Level %i cleared
 Click to start next level''' % self.number
 def nextState(self):
 return Level(self.number + 1)
class GameOver(Paused):
 nextState = Level
 text = '''
 Game Over
 Click to Restart, Esc to Quit'''

其中用户判断部分就是Paused类中的update方法和handle方法,而系统判断就是Level类中的update方法。还有一个要注意的地方就是Level类中update方法中的第一行代码:self.sprites.update(),这是让铁块不断下落的关键代码。用户判断部分的代码已经有了,下面需要贴上系统判断时用到的代码.

objects.py中的代码:

.. code:: python

import pygame,config,os
from random import randrange
class SquishSprite(pygame.sprite.Sprite):
 def __init__(self, image):
 pygame.sprite.Sprite.__init__(self)
 self.image = pygame.image.load(image).convert()
 self.rect = self.image.get_rect()
 screen = pygame.display.get_surface()
 shrink = -config.margin*2
 self.area = screen.get_rect().inflate(shrink,shrink)
class Weight(SquishSprite):
 def __init__(self, speed):
 SquishSprite.__init__(self,config.weight_image)
 self.speed = speed
 self.reset()
 def reset(self):
 x = randrange(self.area.left, self.area.right)
 self.rect.midbottom = x, 0
 def update(self):
 self.rect.top += self.speed
 self.landed = self.rect.top >= self.area.bottom
class Banana(SquishSprite):
 def __init__(self):
 SquishSprite.__init__(self, config.banana_image)
 self.rect.bottom = self.area.bottom
 self.pad_top = config.banana_pad_top
 self.pad_side = config.banana_pad_side
 def update(self):
 self.rect.centerx = pygame.mouse.get_pos()[0]
 self.rect = self.rect.clamp(self.area)
 def touches(self, other):
 bounds = self.rect.inflate(-self.pad_side,-self.pad_top)
 bounds.bottom = self.rect.bottom
 return bounds.colliderect(other.rect)

在类Banana和Weight中的update和touches方法,用于进行系统判断。

好了,到这主要的东西都分析完了,剩下的只需要稍看一下就能够懂得了。

最后还有一个配置模块的代码config.py:

.. code:: python

banana_image = 'banana.png'
weight_image = 'weight.png'
splash_image = 'weight.png'
screen_size = 800,600
background_color = 255,255,255
margin = 30
full_screen = 1
font_size = 48
drop_speed = 1
banana_speed = 10
speed_increase = 1
weights_per_level = 10
banana_pad_top = 40
banana_pad_side = 20

到此为止,《python基础教程》中的十个项目都已经分析了一遍,下一步要做的就是做几个实用软件出来,然后把python再好好深入研究下。

应晓勇要求,上几个运行图:

python项目练习:DIY街机游戏

python项目练习:DIY街机游戏

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