Pygame的游戏制作
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2022-03-20 11:21:00
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一、pygame的窗口制作
坏境是vscode 1.43.0 python版本是3.7.6
import pygame
from pygame.locals import *
import sys
def hello_world():
pygame.init()
pygame.display.set_mode((640,480))
pygame.display.set_caption("hello world")
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
if __name__=="__main__":
hello_world()
运行后
一、 游戏案例1:贪吃蛇
代码
import pygame,sys,time,random
from pygame.locals import *
pygame.init()
fpsClock=pygame.time.Clock()
playSurface=pygame.display.set_mode((640,480))
pygame.display.set_caption("贪吃蛇游戏")
redColor=pygame.Color(255,0,0)
blackColor=pygame.Color(0,0,0)
whiteColor=pygame.Color(255,255,255)
greyColor=pygame.Color(150,150,150)
snakePosition=[100,100]
snakeSegments=[[100,100],[80,100],[60,100]]
raspberryPosition=[300,300]
raspberrySpawned=1
direction='right'
changeDirection=direction
def gameOver():
gameOverFont=pygame.font.Font('simfang.ttf',72)
gameOverSurf=gameOverFont.render('Game Over',True,greyColor)
gameOverRect=gameOverSurf.get_rect()
gameOverRect.midtop=(320,10)
playSurface.blit(gameOverSurf,gameOverRect)
pygame.display.flip()
time.sleep(5)
pygame.quit()
sys.exit()
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
elif event.type==KEYDOWN:
if event.key==K_RIGHT or event.key==ord('d'):
changeDirection='right'
if event.key==K_LEFT or event.key==ord('a'):
changeDirection='left'
if event.key==K_UP or event.key==ord('w'):
changeDirection='up'
if event.key==K_DOLLAR or event.key==ord('s'):
changeDirection='down'
if event.key==K_ESCAPE:
pygame.event.post(pygame.event.Event(QUIT))
if changeDirection=='right' and not direction=='left':
direction=changeDirection
if changeDirection=='left' and not direction=='right':
direction=changeDirection
if changeDirection=='up' and not direction=='down':
direction=changeDirection
if changeDirection=='down' and not direction=='up':
direction=changeDirection
if direction=='right':
snakePosition[0]+=20
if direction=='left':
snakePosition[0]-=20
if direction=='up':
snakePosition[1]-=20
if direction=='down':
snakePosition[1]+=20
snakeSegments.insert(0,list(snakePosition))
if snakePosition[0]==raspberryPosition[0] and snakePosition[1]==raspberryPosition[1]:
raspberrySpawned=0
else:
snakeSegments.pop()
if raspberrySpawned==0:
x=random.randrange(1,32)
y=random.randrange(1,24)
raspberryPosition=[int(x*20),int(y*20)]
raspberrySpawned=1
playSurface.fill(blackColor)
for position in snakeSegments:
pygame.draw.rect(playSurface,whiteColor,Rect(position[0],position[1],20,20))
pygame.draw.rect(playSurface,redColor,Rect(raspberryPosition[0],raspberryPosition[1],20,20))
pygame.display.flip()
if snakePosition[0]>620 or snakePosition[0] < 0:
gameOver()
if snakePosition[1] > 460 or snakePosition[1] < 0:
gameOver()
for snakeBody in snakeSegments[1:]:
if snakePosition[0]==snakeBody[0] and snakePosition[1]==snakeBody[1]:
gameOver()
fpsClock.tick(10)
运行后:
二、游戏案例2:
好玩的网页游戏:打飞机
代码:
import pygame
from sys import exit
from pygame.locals import *
import random
SCREEN_WIDTH=480
SCREEN_HEIGHT = 800
TYPE_SMALL=1
TYPE_MIDDLE=2
TYPE_BIG=3
class Bullet(pygame.sprite.Sprite):
def __init__(self, bullet_img, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.rect = self.image.get_rect()
self.rect.midbottom = init_pos
self.speed = 10
def move(self):
self.rect.top -= self.speed
class Player(pygame.sprite.Sprite):
def __init__(self, plane_img, player_rect, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = [] # 用来存储玩家飞机图片的列表
for i in range(len(player_rect)):
self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
self.rect = player_rect[0] # 初始化图片所在的矩形
self.rect.topleft = init_pos # 初始化矩形的左上角坐标
self.speed = 8 # 初始化玩家飞机速度,这里是一个确定的值
self.bullets = pygame.sprite.Group() # 玩家飞机所发射的子弹的集合
self.is_hit = False # 玩家是否被击中
# 发射子弹
def shoot(self, bullet_img):
bullet = Bullet(bullet_img, self.rect.midtop)
self.bullets.add(bullet)
