Python Pygame實(shí)戰(zhàn)之打地鼠小游戲
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()
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