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基于Python+Pygame實(shí)現(xiàn)經(jīng)典賽車游戲

 更新時(shí)間:2022年04月21日 08:48:59   作者:顧木子吖  
這篇文章主要為大家分享了一個(gè)基于Python和Pygame實(shí)現(xiàn)的賽車小游戲,文中的示例代碼講解詳細(xì),對(duì)我們學(xué)習(xí)Python有一定幫助,需要的可以參考一下

導(dǎo)語(yǔ)

哈嘍!哈嘍~我是木木子,很久沒(méi)給大家更新游戲的類似啦——

有粉絲投稿,說(shuō)最近由于受疫情影響封閉在家不能離開(kāi)小區(qū),前不久剛剛報(bào)名的駕照考試只能無(wú)線延期,在家里還是挺無(wú)聊的,“憋在家里沒(méi)事干的時(shí)候去打打游戲?qū)憣?xiě)代碼還挺好的。

于是,小編?kù)`機(jī)一動(dòng),就有了今天這款簡(jiǎn)易版本的《賽車計(jì)劃》也就是咳咳咳.......

通俗點(diǎn)兒就是一款代碼寫(xiě)的一款關(guān)于汽車的小游戲,由于小編的思路跟編程的學(xué)習(xí)跟不上!!

SO,我盡力了......只能展示出這樣的一款賽車游戲~有大神的話可以優(yōu)化啦~

一、環(huán)境安裝

1.各種素材(圖片)

2.運(yùn)行環(huán)境

小編使用的環(huán)境:Python3、Pycharm社區(qū)版、Pygame模塊部分自帶。

模塊安裝:pip install -i https://pypi.douban.com/simple/ pygame

二、代碼展示

這款游戲代碼特別多啦,小編這里就主要展示一下主程序運(yùn)行的代碼,全部的就找我文末拿哈~

1.主程序main.py

import os, sys, pygame, random, array, gamemode
import direction,  bounds, timeout, menu
from pygame.locals import *
 
#Import game modules.
from loader import load_image
import player, maps, traffic, camera, tracks
 
 
TRAFFIC_COUNT = 45
CENTER_W = -1
CENTER_H = -1
 
 
#Main function.
def main():
#initialize objects.
    clock = pygame.time.Clock()
    running = True
    font = pygame.font.Font(None, 24)
    car = player.Player()
    cam = camera.Camera()
    target = gamemode.Finish()
    bound_alert = bounds.Alert()
    time_alert = timeout.Alert()
    info = menu.Alert()
    pointer = direction.Tracker(int(CENTER_W * 2), int(CENTER_H * 2))
#create sprite groups.
    map_s     = pygame.sprite.Group()
    player_s  = pygame.sprite.Group()
    traffic_s = pygame.sprite.Group()
    tracks_s  = pygame.sprite.Group()
    target_s  = pygame.sprite.Group()
    pointer_s = pygame.sprite.Group()
    timer_alert_s = pygame.sprite.Group()
    bound_alert_s = pygame.sprite.Group()
    menu_alert_s = pygame.sprite.Group()
 
#generate tiles
    for tile_num in range (0, len(maps.map_tile)):
        maps.map_files.append(load_image(maps.map_tile[tile_num], False))
    for x in range (0, 10):
        for y in range (0, 10):
            map_s.add(maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y]))
 
#load tracks
    tracks.initialize()
#load finish
    target_s.add(target)
#load direction
    pointer_s.add(pointer)
#load alerts
    timer_alert_s.add(time_alert)
    bound_alert_s.add(bound_alert)
    menu_alert_s.add(info)
#load traffic
    traffic.initialize(CENTER_W, CENTER_H)
    for count in range(0, TRAFFIC_COUNT):
        traffic_s.add(traffic.Traffic())
 
    player_s.add(car)
 
    cam.set_pos(car.x, car.y)
 
    while running:
#Render loop.
 
#Check for menu/reset, (keyup event - trigger ONCE)
        for event in pygame.event.get():
            if event.type == pygame.KEYUP:
                if keys[K_m]:
                    if (info.visibility == True):
                        info.visibility = False
                    else:
                        info.visibility = True
                if (keys[K_p]):
                    car.reset()
                    target.reset()
                if (keys[K_q]):
                    pygame.quit()
                    sys.exit(0)
 
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                running = False
                break
 
#Check for key input. (KEYDOWN, trigger often)
        keys = pygame.key.get_pressed()
        if (target.timeleft > 0):
            if keys[K_LEFT]:
                car.steerleft()
            if keys[K_RIGHT]:
                car.steerright()
            if keys[K_UP]:
                car.accelerate()
            else:
                car.soften()
            if keys[K_DOWN]:
                car.deaccelerate()
 
        cam.set_pos(car.x, car.y)
 
#Show text data.
        text_fps = font.render('FPS: ' + str(int(clock.get_fps())), 1, (224, 16, 16))
        textpos_fps = text_fps.get_rect(centery=25, centerx=60)
 
        text_score = font.render('Score: ' + str(target.score), 1, (224, 16, 16))
        textpos_score = text_fps.get_rect(centery=45, centerx=60)
 
        text_timer = font.render('Timer: ' + str(int((target.timeleft / 60)/60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16))
        textpos_timer = text_fps.get_rect(centery=65, centerx=60)
 
