Pygame Platform ゲームを作成 [11]
Highscoreを保存
Tasks
- Highscoreを保存するための
highscore.txt
を作成 -
open()
でファイルをロード、保存
プロジェクトストラクチャー
-
project/
-- 全てを入れるフォルダ(ディレクトリ)-
main.py
-- ゲームをスタートするファイル -
settings.py
-- constantを入れておくファイル -
sprites.py
-- PlayerなどのSpriteのコードを書くファイル -
highscore.txt
-- Highscoreを保存するためのテキストファイル
-
main.py
import pygame as pg
import random
from settings import *
from sprites import *
# os モジュールをインポート
from os import path
class Game:
def __init__(self):
# ゲームを初期化
self.running = True
pg.init()
pg.mixer.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.all_sprites = None
self.platforms = None
self.playing = False
self.player = None
# NEW!!
self.highscore = 0
self.dir = None
self.font_name = pg.font.match_font(FONT_NAME) # FONTを探す
# NEW!!
# init時にデータを読み込む
self.load_data()
def load_data(self):
# NEW!!
# HighScoreデータをロード
# __file__ = 現在のファイルへのパスを取得
self.dir = path.dirname(__file__)
# ファイルを開く
# 'r'はread(読む)という意味
with open(path.join(self.dir, HS_FILE), 'r') as f:
# .read()でファイルの中身を読む
try:
self.highscore = int(f.read())
# もし読めなかったらhighscoreを0に設定
except:
self.highscore = 0
def new(self):
# ゲームオーバー後のニューゲーム
self.score = 0
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
for plat in PLATFORM_LIST:
p = Platform(*plat)
self.all_sprites.add(p)
self.platforms.add(p)
self.run()
def run(self):
# ゲームループ
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
# アップデート
self.all_sprites.update()
# check if player hits a platform - only if falling
if self.player.vel.y > 0:
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top + 1
self.player.vel.y = 0
# もしplayerが画面上部1/4に達したら
if self.player.rect.top <= HEIGHT / 4:
self.player.pos.y += abs(self.player.vel.y) # abs = 絶対値を取得
for plat in self.platforms:
plat.rect.y += abs(self.player.vel.y)
# 画面外に行ったplatformを消す
if plat.rect.top >= HEIGHT:
plat.kill()
self.score += 10
# ゲームオーバー
# 落下を表現
if self.player.rect.bottom > HEIGHT:
# 全てのsprite
for sprite in self.all_sprites:
sprite.rect.y -= max(self.player.vel.y, 10) # max値を取得
if sprite.rect.bottom < 0: # spriteが画面上部に消えたら
sprite.kill()
if len(self.platforms) == 0:
self.playing = False
# 新しいplatform を作成 / 画面には平均的に同じ数のplatform
while len(self.platforms) < 6:
width = random.randrange(50, 100)
p = Platform(random.randrange(0, WIDTH - width),
random.randrange(-75, -30),
width, 20)
self.platforms.add(p)
self.all_sprites.add(p)
def events(self):
# イベント
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
def draw(self):
# 描画
self.screen.fill(BGCOLOR)
self.all_sprites.draw(self.screen)
self.draw_text(str(self.score), 22, WHITE, WIDTH / 2, 15)
pg.display.flip()
def show_start_screen(self):
# ゲームスタート画面
self.screen.fill(BGCOLOR)
self.draw_text(TITLE, 48, WHITE, WIDTH / 2, HEIGHT / 4)
self.draw_text("Arrows to move, Space to jump", 22, WHITE, WIDTH / 2,
HEIGHT / 2)
self.draw_text("Press a key to play", 22, WHITE, WIDTH / 2,
HEIGHT * 3 / 4)
self.draw_text("HIGH SCORE: {}".format(str(self.highscore)), 22, WHITE,
WIDTH / 2, 15)
pg.display.flip()
self.wait_for_key()
def show_go_screen(self):
# ゲームオーバー画面
if not self.running:
return
self.screen.fill(BGCOLOR)
self.draw_text("GAME OVER", 48, WHITE, WIDTH / 2, HEIGHT / 4)
self.draw_text("Score: {}".format(str(self.score)), 22, WHITE,
WIDTH / 2,
HEIGHT / 2)
self.draw_text("Press a key to play again", 22, WHITE, WIDTH / 2,
HEIGHT * 3 / 4)
# NEW!! もしスコアがhighscoreより高かったら
if self.score > self.highscore:
self.highscore = self.score
self.draw_text("NEW HIGH SCORE!", 22, WHITE, WIDTH / 2,
HEIGHT / 2 + 40)
