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Python Pygame實(shí)戰(zhàn)之打地鼠小游戲

發(fā)布日期:2022-02-02 00:24 | 文章來(lái)源:gibhub

今天給大家寫(xiě)一個(gè)個(gè)打地鼠小游戲,廢話不多說(shuō)直接開(kāi)始~

開(kāi)發(fā)工具

Python版本:3.6.4

相關(guān)模塊:

pygame模塊;

以及一些Python自帶的模塊。

環(huán)境搭建

安裝Python并添加到環(huán)境變量,pip安裝需要的相關(guān)模塊即可。

原理簡(jiǎn)介

打地鼠的游戲規(guī)則相信大家都知道,這里就不多介紹了,反正就是不停地拿錘子打洞里鉆出來(lái)的地鼠~

首先,讓我們確定一下游戲中有哪些元素。打地鼠打地鼠,地鼠當(dāng)然得有啦,那我們就寫(xiě)個(gè)地鼠的游戲精靈類:

'''地鼠'''
class Mole(pygame.sprite.Sprite):
 def __init__(self, image_paths, position, **kwargs):
  pygame.sprite.Sprite.__init__(self)
  self.images = [pygame.transform.scale(pygame.image.load(image_paths[0]), (101, 103)), 
  pygame.transform.scale(pygame.image.load(image_paths[-1]), (101, 103))]
  self.image = self.images[0]
  self.rect = self.image.get_rect()
  self.mask = pygame.mask.from_surface(self.image)
  self.setPosition(position)
  self.is_hammer = False
 '''設(shè)置位置'''
 def setPosition(self, pos):
  self.rect.left, self.rect.top = pos
 '''設(shè)置被擊中'''
 def setBeHammered(self):
  self.is_hammer = True
 '''顯示在屏幕上'''
 def draw(self, screen):
  if self.is_hammer: self.image = self.images[1]
  screen.blit(self.image, self.rect)
 '''重置'''
 def reset(self):
  self.image = self.images[0]
  self.is_hammer = False

顯然,地鼠有被錘子擊中和未被錘子擊中這兩種狀態(tài),所以需要加載兩張圖,當(dāng)?shù)厥蟊粨糁袝r(shí)從未被擊中的地鼠狀態(tài)圖切換到被擊中后的地鼠狀態(tài)圖(ps:圖可能不像地鼠)。

然后我們?cè)賮?lái)定義一下錘子這個(gè)游戲精靈類,和地鼠類似,錘子也有未錘下去和已錘下去兩種狀態(tài),只不過(guò)錘下去之后需要迅速恢復(fù)回未錘下去的狀態(tài),具體而言,代碼實(shí)現(xiàn)如下:

class Hammer(pygame.sprite.Sprite):
 def __init__(self, image_paths, position, **kwargs):
  pygame.sprite.Sprite.__init__(self)
  self.images = [pygame.image.load(image_paths[0]), pygame.image.load(image_paths[1])]
  self.image = self.images[0]
  self.rect = self.image.get_rect()
  self.mask = pygame.mask.from_surface(self.images[1])
  self.rect.left, self.rect.top = position
  # 用于顯示錘擊時(shí)的特效
  self.hammer_count = 0
  self.hammer_last_time = 4
  self.is_hammering = False
 '''設(shè)置位置'''
 def setPosition(self, pos):
  self.rect.centerx, self.rect.centery = pos
 '''設(shè)置hammering'''
 def setHammering(self):
  self.is_hammering = True
 '''顯示在屏幕上'''
 def draw(self, screen):
  if self.is_hammering:
self.image = self.images[1]
self.hammer_count += 1
if self.hammer_count > self.hammer_last_time:
 self.is_hammering = False
 self.hammer_count = 0
  else:
self.image = self.images[0]
  screen.blit(self.image, self.rect)

OK,定義完游戲精靈之后,我們就可以開(kāi)始寫(xiě)主程序啦。首先自然是游戲初始化:

'''游戲初始化'''
def initGame():
  pygame.init()
  pygame.mixer.init()
  screen = pygame.display.set_mode(cfg.SCREENSIZE)
  pygame.display.set_caption('Whac A Mole-微信公眾號(hào):Charles的皮卡丘')
  return screen

然后加載必要的游戲素材和定義必要的游戲變量

  # 加載背景音樂(lè)和其他音效
  pygame.mixer.music.load(cfg.BGM_PATH)
  pygame.mixer.music.play(-1)
  audios = {
  'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),
  'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)
}
  # 加載字體
  font = pygame.font.Font(cfg.FONT_PATH, 40)
  # 加載背景圖片
  bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
  # 開(kāi)始界面
  startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
  # 地鼠改變位置的計(jì)時(shí)
  hole_pos = random.choice(cfg.HOLE_POSITIONS)
  change_hole_event = pygame.USEREVENT
  pygame.time.set_timer(change_hole_event, 800)
  # 地鼠
  mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)
  # 錘子
  hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
  # 時(shí)鐘
  clock = pygame.time.Clock()
  # 分?jǐn)?shù)
  your_score = 0

