Python+Pygame實現(xiàn)神廟逃亡游戲
游戲規(guī)則
用pygame動畫實現(xiàn)神廟逃亡類似的小游戲,當(dāng)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(dāng)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(shù),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(shù)。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(yīng)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(shù)的值,-1就是初始的位置是從0開始的。
update更新的時候,根據(jù)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(shù),如果幀數(shù)改變對應(yīng)的圖片位置也改變,實現(xiàn)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(xiàn)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(dǎo)致雙方的x坐標(biāo)減少,這里沒使用對應(yīng)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(shù)便于調(diào)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(biāo)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()
以上就是Python+Pygame實現(xiàn)神廟逃亡游戲的詳細(xì)內(nèi)容,更多關(guān)于Python Pygame神廟逃亡的資料請關(guān)注腳本之家其它相關(guān)文章!
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