Table of contents
Part 1: The sprite definition part
(1) The overall structure of the code
2. Definition of the main game category
The soul and core of pygame are sprites and groups. The first version of the code uses Rect objects to realize the collision detection of bullets, planes, and enemy planes. The second version finds a plane war game with sprites and groups as the core. . Let's analyze its code, and then add its functions to enhance personal understanding and mastery of sprites and groups. . Not much to say, the code.
1. Original code
Part 1: The sprite definition part
Some functions of the code are added, which may affect the overall structure, please forgive me!
import random
import pygame
#窗口的设置
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
# 刷新的帧率
FRAME_PER_SEC = 60
# 创建敌机的定时器常量,自定义事件
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 英雄发射子弹时间,自定义事件
HERO_FIRE_EVENT = pygame.USEREVENT + 1
#同时发射的子弹的个数
NUM_BULLENT_FIRE = 5
# 初始化声音
pygame.mixer.init()
#创建GameSprite精灵
class GameSprite(pygame.sprite.Sprite):
def __init__(self, image_name, speed1=1,speed2=1):
#继承父类方法
super().__init__()
self.image = pygame.image.load(image_name) #通过图像生成surface对象
self.rect = self.image.get_rect() #生成rect对象
self.speed1 = speed1 #设置垂直速度,如果不设置则默认为1
self.speed2 = speed2#设置水平速度,如果不设置则默认为1,主要是飞机应用
def update(self):
# 1.在屏幕的垂直方向下移动
self.rect.y += self.speed1
class Background(GameSprite): #基于GameSprite生成精灵
def __init__(self, is_alt=False):
# 1.调用父类方法实现精灵的创建
super().__init__("./image/background.png")
# 2.判断是否是交替图像,如果是,需要设置初始位置
if is_alt:
self.rect.y = -self.rect.height
def update(self):
# 1.调用父类的方法实现
super().update()
# 2.判断是否飞出屏幕,如果是,需要从精灵组删除敌机
if self.rect.y >= SCREEN_RECT.height:
print("飞出屏幕,需要从精灵组删除。。。。")
self.rect.y = -self.rect.height
class Enemy(GameSprite):
def __init__(self):
# 1.调用父类方法,创建敌机精灵,同时指定敌机图片
super().__init__("./image/enemy0.png")
# 2.指定敌机的初始随机速度
self.speed1 = random.randint(1, 3)
# 3.指定敌机的初始随机位置
self.rect.bottom = 0
max_x = SCREEN_RECT.width - self.rect.width
self.rect.x = random.randint(0, max_x)
def update(self):
super().update()
# 2.判断是否飞出屏幕,如果是,需要从精灵组删除敌机
if self.rect.y >= SCREEN_RECT.height:
# print("飞出屏幕,需要从精灵组删除。。。。")
self.kill()
def __delete__(self):
# print("敌机挂了。。。。%s" % self.rect)
pass
class Hero(GameSprite):
def __init__(self):
# 1.调用父类方法,设置image speed
super().__init__("./image/hero1.png", 0, 0)
# 2.设置英雄的初始位置
self.rect.centerx = SCREEN_RECT.centerx
self.rect.bottom = SCREEN_RECT.bottom - 80
# 3.创建子弹的精灵组
self.bullets = pygame.sprite.Group()
def update(self):
# 英雄在水平方向运行
self.rect.x += self.speed2
# 英雄在垂直方向运行
self.rect.y -= self.speed1
# 控制英雄不能离开屏幕
if self.rect.x < 0:
self.rect.x = 0
elif self.rect.y < 0:
self.rect.y = 0
elif self.rect.right > SCREEN_RECT.right:
self.rect.right = SCREEN_RECT.right
elif self.rect.bottom> SCREEN_RECT.bottom:
self.rect.bottom = SCREEN_RECT.bottom
def fire(self,num): #修改:2022-4-13 添加num参数,并根据数量控制好子弹位置
# print("发射子弹。。。")
bullet_num = num #单独定义同时发射的子弹数可以为后期游戏过程中改变子弹发射数作基础
for i in range(0,bullet_num):
# 1.创建子弹精灵
bullet = Bullet()
# 2.设置精灵的位置
#修改:将竖向子弹改成横向子弹
# bullet.rect.bottom = self.rect.y - i * 20
bullet.rect.bottom = self.rect.y
bullet.rect.centerx = self.rect.centerx - 20 * (i - (bullet_num-1)/2)
# 3.将精灵添加到精灵组
self.bullets.add(bullet)
#添加子弹发出的声音
sound_bullet=SoundSprite("sound/bullet.mp3")
sound_bullet.play()
class Bullet(GameSprite):
def __init__(self):
