[Python] Spaceship游戏初步实现 Mini-project #7

2023-11-07 14:10

本文主要是介绍[Python] Spaceship游戏初步实现 Mini-project #7,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

Spaceship顾名思义是一款太空游戏,受经典的街机游戏Asteroid(1979)启发编写而成。在Mini-project #7中,我们先实现飞船的控制、导弹的发射、星球的随机出现和运动,简单设置UI,从而展示Lives和Score。在Mini-project #8中会增加更多功能。

具体思路如下(注:这次描述不是按照代码显示顺序,而是按照完成的思路写的):

游戏细节描述在Coursera的interactive-python教程中,见此:https://www.coursera.org/learn/interactive-python-2/supplement/2ZVsF/mini-project-description

首先导入所需库,设置全局变量

import simplegui
import math
import random# globals for user interface
WIDTH = 800
HEIGHT = 600
score = 0
lives = 3
time = 0

1. 创建飞船类

# Ship class
class Ship:def __init__(self, pos, vel, angle, image, info):self.pos = [pos[0],pos[1]]self.vel = [vel[0],vel[1]]self.thrust = Falseself.angle = angleself.angle_vel = 0self.image = imageself.image_center = info.get_center()self.image_size = info.get_size()self.radius = info.get_radius()def draw(self,canvas):#canvas.draw_circle(self.pos, self.radius, 1, "White", "White")if self.thrust: #change image statuscanvas.draw_image(self.image, [130, 45], self.image_size, self.pos, self.image_size, self.angle)else:canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)def update(self): #这里是重头戏,飞船的加速度改变影响速度,速度也受阻力影响#update angleself.angle += self.angle_velc = 0.2#update positionself.pos[0] = (self.pos[0] + self.vel[0]) % WIDTHself.pos[1] = (self.pos[1] + self.vel[1]) % HEIGHT#update velocityself.vel[0] *= (1-c) #摩擦力self.vel[1] *= (1-c)if self.thrust:forward = angle_to_vector(self.angle)self.vel[0] += forward[0]self.vel[1] += forward[1]#change angle
def set_thrust(self, on):
self.thrust = on
if on: #add sound to thrust
ship_thrust_sound.rewind()
ship_thrust_sound.play()
else:
ship_thrust_sound.pause()

    def increase_angvel(self):self.angle_vel += .05def decrease_angvel(self):self.angle_vel -= .05#add missile and shootingdef shoot(self):global a_missileforward = angle_to_vector(self.angle)pos = [self.pos[0], self.pos[1]]pos[0] += vel[0] + self.radiuspos[1] += vel[1] + self.radiusvel[0] = self.vel[0] + (vel[0] * 6)vel[1] = self.vel[1] + (vel[1] * 6)a_missile = Sprite(pos, vel, self.angle, 0, missile_image, missile_info, missile_sound)


def increase_angvel(self): self.angle_vel += .05 #试合适的值 def decrease_angvel(self): self.angle_vel -= .05 #add missile and shooting 发射导弹 def shoot(self): global a_missile forward = angle_to_vector(self.angle) missile_pos = [self.pos[0]+self.radius*forward[0],self.pos[1]+self.radius*forward[1]] missile_vel = [self.vel[0]+5*forward[0], self.vel[1]+5*forward[1]] a_missile = Sprite(missile_pos, missile_vel, self.angle, 0, missile_image, missile_info, missile_sound) #使用Sprite类,见下面说明

 键盘控制: 

def keydown(key):if key == simplegui.KEY_MAP['left']: #逆时针旋转 所以decrease angle_velocitymy_ship.decrease_angvel()elif key == simplegui.KEY_MAP['right']:my_ship.increase_angvel()elif key == simplegui.KEY_MAP['up']:my_ship.set_thrust(True)elif key == simplegui.KEY_MAP['space']:my_ship.shoot()def keyup(key):if key == simplegui.KEY_MAP["left"]:my_ship.increase_angvel()elif key == simplegui.KEY_MAP['right']:my_ship.decrease_angvel()elif key == simplegui.KEY_MAP['up']:my_ship.set_thrust(False)
要想键盘能控制,在注册处理器(register handlers)时要添加set_keydown_handler和set_keyup_handler(最后代码中有写)

frame.set_keydown_handler(keydown)#添加键盘控制
frame.set_keyup_handler(keyup)
2. 创建Sprite类。星石(rock)、导弹(missile)都会使用该类

