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Pygame实战练习之一百层游戏

程序员文章站 2022-06-24 08:04:54
导语哈喽哈喽!大家好!我是木木子,又到了每日游戏更新环节!8月30日,对暑假还意犹未尽的孩子们收到了一份“开学大礼”:​通知要求,严格限制向未成年人提供网络游戏服务的时间!啊这~禁了网游,...

导语

哈喽哈喽!大家好!我是木木子,又到了每日游戏更新环节!

8月30日,对暑假还意犹未尽的孩子们收到了一份“开学大礼”:

Pygame实战练习之一百层游戏

通知要求,严格限制向未成年人提供网络游戏服务的时间!啊这~禁了网游,那这波单机游戏的就是一波收割大胜利。

​安排!家里的孩子没游戏玩了怎么办?当然是由我提供新鲜热乎的游戏代码!

Pygame实战练习之一百层游戏

正文

给整了一个一百层的闯关游戏!能完美通关的话孩子得玩很长一段时间,那我就解放了!!

主要分为二部分:

​
import pygame
from pygame.locals import *
from sys import exit
 
four_neigh = {"left": (0, -1), "right": (0, 1), "up": (-1, 0), "down": (1, 0)}
eight_neigh = list(four_neigh.values()) + [(1, 1), (1, -1), (-1, 1), (-1, -1)]
direction = {pygame.k_up: "up", pygame.k_left: "left", pygame.k_right: "right", pygame.k_down: "down"}
 
 
def hex2rgb(color):
    b = color % 256
    color = color >> 8
    g = color % 256
    color = color >> 8
    r = color % 256
    return (r, g, b)
 
 
class game(object):
    def __init__(self, title, size, fps=30):
        self.size = size
        pygame.init()
        self.screen = pygame.display.set_mode(size, 0, 32)
        pygame.display.set_caption(title)
        self.keys = {}
        self.keys_up = {}
        self.clicks = {}
        self.timer = pygame.time.clock()
        self.fps = fps
        self.score = 0
        self.end = false
        self.fullscreen = false
        self.last_time = pygame.time.get_ticks()
        self.is_pause = false
        self.is_draw = true
        self.score_font = pygame.font.sysfont("calibri", 130, true)
 
    def bind_key(self, key, action):
        if isinstance(key, list):
            for k in key:
                self.keys[k] = action
        elif isinstance(key, int):
            self.keys[key] = action
 
    def bind_key_up(self, key, action):
        if isinstance(key, list):
            for k in key:
                self.keys_up[k] = action
        elif isinstance(key, int):
            self.keys_up[key] = action
 
    def bind_click(self, button, action):
        self.clicks[button] = action
 
    def pause(self, key):
        self.is_pause = not self.is_pause
 
    def set_fps(self, fps):
        self.fps = fps
 
    def handle_input(self, event):
        if event.type == pygame.quit:
            pygame.quit()
            exit()
        if event.type == pygame.keydown:
            if event.key in self.keys.keys():
                self.keys[event.key](event.key)
            if event.key == pygame.k_f11:                           # f11全屏
                self.fullscreen = not self.fullscreen
                if self.fullscreen:
                    self.screen = pygame.display.set_mode(self.size, pygame.fullscreen, 32)
                else:
                    self.screen = pygame.display.set_mode(self.size, 0, 32)
        if event.type == pygame.keyup:
            if event.key in self.keys_up.keys():
                self.keys_up[event.key](event.key)
        if event.type == pygame.mousebuttondown:
            if event.button in self.clicks.keys():
                self.clicks[event.button](*event.pos)
 
    def run(self):
        while true:
            for event in pygame.event.get():
                self.handle_input(event)
            self.timer.tick(self.fps)
 
            self.update(pygame.time.get_ticks())
            self.draw(pygame.time.get_ticks())
 
    def draw_score(self, color, rect=none):
        score = self.score_font.render(str(self.score), true, color)
        if rect is none:
            r = self.screen.get_rect()
            rect = score.get_rect(center=r.center)
        self.screen.blit(score, rect)
 
    def is_end(self):
        return self.end
 
    def update(self, current_time):
        pass
 
    def draw(self, current_time):
        pass
 
 
class test(game):
    def __init__(self, title, size, fps=30):
        super(test, self).__init__(title, size, fps)
        self.bind_key(pygame.k_return, self.press_enter)
 
    def press_enter(self):
        print("press enter")
 
    def draw(self, current_time):
        pass
 
 
def press_space(key):
    print("press space.")
 