# NEW!!
# openでファイルを開き、書き込む
# 'w'はファイルにwrite(書き込む)
with open(path.join(self.dir, HS_FILE), 'w') as f:
f.write(str(self.score))
else:
# NEW!!
# もしスコアがhighscoreに達していないならhighscoreを表示
self.draw_text("HIGH SCORE: {}".format(str(self.highscore)), 22,
WHITE,
WIDTH / 2, HEIGHT / 2 + 40)
pg.display.flip()
self.wait_for_key()
def wait_for_key(self):
waiting = True
while waiting:
self.clock.tick(FPS)
for event in pg.event.get():
if event.type == pg.QUIT:
waiting = False
self.running = False
if event.type == pg.KEYUP:
waiting = False
def draw_text(self, text, size, color, x, y):
font = pg.font.Font(self.font_name, size)
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
self.screen.blit(text_surface, text_rect)
g = Game()
g.show_start_screen()
while g.running:
g.new()
g.show_go_screen()
pg.quit()
settings.py
# game options/settings
TITLE = "Jumpy!"
WIDTH = 480
HEIGHT = 600
FPS = 60
FONT_NAME = 'arial'
HS_FILE = "highscore.txt"
# Player properties
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.12
PLAYER_GRAV = 0.8
PLAYER_JUMP = 20
# Starting platforms
PLATFORM_LIST = [(0, HEIGHT - 40, WIDTH, 40),
(WIDTH / 2 - 50, HEIGHT * 3 / 4, 100, 20),
(125, HEIGHT - 350, 100, 20),
(350, 200, 100, 20),
(175, 100, 50, 20)]
# define colors
WHITE = (255, 255, 255)
BLACK = (47, 53, 66)
DARKGREY = (27, 140, 141)
LIGHTGREY = (189, 195, 199)
GREEN = (60, 186, 84)
RED = (219, 50, 54)
YELLOW = (244, 194, 13)
BLUE = (72, 133, 237)
LIGHTBLUE = (41, 128, 185)
BGCOLOR = LIGHTBLUE
sprites.py
# Sprite classes
import pygame as pg
from settings import *
vec = pg.math.Vector2
# noinspection PyArgumentList
class Player(pg.sprite.Sprite):
def __init__(self, game):
super().__init__()
self.game = game
self.image = pg.Surface((30, 40))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.center = (WIDTH / 2, HEIGHT / 2)
self.pos = vec(WIDTH / 2, HEIGHT / 2)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
def jump(self):
# jump only if on a platform
self.rect.y += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.y -= 1
if hits:
self.vel.y = -PLAYER_JUMP
def update(self):
# 重力の設定
self.acc = vec(0, PLAYER_GRAV)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = -PLAYER_ACC
if keys[pg.K_RIGHT]:
self.acc.x = PLAYER_ACC
# 摩擦を計算
self.acc.x += self.vel.x * PLAYER_FRICTION
# Velocity に Accelerationを足す
self.vel += self.acc
# Position に Velocity を足す
self.pos += self.vel + 0.5 * self.acc
# Check Edges
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
# 現在の位置に Positionを設定
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self, x, y, w, h):
super().__init__()
self.image = pg.Surface((w, h))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y