# 向上移动,需要判断边界
def moveUp(self):
if self.rect.top <= 0:
self.rect.top = 0
else:
self.rect.top -= self.speed
# 向下移动,需要判断边界
def moveDown(self):
if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top += self.speed
# 向左移动,需要判断边界
def moveLeft(self):
if self.rect.left <= 0:
self.rect.left = 0
else:
self.rect.left -= self.speed
# 向右移动,需要判断边界
def moveRight(self):
if self.rect.left >= SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left += self.speed
class Enemy(pygame.sprite.Sprite):
def __init__(self, enemy_img, enemy_down_imgs, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = enemy_img
self.rect = self.image.get_rect()
self.rect.topleft = init_pos
self.down_imgs = enemy_down_imgs
self.speed = 2
def move(self):
self.rect.top += self.speed
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Python打飞机大战')
background = pygame.image.load('image/background.png').convert()
game_over = pygame.image.load('image/gameover.png')
plane_img = pygame.image.load('image/shoot.png')
player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126)) # 玩家飞机图片
player_rect.append(pygame.Rect(165, 234, 102, 126)) # 玩家爆炸图片
player_pos = [200, 600]
player = Player(plane_img, player_rect, player_pos)
bullet_rect = pygame.Rect(1004, 987, 9, 21)
bullet_img = plane_img.subsurface(bullet_rect)
enemy1_rect = pygame.Rect(534, 612, 57, 43)
enemy1_img = plane_img.subsurface(enemy1_rect)
enemy1_down_imgs = plane_img.subsurface(pygame.Rect(267, 347, 57, 43))
enemies1 = pygame.sprite.Group()
enemies_down = pygame.sprite.Group()
shoot_frequency = 0
enemy_frequency = 0
score = 0
clock = pygame.time.Clock()
running = True
while running:
clock.tick(60)
if not player.is_hit:
if shoot_frequency % 15 == 0:
player.shoot(bullet_img)
shoot_frequency += 1
if shoot_frequency >= 15:
shoot_frequency = 0
if enemy_frequency % 50 == 0:
enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0]
enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos)
enemies1.add(enemy1)
enemy_frequency += 1
if enemy_frequency >= 100:
enemy_frequency = 0
for bullet in player.bullets:
# 以固定速度移动子弹
bullet.move()
# 移动出屏幕后删除子弹
if bullet.rect.bottom < 0:
player.bullets.remove(bullet)
for enemy in enemies1:
#2. 移动敌机
enemy.move()
#3. 敌机与玩家飞机碰撞效果处理
if pygame.sprite.collide_circle(enemy, player):
enemies_down.add(enemy)
enemies1.remove(enemy)
player.is_hit = True
break
#4. 移动出屏幕后删除敌人
if enemy.rect.top < 0:
enemies1.remove(enemy)
#敌机被子弹击中效果处理
#将被击中的敌机对象添加到击毁敌机 Group 中
enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
for enemy_down in enemies1_down:
enemies_down.add(enemy_down)
# 绘制背景
screen.fill(0)
screen.blit(background, (0, 0))
# 绘制玩家飞机
if not player.is_hit:
screen.blit(player.image[0], player.rect) #将正常飞机画出来
else:
# 玩家飞机被击中后的效果处理
screen.blit(player.image[1], player.rect) #将爆炸的飞机画出来
running = False
# 敌机被子弹击中效果显示
for enemy_down in enemies_down:
enemies_down.remove(enemy_down)
score += 1
screen.blit(enemy_down.down_imgs, enemy_down.rect) #将爆炸的敌机画出来
# 显示子弹
player.bullets.draw(screen)
# 显示敌机
enemies1.draw(screen)
# 绘制得分
score_font = pygame.font.Font(None, 36)
score_text = score_font.render('score: '+str(score), True, (128, 128, 128))
text_rect = score_text.get_rect()
text_rect.topleft = [10, 10]
screen.blit(score_text, text_rect)
pygame.display.update()
# 处理游戏退出
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# 获取键盘事件(上下左右按键)
key_pressed = pygame.key.get_pressed()
# 处理键盘事件(移动飞机的位置)
if key_pressed[K_w] or key_pressed[K_UP]:
player.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]:
player.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]:
player.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
player.moveRight()
# 游戏 Game Over 后显示最终得分
font = pygame.font.Font(None, 64)
text = font.render('Final Score: '+ str(score), True, (255, 0, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery + 24
screen.blit(game_over, (0, 0))
screen.blit(text, text_rect)
# 显示得分并处理游戏退出
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
pygame.display.update()
运行后: