Python 3.x 在pygame中获取错误消息 导入pygame 随机输入 从操作系统导入路径 img_dir=path.join(path.dirname(_文件,'img')) snd_dir=path.join(path.dirname(_文件,'sound')) 宽
在pygame中获取错误消息Python 3.x 在pygame中获取错误消息 导入pygame 随机输入 从操作系统导入路径 img_dir=path.join(path.dirname(_文件,'img')) snd_dir=path.join(path.dirname(_文件,'sound')) 宽,python-3.x,pygame,Python 3.x,Pygame,在pygame中获取错误消息 导入pygame 随机输入 从操作系统导入路径 img_dir=path.join(path.dirname(_文件,'img')) snd_dir=path.join(path.dirname(_文件,'sound')) 宽度=800 高度=600 FPS=50 白色=(255,255,255) 黑色=(0,0,0) 红色=(255,0,0) 绿色=(0,255,0) 蓝色=(0,0255) 黄色=(255,255,0) pygame.init() pygame.
导入pygame
随机输入
从操作系统导入路径
img_dir=path.join(path.dirname(_文件,'img'))
snd_dir=path.join(path.dirname(_文件,'sound'))
宽度=800
高度=600
FPS=50
白色=(255,255,255)
黑色=(0,0,0)
红色=(255,0,0)
绿色=(0,255,0)
蓝色=(0,0255)
黄色=(255,255,0)
pygame.init()
pygame.mixer.init()
screen=pygame.display.set_模式((宽度、高度))
pygame.display.set_标题(“我的游戏”)
clock=pygame.time.clock()
font\u name=pygame.font.match\u font('arial')
结束=真
def启动屏幕()
绘制文字(屏幕,“空间拍摄”,70,宽/2,高/4)
绘制文本(屏幕,“说明”,25,宽/2,高/2)
绘制文字(屏幕,“按左箭头键向左移动”,20,宽/2,高*2/3.5)
绘制文字(屏幕,“按向右箭头键向右移动”,20,宽/2,高*2/3.3)
绘制文本(屏幕,“要拍摄的空格键”,20,宽/2,高*2/3.1)
绘制文字(屏幕,“按键开始”,20,宽/2,高*3/4)
pygame.display.flip()
等待=真
等待时:
时钟滴答声(FPS)
对于pygame.event.get()中的事件:
如果event.type==pygame.QUIT:
pygame.quit()
如果event.type==pygame.KEYUP:
如果event.key==pygame.K_空间:
等待=错误
def绘图文字(冲浪、文字、大小、x、y):
font=pygame.font.font(字体名称、大小)
text\u surface=font.render(文本、真、白色)
text_rect=text_surface.get_rect()
text_rect.midtop=(x,y)
冲浪板(文字表面,文字直线)
职业玩家(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=pygame.transform.scale(player_img,(50,38))
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
自半径=20
self.rect.centerx=宽度/2
self.rect.bottom=高度-10
self.speedx=0
def更新(自我):
self.speedx=0
keystate=pygame.key.get_pressed()
如果keystate[pygame.K_左]:
self.speedx=-5
如果keystate[pygame.K_RIGHT]:
self.speedx=5
self.rect.x+=self.speedx
如果self.rect.right>宽度:
self.rect.right=宽度
如果self.rect.left<0:
self.rect.left=0
def喷射(自):
项目符号=项目符号(self.rect.centerx、self.rect.top)
所有精灵。添加(项目符号)
项目符号。添加(项目符号)
类外星人(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=外星人\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
自半径=整数(自矩形宽度*.85/2)
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
def更新(自我):
self.rect.y+=自加速
如果self.rect.top>高度+10或self.rect.left<-25或self.rect.right>宽度+20:
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
类超级留置权(pygame.sprite.sprite):
定义初始化(自):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=superaliens\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
自半径=整数(自矩形宽度*.85/2)
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
self.speedx=random.randrange(-3,3)
def更新(自我):
self.rect.x+=self.speedx
self.rect.y+=自加速
如果self.rect.top>高度+10或self.rect.left<-25或self.rect.right>宽度+20:
self.rect.x=random.randrange(宽度-self.rect.WIDTH)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(1,8)
def shoot1(自我):
sbullet=sbullet(self.rect.centerx、self.rect.bottom)
所有精灵。添加(sbullet)
项目符号。添加(sbullet)
类SBullets(pygame.sprite.sprite):
定义初始化(self,x,y):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=sbullet\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
self.rect.bottom=y
self.rect.centerx=x
self.speeded=+10
def更新(自我):
self.rect.y+=自加速
如果self.rect.top<0:
self.kill()
类子弹(pygame.sprite.sprite):
定义初始化(self,x,y):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.image=bullet\u img
self.image.set_颜色键(黑色)
self.rect=self.image.get_rect()
self.rect.bottom=y
self.rect.centerx=x
self.speedy=-10
def更新(自我):
self.rect.y+=自加速
如果self.rect.bottom<0:
self.kill()
类爆炸(pygame.sprite.sprite):
定义初始值(自身、中心、大小):
pygame.sprite.sprite.\uuuuu init\uuuuuuu(自我)
self.size=大小
self.image=explode[self.size][0]
self.rect=self.image.get_rect()
self.rect.center=中心
self.frame=0
self.last\u update=pygame.time.get\u ticks()
self.frame_rate=2
def更新(自我):
now=pygame.time.get_ticks()
如果现在-self.last_update>self.frame_rate:
self.last_update=现在
self.frame+=1
如果self.frame==len(分解[self.size]):
self.kill()
其他:
中心=self.rect.center
self.image=分解[self.size][self.frame]
self.rect=self.image.get_rect()
self.rect.center=中心
background=pygame.image.load(path.join(img_dir,“back.png”)).convert()
background\u rect=background.get\u rect()
player\u img=pygame.image.load(path.join(img\u dir,“playerShip2\u blue.png”).convert()
superaliens\u img=pygame.image.load(path.join(img\u dir,“enemyBlack4.png”).conv
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
snd_dir = path.join(path.dirname(__file__), 'sound')
