Python Pygame實(shí)現(xiàn)兔子獵人守護(hù)城堡游戲
效果圖
守衛(wèi)類游戲大家應(yīng)該玩過(guò)吧,什么植物大戰(zhàn)僵尸呀,保衛(wèi)蘿卜呀,今天我們自己用python來(lái)寫一個(gè)自己的守護(hù)類小游戲兔子獵人守護(hù)城堡,讓大家看看效果圖。
主要代碼
下面我來(lái)說(shuō)一下是怎么得到的將代碼分享一下給大家
首先得將要用到的庫(kù)導(dǎo)入進(jìn)來(lái)
import cfg import math import random import pygame from modules.Sprites import * from modules.interfaces import *
游戲初始化
?初始化pygame, 設(shè)置展示窗口
pygame.init() pygame.mixer.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption(' QQ群號(hào): 932574150')
加載必要的游戲素材
game_images = {} for key, value in cfg.IMAGE_PATHS.items(): game_images[key] = pygame.image.load(value) game_sounds = {} for key, value in cfg.SOUNDS_PATHS.items(): if key != 'moonlight': game_sounds[key] = pygame.mixer.Sound(value) return screen, game_images, game_sounds
主函數(shù)
初始化
screen, game_images, game_sounds = initGame()
播放背景音樂(lè)
pygame.mixer.music.load(cfg.SOUNDS_PATHS['moonlight']) pygame.mixer.music.play(-1, 0.0)
加載字體
font = pygame.font.Font(None, 24)
定義兔子
bunny = BunnySprite(image=game_images.get('rabbit'), position=(100, 100))
跟蹤玩家的精度變量, 記錄了射出的箭頭數(shù)和被擊中的獾的數(shù)量.
acc_record = [0., 0.]
生命值
healthvalue = 194
弓箭
arrow_sprites_group = pygame.sprite.Group()
獾
badguy_sprites_group = pygame.sprite.Group() badguy = BadguySprite(game_images.get('badguy'), position=(640, 100)) badguy_sprites_group.add(badguy)
定義了一個(gè)定時(shí)器, 使得游戲里經(jīng)過(guò)一段時(shí)間后就新建一支獾
badtimer = 100 badtimer1 = 0
游戲主循環(huán), running變量會(huì)跟蹤游戲是否結(jié)束, exitcode變量會(huì)跟蹤玩家是否勝利.
running, exitcode = True, False clock = pygame.time.Clock() while running:
在給屏幕畫任何東西之前用黑色進(jìn)行填充
screen.fill(0)
添加的風(fēng)景也需要畫在屏幕上
for x in range(cfg.SCREENSIZE[0]//game_images['grass'].get_width()+1): for y in range(cfg.SCREENSIZE[1]//game_images['grass'].get_height()+1): screen.blit(game_images['grass'], (x*100, y*100)) for i in range(4): screen.blit(game_images['castle'], (0, 30+105*i))
倒計(jì)時(shí)信息
countdown_text = font.render(str((90000-pygame.time.get_ticks())//60000)+":"+str((90000-pygame.time.get_ticks())//1000%60).zfill(2), True, (0, 0, 0)) countdown_rect = countdown_text.get_rect() countdown_rect.topright = [635, 5] screen.blit(countdown_text, countdown_rect)
按鍵檢測(cè),退出與射擊
for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: game_sounds['shoot'].play() acc_record[1] += 1 mouse_pos = pygame.mouse.get_pos() angle = math.atan2(mouse_pos[1]-(bunny.rotated_position[1]+32), mouse_pos[0]-(bunny.rotated_position[0]+26)) arrow = ArrowSprite(game_images.get('arrow'), (angle, bunny.rotated_position[0]+32, bunny.rotated_position[1]+26)) arrow_sprites_group.add(arrow)
移動(dòng)兔子
key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_w]: bunny.move(cfg.SCREENSIZE, 'up') elif key_pressed[pygame.K_s]: bunny.move(cfg.SCREENSIZE, 'down') elif key_pressed[pygame.K_a]: bunny.move(cfg.SCREENSIZE, 'left') elif key_pressed[pygame.K_d]: bunny.move(cfg.SCREENSIZE, 'right')
更新弓箭
for arrow in arrow_sprites_group: if arrow.update(cfg.SCREENSIZE): arrow_sprites_group.remove(arrow)
更新獾
if badtimer == 0: badguy = BadguySprite(game_images.get('badguy'), position=(640, random.randint(50, 430))) badguy_sprites_group.add(badguy) badtimer = 100 - (badtimer1 * 2) badtimer1 = 20 if badtimer1>=20 else badtimer1+2 badtimer -= 1 for badguy in badguy_sprites_group: if badguy.update(): game_sounds['hit'].play() healthvalue -= random.randint(4, 8) badguy_sprites_group.remove(badguy)
碰撞檢測(cè)
for arrow in arrow_sprites_group: for badguy in badguy_sprites_group: if pygame.sprite.collide_mask(arrow, badguy): game_sounds['enemy'].play() arrow_sprites_group.remove(arrow) badguy_sprites_group.remove(badguy) acc_record[0] += 1
畫出弓箭
arrow_sprites_group.draw(screen)
畫出獾
badguy_sprites_group.draw(screen)
畫出兔子
bunny.draw(screen, pygame.mouse.get_pos())
畫出城堡健康值, 首先畫了一個(gè)全紅色的生命值條, 然后根據(jù)城堡的生命值往生命條里面添加綠色.
screen.blit(game_images.get('healthbar'), (5, 5)) for i in range(healthvalue): screen.blit(game_images.get('health'), (i+8, 8))
判斷游戲是否結(jié)束
if pygame.time.get_ticks() >= 90000: running, exitcode = False, True if healthvalue <= 0: running, exitcode = False, False
更新屏幕
pygame.display.flip() clock.tick(cfg.FPS)
計(jì)算一下游戲的準(zhǔn)確性
accuracy = acc_record[0] / acc_record[1] * 100 if acc_record[1] > 0 else 0 accuracy = '%.2f' % accuracy showEndGameInterface(screen, exitcode, accuracy, game_images)
運(yùn)行?
if __name__ == '__main__': main()
上面我將代碼分散了,大家可以看一下整合一下就可以運(yùn)行了?
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