Pygame實(shí)戰(zhàn)之實(shí)現(xiàn)扎氣球游戲
導(dǎo)語
?前幾天,有人私信小編:
說陪女朋友在小廣場(chǎng)上面逛街玩兒扎氣球:結(jié)果一個(gè)都沒扎破,扎心了老鐵。
女朋友都要離家出走了~讓我給想想辦法:小編只想給你一個(gè)表情。

?哈哈哈,開玩笑的~于是,為了滿足需求,小編做了一個(gè)重大決定:熬夜給他做了一款扎氣球的小
游戲,可以拿去哄哄女朋友啦~
這游戲做完之后木子已經(jīng)替大家玩兒過了,這個(gè)很棒,不信的話你自己試試?

正文
本文的扎氣球小游戲原型就是路邊的扎氣球的游戲撒,基于Pygame做的!
就準(zhǔn)備好射的箭、不同顏色的氣球、一張背景圖片、然后爆炸的特效就可。哦~對(duì)了音樂還是要準(zhǔn)備,游戲的話有音樂背景才更有趣哦~
一、準(zhǔn)備中
1)素材資料
首先是準(zhǔn)備好需要的素材、圖片、背景音樂:

2)運(yùn)行環(huán)境
環(huán)境安裝 本文用到的運(yùn)行環(huán)境:Python3.7、Pycharm社區(qū)版2020、Pygame游戲模塊部分自帶
模塊直 接導(dǎo)入不需要安裝。
模塊安裝:
pip install -i https://pypi.douban.com/simple/ +模塊名
二、代碼演示
這款小游戲總的有6個(gè).py文件組成的,代碼比較都啦,這里就只放一點(diǎn)點(diǎn)哈!
主程序運(yùn)行:
?from game import *
def main() :
intro = True
game = Game()
game.loadMusic()
game.readHighScore()
pygame.mixer.music.play(loops=-1)
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
intro = False
game.screen.fill(SKY_BLUE)
game.screen.blit(game.background, game.background_rect)
game.draw.Button(200, 2*game.HEIGHT/3, "PLAY", BRIGHT_GREEN, GREEN, game.gameloop, 150, 100)
game.draw.Button(game.WIDTH/2 - 75, 2*game.HEIGHT/3, "PLAY TIMED", BRIGHT_RED, RED, game.time_restricted, 150, 100)
game.draw.Button(game.WIDTH-350, 2*game.HEIGHT/3, "QUIT", BRIGHT_GREEN, GREEN, quit, 150, 100)
game.draw.draw_text("__ArcuS__", game.WIDTH/2, game.HEIGHT/3, 200, BLUE)
game.draw.draw_text("HIGH SCORE:%d" % (game.highscore), game.WIDTH-400, 50, 30, BLACK)
pygame.display.flip()
game.clock.tick(FPS)
main()
定義的一些常量:桌面背景、音樂等等。
FPS = 60
GRAVITY = 0.15
PI = 3.142
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (200, 0, 0)
BRIGHT_RED = (255, 0, 0)
GREEN = (0, 200, 0)
BRIGHT_GREEN = (0, 255, 0)
SKY_BLUE = (0, 255, 255)
BLUE = (0, 0, 255)
GREEN_YELLOW=(181,255,98)
BROWN=(204,102,0)
DARK_BROWN=(204,76,0)
HIGHSCORE_FILE="highscore.txt"
ARROW_IMAGE = "assets/arrow_1.png"
BACKGROUND_IMAGE = "assets/background.png"
EXPLOSION_SOUND = "assets/boom.wav"
CLICK_SOUND = "assets/select.wav"
MUSIC_FILE = "assets/tgfcoder-FrozenJam-SeamlessLoop.ogg"
VOLUME = 0.2
ARROW_SIZE = (16, 150)
BALOON_SIZE = (100, 100)
HIT_RADIUS = 15
MISSES = 15
GAME_TIME = 60
定義游戲精靈類等:
import pygame
import math
import random
from os import path
from constants import *
#游戲精靈類
class Arrow(pygame.sprite.Sprite):
def __init__(self,game):
pygame.sprite.Sprite.__init__(self)
self.WIDTH = game.WIDTH
self.HEIGHT = game.HEIGHT
self.image_orig = pygame.transform.scale(game.arrow_img, ARROW_SIZE)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig
self.rect = self.image.get_rect()
self.rect.centerx = self.WIDTH/2
self.rect.bottom = self.HEIGHT-100
self.rot = 0
self.speedx = 0
self.speedy = 0
self.range = 0
self.max_height = 0
self.release_angle = 0
self.set_vel = False
self.Released = False
self.releasex = self.rect.centerx
self.releasey = self.rect.bottom
self.cy = self.rect.centery
self.game = game
def update(self):
if self.Released:
self.speedy -= GRAVITY
self.rect.bottom -= self.speedy
self.rect.centerx += self.speedx
self.rot = (-math.atan2(self.speedx, self.speedy)*180/3.14) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