# 调用父类方法,设置子弹图片,设置初始速度
super().__init__("./image/bullet.png", -4, 0) #第二和第三个参数是初始速度
def update(self):
# 调用父类方法,让子弹沿垂直方向飞行,
super().update()
# 判断子弹是否飞出屏幕
if self.rect.bottom < 0:
# kill方法把精灵从精灵组删除
self.kill()
def __del__(self):
# print("子弹被销毁。。")
pass
Part 2: Game running part
import pygame
from plane_sprites import *
Score = 0
class PlaneGame(object):
"""飞机大战主游戏"""
def __init__(self):
print("游戏初始化")
pygame.init()
# 1.创建游戏的窗口
self.screen = pygame.display.set_mode(SCREEN_RECT.size)
# 2.创建游戏的时钟
self.clock = pygame.time.Clock()
# 3.调用私有方法,精灵和精灵组的创建
self.__create_sprites()
# 4.设置定时器事件 创建敌机
pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000)
pygame.time.set_timer(HERO_FIRE_EVENT, 500)
def __create_sprites(self):
# enemy = GameSprite("./images/enemy1.png")
# enemy1 = GameSprite("./images/enemy1.png")
# enemy_group = pygame.sprite.Group(enemy, enemy1)
bg1 = Background()
bg2 = Background(True)
# lable_score = LabelSprite(self.screen, str(Score), 0, 0, 40)
self.back_group = pygame.sprite.Group(bg1, bg2)
# 创建敌机的精灵组
self.enemy_group = pygame.sprite.Group()
# 创建英雄精灵和精灵组
self.hero = Hero()
self.hero_group = pygame.sprite.Group(self.hero)
def start_game(self):
print("游戏开始")
global Score
while True:
# 1.设置刷新帧率
self.clock.tick(FRAME_PER_SEC)
# 2.事件监听
self.__event_handler()
# 3.碰撞检测
num_shooted=self.__check_collide()
Score += num_shooted *100
# 4.更新/绘制精灵组
self.__update_sprites()
# 5.更新显示
pygame.display.update()
def __event_handler(self):
for event in pygame.event.get():
# 判断是否退出游戏
if event.type == pygame.QUIT:
print("游戏结束,退出程序!!")
PlaneGame.__game_over()
elif event.type == CREATE_ENEMY_EVENT:
# print("敌机出场。。。")
# 创建敌机精灵
enemy = Enemy()
# 将敌机精灵添加到敌机精灵组
self.enemy_group.add(enemy)
elif event.type == HERO_FIRE_EVENT:
self.hero.fire(NUM_BULLENT_FIRE)
# elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
# print("向右移动。。。")
# 使用键盘提供的方法获取键盘按键
keys_pressed = pygame.key.get_pressed()
# 判断元祖中对应的按键索引值
if keys_pressed[pygame.K_RIGHT]:
# print("向右移动。。。")
self.hero.speed2 = 2
elif keys_pressed[pygame.K_LEFT]:
self.hero.speed2 = -2
else:
self.hero.speed2 = 0
if keys_pressed[pygame.K_UP]:
# print("向右移动。。。")
self.hero.speed1 = 2
elif keys_pressed[pygame.K_DOWN]:
self.hero.speed1 = -2
else:
self.hero.speed1 = 0
def __check_collide(self):
# 1.子弹摧毁敌机
shooted=pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)
sound_enemydown=SoundSprite("sound/enemy0_down.mp3")
if len(shooted) > 0:
sound_enemydown.play()
# print("碰撞的个数:{0}".format(len(shooted)))
return len(shooted)
# 2.敌机撞毁英雄
enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, True)
if len(enemies) > 0:
self.hero.kill()
# 结束游戏
PlaneGame.__game_over()
def __update_sprites(self):
self.back_group.update()
self.back_group.draw(self.screen)
self.enemy_group.update()
self.enemy_group.draw(self.screen)
self.hero_group.update()
self.hero_group.draw(self.screen)
self.hero.bullets.update()
self.hero.bullets.draw(self.screen)
# 下面的是静态方法
@staticmethod
def __game_over():
print("游戏结束啦!!!")
pygame.quit()
exit()
if __name__ == '__main__':
# 创建游戏对象
game = PlaneGame()
# 启动游戏
game.start_game()
Note: The code has been modified on the original basis in two places:
1. Added sound and sound effects
2. Change the original bullet to horizontal
2. Code Analysis
(1) The overall structure of the code
1. Main() is defined
We can see that the main function defines an object whose method is start_game and runs this method.
