Python Pygame實戰(zhàn)之打地鼠小游戲
前言
今天給大家寫一個個打地鼠小游戲,廢話不多說直接開始~
開發(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,那我們就寫個地鼠的游戲精靈類:
'''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)。
然后我們再來定義一下錘子這個游戲精靈類,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,我們就可以開始寫主程序啦。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: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)
# 開始界面
startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
# 地鼠改變位置的計時
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))
# 時鐘
clock = pygame.time.Clock()
# 分數(shù)
your_score = 0
接著就是游戲主循環(huán)啦:
# 游戲主循環(huán)
while True:
# --游戲時間為60s
time_remain = round((61000 - pygame.time.get_ticks()) / 1000.)
# --游戲時間減少, 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)
# --倒計時音效
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
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
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
# --分數(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,邏輯很簡單,就不多廢話了。60s后,游戲結(jié)束,我們就可以統(tǒng)計分數(shù)以及和歷史最高分做對比了:
# 讀取最佳分數(shù)(try塊避免第一次游戲無.rec文件)
try:
best_score = int(open(cfg.RECORD_PATH).read())
except:
best_score = 0
# 若當(dāng)前分數(shù)大于最佳分數(shù)則更新最佳分數(shù)
if your_score > best_score:
f = open(cfg.RECORD_PATH, 'w')
f.write(str(your_score))
f.close()
為了使游戲看起來更“正式”,再隨手添個開始界面和結(jié)束界面唄:
'''游戲開始界面'''
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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