# print "moving"
if self.rect.bottom < 0 or self.rect.left > self.WIDTH + 10 or self.rect.right < -10:
self.kill()
else:
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if mouse[1] > self.rect.centery and click[0] == 1:
self.set_vel = True
dist = math.sqrt(
math.pow(self.rect.centerx-mouse[0], 2)+math.pow(self.rect.bottom-mouse[1], 2))
# print dist
self.rect.centerx = mouse[0]
self.rect.centery = mouse[1]
# print(2*GRAVITY*(self.rect.centery-mouse[1]))
self.speedy = math.sqrt(2*GRAVITY*(-self.cy+mouse[1]))*4
self.speedx = self.speedy * \
(mouse[0]-self.releasex)/(self.cy-mouse[1])
self.rot = (-math.atan2(self.speedx, self.speedy)
* 180/3.14*0.5) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
# print "setting velocity"
else:
if self.set_vel:
self.Released = True
self.game.last_arrow_time = pygame.time.get_ticks()
self.max_height = (self.rect.bottom-mouse[1])
self.range = (mouse[0]-self.rect.centerx)*2
# print "releasing"
# math.sqrt(math.pow(mouse[0]-self.rect.centerx,2)+math.pow(mouse[1]-self.rect.centery,2)) < 200:
else:
if (mouse[0]-self.rect.centerx) != 0:
theta = math.atan(
(mouse[1]-self.rect.bottom)/(self.rect.centerx-mouse[0]))
else:
theta = PI
move = theta-self.rot
self.rot = math.degrees(theta)
new_image = pygame.transform.rotate(
self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
# print "rotating"
# print self.rot
# print theta
class Baloon(pygame.sprite.Sprite):
def __init__(self,game):
pygame.sprite.Sprite.__init__(self)
self.WIDTH = game.WIDTH
self.HEIGHT = game.HEIGHT
bcolor = random.choice(game.baloon_color)
temp = "assets/balloon_{}.png".format(bcolor)
self.image_orig = pygame.image.load(
path.join(path.dirname(__file__), temp))
if bcolor == "blue":
self.image_orig.set_colorkey(BLUE)
elif bcolor == "black":
self.image_orig.set_colorkey(BLACK)
elif bcolor == "green":
self.image_orig.set_colorkey(BRIGHT_GREEN)
elif bcolor == "red":
self.image_orig.set_colorkey(BRIGHT_RED)
self.image_orig = pygame.transform.scale(self.image_orig, BALOON_SIZE)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = HIT_RADIUS
temp = random.randrange(self.WIDTH - self.rect.width)
while (-150 < temp-self.WIDTH/2 < 150):
temp = random.randrange(self.WIDTH - self.rect.width)
self.rect.x = temp
self.rect.y = random.randrange(self.HEIGHT+100, self.HEIGHT+150)
self.speedy = random.randrange(-4, -1)
self.speedx = random.randrange(-3, 3)
self.game = game
self.last_update = pygame.time.get_ticks()
# print "baloon"
def update(self):
self.rect.y += self.speedy
if self.rect.top < -20 or self.rect.left < -25 or self.rect.right > self.WIDTH + 20:
self.kill()
self.game.misses += 1
?
三、效果展示
游戲規(guī)則的話:箭會(huì)出現(xiàn)在游戲界面底部中間位置,拉動(dòng)它:即是鼠標(biāo)左鍵拉動(dòng)方向可自己調(diào)整,
直接向下拉動(dòng)然后放箭射中氣球即可。射中的越多積累的分?jǐn)?shù)越高哦!
1)截圖展示效果——
游戲開始界面如下:

游戲開始界面如下:

扎中氣球效果如下:

游戲結(jié)束總成績(jī)13分:

2)視頻展示效果——
?到此這篇關(guān)于Pygame實(shí)戰(zhàn)之實(shí)現(xiàn)扎氣球游戲的文章就介紹到這了,更多相關(guān)Pygame扎氣球游戲內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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