#Render Scene.
        screen.blit(background, (0,0))
 
        #cam.set_pos(car.x, car.y)
 
        map_s.update(cam.x, cam.y)
        map_s.draw(screen)
        
#Conditional renders/effects
        car.grass(screen.get_at(((int(CENTER_W-5), int(CENTER_H-5)))).g)
        if (car.tracks):
            tracks_s.add(tracks.Track(cam.x + CENTER_W, cam.y + CENTER_H, car.dir))
 
#Just render..
        tracks_s.update(cam.x, cam.y)
        tracks_s.draw(screen)
        
        player_s.update(cam.x, cam.y)
        player_s.draw(screen)
 
        traffic_s.update(cam.x, cam.y)
        traffic_s.draw(screen)
 
        target_s.update(cam.x, cam.y)
        target_s.draw(screen)
 
        pointer_s.update(car.x + CENTER_W, car.y + CENTER_H, target.x, target.y)
        pointer_s.draw(screen)
 
#Conditional renders.
        if (bounds.breaking(car.x+CENTER_W, car.y+CENTER_H) == True):
            bound_alert_s.update()
            bound_alert_s.draw(screen)
        if (target.timeleft == 0):
            timer_alert_s.draw(screen)
            car.speed = 0
            text_score = font.render('Final Score: ' + str(target.score), 1, (224, 16, 16))
            textpos_score = text_fps.get_rect(centery=CENTER_H+56, centerx=CENTER_W-20)
        if (info.visibility == True):
            menu_alert_s.draw(screen)
            
#Blit Blit..       
        screen.blit(text_fps, textpos_fps)
        screen.blit(text_score, textpos_score)
        screen.blit(text_timer, textpos_timer)
        pygame.display.flip()
 
#Check collision!!!
        if pygame.sprite.spritecollide(car, traffic_s, False):
            car.impact()
            target.car_crash()
 
        if pygame.sprite.spritecollide(car, target_s, True):
            target.claim_flag()
            target.generate_finish()
            target_s.add(target)
            
        clock.tick(64)
        
 
#initialization
pygame.init()
 
screen = pygame.display.set_mode((pygame.display.Info().current_w,
                                  pygame.display.Info().current_h),
                                  pygame.FULLSCREEN)
 
 
pygame.display.set_caption('Race of Math.')
pygame.mouse.set_visible(False)
font = pygame.font.Font(None, 24)
 
CENTER_W =  int(pygame.display.Info().current_w /2)
CENTER_H =  int(pygame.display.Info().current_h /2)
 
#new background surface
background = pygame.Surface(screen.get_size())
background = background.convert_alpha()
background.fill((26, 26, 26))
 
#Enter the mainloop.
main()
 
pygame.quit()
sys.exit(0)

2.地圖設(shè)置maps.py

import os, sys, pygame, math
from pygame.locals import *
from loader import load_image
from random import randrange
 
#Map filenames.
 
map_files = []
map_tile = ['X.png', 'I.png', 'L.png', 'T.png', 'O.png', 'null.png']
 
#Map to tile.
crossing = 0
straight = 1
turn     = 2
split    = 3
deadend  = 4
null     = 5
 
#tilemap.
map_1 = [
          [2,1,3,1,1,3,1,1,1,4],
          [1,5,1,5,4,0,1,2,5,4],
          [1,4,3,1,3,3,1,3,2,1],
          [3,1,3,1,3,5,4,5,1,1],
          [3,2,1,5,1,5,3,1,0,3],
          [1,2,0,1,0,3,0,4,1,1],
          [1,5,1,4,2,1,1,2,3,1],
          [1,2,0,1,3,3,0,0,2,1],
          [1,1,4,2,2,5,1,2,1,3],
          [2,3,1,3,1,1,3,1,1,2]
        ]
 
#tilemap rotation, x90ccw
map_1_rot = [
          [1,1,0,1,1,0,1,1,1,3],
          [0,0,0,0,1,0,1,0,0,0],
          [0,1,2,1,0,2,1,2,0,0],
          [1,1,0,1,3,0,0,0,0,0],
          [1,0,0,0,0,0,1,1,0,3],
          [0,2,0,1,0,0,0,3,0,0],
          [0,0,0,1,3,0,0,1,3,0],
          [0,1,0,1,0,2,0,0,3,0],
          [0,0,2,1,3,0,0,2,1,3],
          [2,2,1,2,1,1,2,1,1,3]
            ]
 
 
class Map(pygame.sprite.Sprite):
    def __init__(self, tile_map, y, x, rot):
        pygame.sprite.Sprite.__init__(self)
        self.image = map_files[tile_map]
        self.rect = self.image.get_rect()
 
        if rot != 0:
            self.image = pygame.transform.rotate(self.image, rot * 90)
 
        self.x = x
        self.y = y
 
#Realign the map
    def update(self, cam_x, cam_y):
        self.rect.topleft = self.x - cam_x, self.y - cam_y

三、效果展示

游戲玩法:M游戲開(kāi)始——P重來(lái)——Q退出游戲。跟著紅色箭頭運(yùn)行會(huì)出現(xiàn)獎(jiǎng)杯。一個(gè)獎(jiǎng)杯15

分,在規(guī)定時(shí)間拿到的獎(jiǎng)杯越多數(shù)越高啦~

1.游戲界面

2.游戲運(yùn)行中

3.15分到手

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