 
def click(x, y):
    print(x, y)
 
 
def main():
    print(hex2rgb(0xfcf040))
    game = test("game", (640, 480))
    game.bind_key(pygame.k_space, press_space)
    game.bind_click(1, click)
    game.run()
其二:
 
import pygame
import game
from random import choice, randint
 
score = 0
solid = 1
fragile = 2
deadly = 3
belt_left = 4
belt_right = 5
body = 6
 
game_row = 40
game_col = 28
obs_width = game_col // 4
side = 13
screen_width = side*game_col
screen_height = side*game_row
color = {solid: 0x00ffff, fragile: 0xff5500, deadly: 0xff2222, score: 0xcccccc,
        belt_left: 0xffff44, belt_right: 0xff99ff, body: 0x00ff00}
choice = [solid, solid, solid, fragile, fragile, belt_left, belt_right, deadly]
 
 
class barrier(object):
    def __init__(self, screen, opt=none):
        self.screen = screen
        if opt is none:
            self.type = choice(choice)
        else:
            self.type = opt
        self.frag_touch = false
        self.frag_time = 12
        self.score = false
        self.belt_dire = 0
        self.belt_dire = pygame.k_left if self.type == belt_left else pygame.k_right
        left = randint(0, screen_width - 7 * side - 1)
        top = screen_height - side - 1
        self.rect = pygame.rect(left, top, 7*side, side)
 
    def rise(self):
        if self.frag_touch:
            self.frag_time -= 1
        if self.frag_time == 0:
            return false
        self.rect.top -= 2
        return self.rect.top >= 0
 
    def draw_side(self, x, y):
        if self.type == solid:
            rect = pygame.rect(x, y, side, side)
            self.screen.fill(color[solid], rect)
        elif self.type == fragile:
            rect = pygame.rect(x+2, y, side-4, side)
            self.screen.fill(color[fragile], rect)
        elif self.type == belt_left or self.type == belt_right:
            rect = pygame.rect(x, y, side, side)
            pygame.draw.circle(self.screen, color[self.type], rect.center, side // 2 + 1)
        elif self.type == deadly:
            p1 = (x + side//2 + 1, y)
            p2 = (x, y + side)
            p3 = (x + side, y + side)
            points = [p1, p2, p3]
            pygame.draw.polygon(self.screen, color[deadly], points)
 
    def draw(self):
        for i in range(7):
            self.draw_side(i*side+self.rect.left, self.rect.top)
 
 
class hell(game.game):
    def __init__(self, title, size, fps=60):
        super(hell, self).__init__(title, size, fps)
        self.last = 6 * side
        self.dire = 0
        self.barrier = [barrier(self.screen, solid)]
        self.body = pygame.rect(self.barrier[0].rect.center[0], 200, side, side)
 
        self.bind_key([pygame.k_left, pygame.k_right], self.move)
        self.bind_key_up([pygame.k_left, pygame.k_right], self.unmove)
        self.bind_key(pygame.k_space, self.pause)
 
    def move(self, key):
        self.dire = key
 
    def unmove(self, key):
        self.dire = 0
 
    def show_end(self):
        self.draw(0, end=true)
        self.end = true
 
    def move_man(self, dire):
        if dire == 0:
            return true
        rect = self.body.copy()
        if dire == pygame.k_left:
            rect.left -= 1
        else:
            rect.left += 1
        if rect.left < 0 or rect.left + side >= screen_width:
            return false
        for ba in self.barrier:
            if rect.colliderect(ba.rect):
                return false
        self.body = rect
        return true
 
    def get_score(self, ba):
        if self.body.top > ba.rect.top and not ba.score:
            self.score += 1
            ba.score = true
 
    def to_hell(self):
        self.body.top += 2
        for ba in self.barrier:
            if not self.body.colliderect(ba.rect):
                self.get_score(ba)
                continue
            if ba.type == deadly:
                self.show_end()
                return
            self.body.top = ba.rect.top - side - 2
            if ba.type == fragile:
                ba.frag_touch = true
            elif ba.type == belt_left or ba.type == belt_right:
                # self.body.left += ba.belt_dire
                self.move_man(ba.belt_dire)
            break
 
        top = self.body.top
        if top < 0 or top+side >= screen_height:
            self.show_end()
 
    def create_barrier(self):
        solid = list(filter(lambda ba: ba.type == solid, self.barrier))
        if len(solid) < 1:
            self.barrier.append(barrier(self.screen, solid))
        else:
            self.barrier.append(barrier(self.screen))
        self.last = randint(3, 5) * side
 
    def update(self, current_time):
        if self.end or self.is_pause:
            return
        self.last -= 1
        if self.last == 0:
            self.create_barrier()
 
        for ba in self.barrier:
            if not ba.rise():
                if ba.type == fragile and ba.rect.top > 0:
                    self.score += 1
                self.barrier.remove(ba)
 
        self.move_man(self.dire)
        self.move_man(self.dire)
        self.to_hell()
 
    def draw(self, current_time, end=false):
        if self.end or self.is_pause:
            return
        self.screen.fill(0x000000)
        self.draw_score((0x3c, 0x3c, 0x3c))
        for ba in self.barrier:
            ba.draw()
        if not end:
            self.screen.fill(color[body], self.body)
        else:
            self.screen.fill(color[deadly], self.body)
        pygame.display.update()
 
 
if __name__ == '__main__':
    hell = hell("一百层", (screen_width, screen_height))
    hell.run()
​

效果图如下:

Pygame实战练习之一百层游戏

Pygame实战练习之一百层游戏

总结

我懂!我懂!我现在话不多说都是直接上代码滴!

Pygame实战练习之一百层游戏

记得三连哦~mua 你们的支持是我最大的动力!

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