# Sprite class
class Sprite:def __init__(self, pos, vel, ang, ang_vel, image, info, sound = None):self.pos = [pos[0],pos[1]]self.vel = [vel[0],vel[1]]self.angle = angself.angle_vel = ang_velself.image = imageself.image_center = info.get_center()self.image_size = info.get_size()self.radius = info.get_radius()self.lifespan = info.get_lifespan()self.animated = info.get_animated()self.age = 0if sound:sound.rewind()sound.play()def draw(self, canvas):# 第二个self.image_size是指按图像大小显示canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)def update(self):self.angle += self.angle_vel # make the sprite move and rotateself.pos[0] = (self.pos[0]+self.vel[0])%WIDTHself.pos[1] = (self.pos[1]+self.vel[1])%HEIGHT
创建函数使星石定时随机产生
# timer handler that spawns a rock    
def rock_spawner(): #set a_rock to be a new rock on every tickglobal a_rocka_rock = Sprite([random.randrange(WIDTH),random.randrange(HEIGHT)], [random.randrange(-1,1),random.randrange(-1,1)], 0.05, 0.05, asteroid_image, asteroid_info)
3. 在画面中显示背景、星云等

def draw(canvas):global time#计时# animiate backgroundtime += 1wtime = (time / 4) % WIDTHcenter = debris_info.get_center()size = debris_info.get_size()canvas.draw_image(nebula_image, nebula_info.get_center(), nebula_info.get_size(), [WIDTH / 2, HEIGHT / 2], [WIDTH, HEIGHT])canvas.draw_image(debris_image, center, size, (wtime - WIDTH / 2, HEIGHT / 2), (WIDTH, HEIGHT))canvas.draw_image(debris_image, center, size, (wtime + WIDTH / 2, HEIGHT / 2), (WIDTH, HEIGHT))# draw ship and spritesmy_ship.draw(canvas)a_rock.draw(canvas)a_missile.draw(canvas)# update ship and spritesmy_ship.update()a_rock.update()a_missile.update()
添加UI,显示所剩生命(Lives)和所得分数(Score):

    # draw score and livescanvas.draw_text('Lives:'+ str(lives), (50,50), 28, "Red")canvas.draw_text('Score:'+ str(score), (625,50), 28, "Red")
4. 导入飞船、导弹、星石、星云等图片(这个步骤中的代码写在“创建飞船类”之前,我是按照功能的实现描述的)

在一开始先创建好图片信息类:

class ImageInfo:def __init__(self, center, size, radius = 0, lifespan = None, animated = False):self.center = centerself.size = sizeself.radius = radiusif lifespan:self.lifespan = lifespanelse:self.lifespan = float('inf')self.animated = animateddef get_center(self):return self.centerdef get_size(self):return self.sizedef get_radius(self):return self.radiusdef get_lifespan(self):return self.lifespandef get_animated(self):return self.animated#导入图片    
# art assets created by Kim Lathrop, may be freely re-used in non-commercial projects, please credit Kim# debris images - debris1_brown.png, debris2_brown.png, debris3_brown.png, debris4_brown.png
#碎片               debris1_blue.png, debris2_blue.png, debris3_blue.png, debris4_blue.png, debris_blend.png
debris_info = ImageInfo([320, 240], [640, 480])
debris_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/debris2_blue.png")
#星云
# nebula images - nebula_brown.png, nebula_blue.png
nebula_info = ImageInfo([400, 300], [800, 600])
nebula_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/nebula_blue.f2014.png")
#飞溅
# splash image
splash_info = ImageInfo([200, 150], [400, 300])
splash_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/splash.png")
#飞船
# ship image
ship_info = ImageInfo([45, 45], [90, 90], 35)
ship_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/double_ship.png")
#导弹
# missile image - shot1.png, shot2.png, shot3.png
missile_info = ImageInfo([5,5], [10, 10], 3, 50)
missile_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/shot2.png")
#小行星
# asteroid images - asteroid_blue.png, asteroid_brown.png, asteroid_blend.png
asteroid_info = ImageInfo([45, 45], [90, 90], 40)
asteroid_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/asteroid_blue.png")
#爆炸
# animated explosion - explosion_orange.png, explosion_blue.png, explosion_blue2.png, explosion_alpha.png
explosion_info = ImageInfo([64, 64], [128, 128], 17, 24, True)
explosion_image = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/lathrop/explosion_alpha.png")
#声音
# sound assets purchased from sounddogs.com, please do not redistribute
soundtrack = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/soundtrack.mp3")
missile_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/missile.mp3")
missile_sound.set_volume(.5)
ship_thrust_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/thrust.mp3")
explosion_sound = simplegui.load_sound("http://commondatastorage.googleapis.com/codeskulptor-assets/sounddogs/explosion.mp3")# alternative upbeat soundtrack by composer and former IIPP student Emiel Stopler
# please do not redistribute without permission from Emiel at http://www.filmcomposer.nl
#soundtrack = simplegui.load_sound("https://storage.googleapis.com/codeskulptor-assets/ricerocks_theme.mp3")
设置基本函数
#角度转为向量
# helper functions to handle transformations
def angle_to_vector(ang):return [math.cos(ang), math.sin(ang)]
#p,q距离,(a^2+b^2)^0.5
def dist(p,q):return math.sqrt((p[0] - q[0]) ** 2+(p[1] - q[1]) ** 2)
5. 初始化画面设置与开始

# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [1, 1], 0, 0.05, asteroid_image, asteroid_info) #0.05秒旋转一下
a_missile = Sprite([2 * WIDTH / 3, 2 * HEIGHT / 3], [-1,1], 0, 0, missile_image, missile_info, missile_sound)# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)#添加键盘控制
frame.set_keyup_handler(keyup)
timer = simplegui.create_timer(1000.0, rock_spawner)# get things rolling
timer.start()
frame.start()
6. 游戏界面展示:

谢谢阅读!欢迎互相学习~

这篇关于[Python] Spaceship游戏初步实现 Mini-project #7的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/364150

相关文章

Python函数的基本用法、返回值特性、全局变量修改及异常处理技巧

《Python函数的基本用法、返回值特性、全局变量修改及异常处理技巧》本文将通过实际代码示例,深入讲解Python函数的基本用法、返回值特性、全局变量修改以及异常处理技巧,感兴趣的朋友跟随小编一起看看... 目录一、python函数定义与调用1.1 基本函数定义1.2 函数调用二、函数返回值详解2.1 有返

Python Excel 通用筛选函数的实现

《PythonExcel通用筛选函数的实现》本文主要介绍了PythonExcel通用筛选函数的实现,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,需要的朋友们下面随着... 目录案例目的示例数据假定数据来源是字典优化:通用CSV数据处理函数使用说明使用示例注意事项案例目的第一

C#使用SendMessage实现进程间通信的示例代码

《C#使用SendMessage实现进程间通信的示例代码》在软件开发中,进程间通信(IPC)是关键技术之一,C#通过调用WindowsAPI的SendMessage函数实现这一功能,本文将通过实例介绍... 目录第一章:SendMessage的底层原理揭秘第二章:构建跨进程通信桥梁2.1 定义通信协议2.2

JAVA实现亿级千万级数据顺序导出的示例代码

《JAVA实现亿级千万级数据顺序导出的示例代码》本文主要介绍了JAVA实现亿级千万级数据顺序导出的示例代码,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,需要的朋友们下面... 前提:主要考虑控制内存占用空间,避免出现同时导出,导致主程序OOM问题。实现思路:A.启用线程池

Python实现中文大写金额转阿拉伯数字

《Python实现中文大写金额转阿拉伯数字》在财务票据中,中文大写金额被广泛使用以防止篡改,但在数据处理时,我们需要将其转换为阿拉伯数字形式,下面我们就来看看如何使用Python实现这一转换吧... 目录一、核心思路拆解二、中文数字解析实现三、大单位分割策略四、元角分综合处理五、测试验证六、全部代码在财务票

使用python制作一款文件粉碎工具

《使用python制作一款文件粉碎工具》这篇文章主要为大家详细介绍了如何使用python制作一款文件粉碎工具,能够有效粉碎密码文件和机密Excel表格等,感兴趣的小伙伴可以了解一下... 文件粉碎工具:适用于粉碎密码文件和机密的escel表格等等,主要作用就是防止 别人用数据恢复大师把你刚删除的机密的文件恢

java 恺撒加密/解密实现原理(附带源码)

《java恺撒加密/解密实现原理(附带源码)》本文介绍Java实现恺撒加密与解密,通过固定位移量对字母进行循环替换,保留大小写及非字母字符,由于其实现简单、易于理解,恺撒加密常被用作学习加密算法的入... 目录Java 恺撒加密/解密实现1. 项目背景与介绍2. 相关知识2.1 恺撒加密算法原理2.2 Ja

在.NET项目中嵌入Python代码的实践指南

《在.NET项目中嵌入Python代码的实践指南》在现代开发中,.NET与Python的协作需求日益增长,从机器学习模型集成到科学计算,从脚本自动化到数据分析,然而,传统的解决方案(如HTTPAPI或... 目录一、CSnakes vs python.NET:为何选择 CSnakes?二、环境准备:从 Py

React 记忆缓存的三种方法实现

《React记忆缓存的三种方法实现》本文主要介绍了React记忆缓存的三种方法实现,包含React.memo、useMemo、useCallback,用于避免不必要的组件重渲染和计算,感兴趣的可以... 目录1. React.memo2. useMemo3. useCallback使用场景与注意事项在 Re

python中getsizeof和asizeof的区别小结

《python中getsizeof和asizeof的区别小结》本文详细的介绍了getsizeof和asizeof的区别,这两个函数都用于获取对象的内存占用大小,它们来自不同的库,下面就来详细的介绍一下... 目录sys.getsizeof (python 内置)pympler.asizeof.asizeof