Python+Pygame實現神廟逃亡游戲
游戲規(guī)則
用pygame動畫實現神廟逃亡類似的小游戲,當玩家移動的時候躲避子彈,如果子彈命中玩家或者名字龍都會減速,玩家躲避子彈使更多的子彈打在龍上,當玩家被龍抓到,則游戲輸,如果龍被子彈減少速度,與玩家有一定的距離,則玩家獲勝。

精靈類
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = pygame.Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
MySprite繼承精靈類,因為在做動畫時候,需要許多的參數,這里進行了初始化,master_image 圖片的位置,frame、old_frame分別儲存第一幀和上一幀的位置,frame_width和frame_height保存寬高,first和last保存幀的第一幀和最后一幀。columns保存列數。last_time時間變量。
X、Y、pos保存精靈的位置x和y的位置。
load載入,賦予對應精靈的值,(rect.width // width) * (rect.height // height) - 1,通過給定的圖片的寬高除以參數的值,-1就是初始的位置是從0開始的。
update更新的時候,根據傳入的時間和間隔頻率,如果時間大于上次時間和間隔則改變幀數,如果幀數改變對應的圖片位置也改變,實現動態(tài)變化。
加載龍
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_ESCAPE]:
sys.exit()
elif keys[pygame.K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -8.0
screen.blit(bg, (0, 0))
if not game_over:
group.update(ticks, 50)
group.draw(screen)
print_text(font, 350, 360, "Press SPACE to jump!")
if game_over:
print_text(font, 360, 100, "G A M E O V E R")
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON")
else:
print_text(font, 330, 130, "THE DRAGON GOT YOU")
pygame.display.update()
加載龍,實現龍動畫,這里沒有龍的位移,玩家躲子彈或者命中子彈都會導致雙方的x坐標減少,這里沒使用對應的速度改變,減少游戲的開發(fā)難度。
加載子彈
def reset_arrow():
y = random.randint(250, 350)
arrow.position = 800, y
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800, 320
group.add(arrow)
子彈因為只有一個,如果擊中則需要重置,這里寫了重置子彈的函數便于調用,random.randint(250, 350)給子彈一個隨機的高度。使游戲與變化。
添加玩家
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
player_start_y = player.Y
player_start_y記錄玩家初始的y坐標判斷玩家是否處于跳躍狀態(tài)中。
碰撞事件
if not game_over:
arrow.X -= arrow_vel
if arrow.X < 40:
reset_arrow()
if pygame.sprite.collide_rect(arrow, player):
reset_arrow()
player.X -= 10
if pygame.sprite.collide_rect(arrow, dragon):
reset_arrow()
dragon.X -= 10
if pygame.sprite.collide_rect(player, dragon):
game_over = True
if dragon.X < -100:
you_win = True
game_over = True
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
這里需要檢驗玩家、子彈和龍兩兩相碰的事件。
完整代碼
import sys, time, random, math, pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self) # extend the base Sprite class
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
# X property
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
# Y property
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
# position property
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
# try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
# update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = pygame.Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
def reset_arrow():
y = random.randint(250, 350)
arrow.position = 800, y
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Escape Dragon")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()
bg = pygame.image.load('background.png').convert_alpha()
group = pygame.sprite.Group()
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800, 320
group.add(arrow)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_ESCAPE]:
sys.exit()
elif keys[pygame.K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -8.0
if not game_over:
arrow.X -= arrow_vel
if arrow.X < 40:
reset_arrow()
if pygame.sprite.collide_rect(arrow, player):
reset_arrow()
player.X -= 10
if pygame.sprite.collide_rect(arrow, dragon):
reset_arrow()
dragon.X -= 10
if pygame.sprite.collide_rect(player, dragon):
game_over = True
if dragon.X < -100:
you_win = True
game_over = True
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
screen.blit(bg, (0, 0))
if not game_over:
group.update(ticks, 50)
group.draw(screen)
print_text(font, 350, 360, "Press SPACE to jump!")
if game_over:
print_text(font, 360, 100, "G A M E O V E R")
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON")
else:
print_text(font, 330, 130, "THE DRAGON GOT YOU")
pygame.display.update()
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