2. Create game objects
Creating a game object mainly consists of the following parts:
(1) Initialization
(2) Generate sprite body and group
(3) Contents of starting the game
(4) Detect events and process them
(5) Detect collisions between groups and sprites
(6) Update display
(7) Exit
3. Start the game
(1) Set refresh frame rate
(2).Event monitoring
(3) Collision detection
(4) Update/draw sprite group
(5) Update display
(2) Partial code analysis
1. Definition of elves
(1) Create a GameSprite sprite, the parent class is pygame.sprite.Sprite
class GameSprite( pygame.sprite.Sprite ):
def __init__(self):
#Inherit the parent class method
super().__init__()
....
def update(self):
......
(2) Define Background, Enemy, Hero, Bullet, the parent class is GameSprite
Background sprite:
class Background(GameSprite):
def __init__(self, is_alt=False):
.....
def update(self):
......
Nemesis
class Enemy(GameSprite):
def __init__(self):
.......
def update(self):
........
Hero Elf
class Hero(GameSprite):
def __init__(self):
.......
def update(self):..
.........
def fire(self,num):
......
Bullet sprite 2,
class Bullet( GameSprite ):
def __init__(self):
..........
def update(self):
.............
2. Definition of the main game category
(1) Initialize the game
def __init__(self):
.......
(2) Create sprites
def __create_sprites(self):
........
(3) Start the game
def start_game(self):
...........
(4) Detecting collisions
def __check_collide(self):
.......
(5) Sprite update
def __update_sprites(self):
(6) Game over
def __game_over():
3. The main program runs
if __name__ == '__main__':
# Create game object
game = PlaneGame()
# Start game
game.start_game()
4. Detailed analysis
(1) Collision detection
# 1. Bullets destroy enemy planes
shoted=pygame.sprite.groupcollide(self.hero.bullets, self.enemy_group, True, True)
# 2. Enemy planes destroy heroes
enemies = pygame.sprite.spritecollide(self.hero.hero, self .enemy_group, True)
two detection methods, one is group-to-group collision detection, and the other is individual-to-group detection
Grammar description:
pygame.sprite.groupcollide() – Collision detection for all sprites in two sprite groups
groundcollide(group1,group2,dokill1,dokill2,collided = None)
If dokill1=True: If group1 and group2 collide, the elves in group1 will be automatically destroyed
If dokill2=True: If group1 and group2 collide, the sprites in group2 will be automatically destroyed
pygame.sprite.spritecollide() — determine the collision between a sprite and sprites in the specified sprite group
spritecollide(sprite, group, dokill, collided = Noone)
If the dokill value is True, the collided sprites in the specified sprite group will be automatically removed
The collided parameter is the callback function used to calculate the collision. If not specified, each sprite must have a rect attribute
The return value is a list of sprites that collide with sprites in the sprite group
(2) Group update and binding
self.enemy_group.update()
self.enemy_group.draw(self.screen)
Grammar description:
Group.draw(surface)
Description: Call surface.blit() for each sprite in the sprite group in turn, and draw the sprites in the sprite group on the surface in turn
Group.update()
Description: Call the update() method for each sprite in the sprite group in turn, and the update() method needs to be implemented in the sprite class you define.
(3) Other details
For other issues such as keyboard operation, music playback, refresh rate, event operation, etc., please refer to my previous articles, which have corresponding introductions. I believe you can figure out the entire code.
3. Experience
Through the analysis and study of the code segment, the main gains are:
1. The overall structure of the code segment is reasonable, making full use of sprites and groups. Compared with the Rect object operation, there are fewer cycles and the error rate of the code is reduced.
2. The code is well modularized and easy to understand, which is a great inspiration for me to write code in the next step.
3. The application of the code to sprites and groups is very inspiring to individuals and also very useful for reference