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Pygame的游戏制作

程序员文章站 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
Pygame的游戏制作

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:

Pygame的游戏制作
Pygame的游戏制作

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:
Pygame的游戏制作