接著就是游戲主循環(huán)啦:

# 游戲主循環(huán)
while True:
  # --游戲時(shí)間為60s
  time_remain = round((61000 - pygame.time.get_ticks()) / 1000.)
  # --游戲時(shí)間減少, 地鼠變位置速度變快
  if time_remain == 40:
 pygame.time.set_timer(change_hole_event, 650)
  elif time_remain == 20:
 pygame.time.set_timer(change_hole_event, 500)
  # --倒計(jì)時(shí)音效
  if time_remain == 10:
 audios['count_down'].play()
  # --游戲結(jié)束
  if time_remain < 0: break
  count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
  # --按鍵檢測(cè)
  for event in pygame.event.get():
 if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
 elif event.type == pygame.MOUSEMOTION:
hammer.setPosition(pygame.mouse.get_pos())
 elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
  hammer.setHammering()
 elif event.type == change_hole_event:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
  # --碰撞檢測(cè)
  if hammer.is_hammering and not mole.is_hammer:
 is_hammer = pygame.sprite.collide_mask(hammer, mole)
 if is_hammer:
audios['hammering'].play()
mole.setBeHammered()
your_score += 10
  # --分?jǐn)?shù)
  your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
  # --綁定必要的游戲元素到屏幕(注意順序)
  screen.blit(bg_img, (0, 0))
  screen.blit(count_down_text, (875, 8))
  screen.blit(your_score_text, (800, 430))
  mole.draw(screen)
  hammer.draw(screen)
  # --更新
  pygame.display.flip()
  clock.tick(60)

每一部分我也都做了注釋,邏輯很簡(jiǎn)單,就不多廢話了。60s后,游戲結(jié)束,我們就可以統(tǒng)計(jì)分?jǐn)?shù)以及和歷史最高分做對(duì)比了:

# 讀取最佳分?jǐn)?shù)(try塊避免第一次游戲無(wú).rec文件)
try:
  best_score = int(open(cfg.RECORD_PATH).read())
except:
  best_score = 0
# 若當(dāng)前分?jǐn)?shù)大于最佳分?jǐn)?shù)則更新最佳分?jǐn)?shù)
if your_score > best_score:
  f = open(cfg.RECORD_PATH, 'w')
  f.write(str(your_score))
  f.close()
為了使游戲看起來(lái)更“正式”,再隨手添個(gè)開(kāi)始界面和結(jié)束界面唄:
'''游戲開(kāi)始界面'''
def startInterface(screen, begin_image_paths):
 begin_images = [pygame.image.load(begin_image_paths[0]), pygame.image.load(begin_image_paths[1])]
 begin_image = begin_images[0]
 while True:
  for event in pygame.event.get():
if event.type == pygame.QUIT:
 pygame.quit()
 sys.exit()
elif event.type == pygame.MOUSEMOTION:
 mouse_pos = pygame.mouse.get_pos()
 if mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)):
  begin_image = begin_images[1]
 else:
  begin_image = begin_images[0]
elif event.type == pygame.MOUSEBUTTONDOWN:
 if event.button == 1 and mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)):
  return True
  screen.blit(begin_image, (0, 0))
  pygame.display.update()

'''結(jié)束界面'''
def endInterface(screen, end_image_path, again_image_paths, score_info, font_path, font_colors, screensize):
 end_image = pygame.image.load(end_image_path)
 again_images = [pygame.image.load(again_image_paths[0]), pygame.image.load(again_image_paths[1])]
 again_image = again_images[0]
 font = pygame.font.Font(font_path, 50)
 your_score_text = font.render('Your Score: %s' % score_info['your_score'], True, font_colors[0])
 your_score_rect = your_score_text.get_rect()
 your_score_rect.left, your_score_rect.top = (screensize[0] - your_score_rect.width) / 2, 215
 best_score_text = font.render('Best Score: %s' % score_info['best_score'], True, font_colors[1])
 best_score_rect = best_score_text.get_rect()
 best_score_rect.left, best_score_rect.top = (screensize[0] - best_score_rect.width) / 2, 275
 while True:
  for event in pygame.event.get():
if event.type == pygame.QUIT:
 pygame.quit()
 sys.exit()
elif event.type == pygame.MOUSEMOTION:
 mouse_pos = pygame.mouse.get_pos()
 if mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)):
  again_image = again_images[1]
 else:
  again_image = again_images[0]
elif event.type == pygame.MOUSEBUTTONDOWN:
 if event.button == 1 and mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)):
  return True
  screen.blit(end_image, (0, 0))
  screen.blit(again_image, (416, 370))
  screen.blit(your_score_text, your_score_rect)
  screen.blit(best_score_text, best_score_rect)
  pygame.display.update()

到此這篇關(guān)于Python Pygame實(shí)戰(zhàn)之打地鼠小游戲的文章就介紹到這了,更多相關(guān)Python Pygame打地鼠內(nèi)容請(qǐng)搜索本站以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持本站!

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