WIDTH = 800
HEIGHT = 600
FPS = 50
WHITE=(255, 255, 255)
BLACK=(0, 0, 0)
RED=(255, 0, 0)
GREEN=(0, 255, 0)
BLUE=(0, 0, 255)
YELLOW=(255, 255, 0)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()
font_name = pygame.font.match_font('arial')
end = True
def start_screen():
draw_text(screen, "SPACE SHOOTING", 70, WIDTH/2, HEIGHT/4)
draw_text(screen, "INSTRUCTIONS", 25, WIDTH/2, HEIGHT/2)
draw_text(screen, "Press Left arrow key to move left", 20, WIDTH/2, HEIGHT*2/3.5)
draw_text(screen, "Press Right arrow key to move right", 20, WIDTH/2, HEIGHT*2/3.3)
draw_text(screen, "Spacebar to shoot", 20, WIDTH/2, HEIGHT*2/3.1)
draw_text(screen, "Press a key to begin", 20, WIDTH/2, HEIGHT*3/4)
pygame.display.flip()
wait = True
while wait:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
wait = False
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullets(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
class Aliens(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = aliens_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = int(self.rect.width*.85/2)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
class SuperAliens(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = superaliens_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = int(self.rect.width*.85/2)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
def shoot1(self):
sbullet = SBullets(self.rect.centerx, self.rect.bottom)
all_sprites.add(sbullet)
bullets.add(sbullet)
class SBullets(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = sbullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = +10
def update(self):
self.rect.y += self.speedy
if self.rect.top < 0:
self.kill()
class Bullets(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Explode(pygame.sprite.Sprite):
def __init__(self, center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explode[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 2
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explode[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explode[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
background = pygame.image.load(path.join(img_dir, "back.png")).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, "playerShip2_blue.png")).convert()
superaliens_img = pygame.image.load(path.join(img_dir, "enemyBlack4.png")).convert()
aliens_img = pygame.image.load(path.join(img_dir, "enemyBlack1.png")).convert()
bullet_img = pygame.image.load(path.join(img_dir, "laserRed16.png")).convert()
sbullet_img = pygame.image.load(path.join(img_dir, "laserRed11.png")).convert()
explode = {}
explode['super']=[]
explode['small']=[]
for i in range(9):
filename = 'regularExplosion02.png'.format(1)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_super = pygame.transform.scale(img, (75, 75))
explode ['super'].append(img_super)
img_small = pygame.transform.scale(img, (32, 32))
explode ['small'].append(img_small)
#pygame.mixer.music.load(path.join(snd_dir, 'Orbital.mp3'))
#pygame.mixer.music.set_volume(0.4)
#pygame.mixer.music.play(loops=-1)
end_game = True
running = True
while running:
if end_game:
start_screen()
end_game = False
all_sprites = pygame.sprite.Group()
aliens = pygame.sprite.Group()
superaliens = pygame.sprite.Group()
bullets = pygame.sprite.Group()
sbullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(5):
m = Aliens()
all_sprites.add(m)
aliens.add(m)
for j in range(1):
n = SuperAliens()
all_sprites.add(n)
superaliens.add(n)
score = 0
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
all_sprites.update()
hits = pygame.sprite.groupcollide(aliens, bullets, True, True)
for hit in hits:
score += 1
m = Aliens()
expl = Explode(hit.rect.center, 'small')
all_sprites.add(expl)
all_sprites.add(m)
aliens.add(m)
hits = pygame.sprite.groupcollide(superaliens, bullets, True, True)
for hitt in hits:
score += 5
n = SuperAliens()
expl1 = Explode(hitt.rect.center, 'super')
all_sprites.add(expl1)
all_sprites.add(n)
superaliens.add(n)
hits = pygame.sprite.spritecollide(player, aliens, True)
for hit in hits:
expl = Explode(hit.rect.center, 'small')
all_sprites.add(expl)
if hits:
end_game = True
hits = pygame.sprite.spritecollide(player, superaliens, True)
for hitt in hits:
expl1 = Explode(hitt.rect.center, 'super')
all_sprites.add(expl1)
if hits:
end_game = True
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen,"SCORE" +str(score), 22, WIDTH/2, 10)
#after drwing everything flip the display
pygame.display.flip()
pygame.quit()
pygame.quit()
exit()