Pygame实战:过气游戏?小鸟不angry?惊现Python版愤怒的小鸟!
Posted 顾木子吖
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导语
“十年之前,我不认识你,你不属于我”,十年之后,我已经忘记你是谁。
这首表达爱意的歌曲,用来形容现在过气的心声可能再合适不过了!!
十年前,你肯定也玩儿过这款经典游戏。
一只红色的小鸟让年轻人找到了情绪的宣泄口。他们意气风发、踌躇满志,在让人欲罢不能的游戏世界寻找欢乐和寄托
十几年过去了,这款游戏渐渐被人遗忘。过气游戏?小鸟不angry,你还真以为我是“hello bird”?
现在的高温天气,除了防晒衣外,可能就要靠这只火爆的小鸟给大家降温消暑了!
正文
首先环境安装部分:
准备—Python3.6、Pycharm2021、最主要的游戏模块Pygame、以及一些自带的模块直接可用的。
游戏源码可版本不一致也能运行,相应的模块安装好就可,自行安排!
pip install -i https://pypi.douban.com/simple/ pygame
准备—相应的素材图片、音乐背景等:
定义精灵类这里定义的是对手的猪猪。
class Pig(pygame.sprite.Sprite):
def __init__(self, screen, imagepaths, loc_info, velocity=None, **kwargs):
pygame.sprite.Sprite.__init__(self)
assert len(loc_info) == 3
assert len(imagepaths) == 3
# 设置必要的属性常量
self.screen = screen
self.loc_info = list(loc_info)
self.imagepaths = imagepaths
self.velocity = VelocityVector() if velocity is None else velocity
self.type = 'pig'
self.is_dead = False
self.elasticity = 0.8
self.switch_freq = 20
self.animate_count = 0
self.inverse_friction = 0.99
self.gravity = VelocityVector(0.2, math.pi)
# 屏幕大小
self.screen_size = screen.get_rect().size
self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
# 导入图像
self.pig_images = []
for imagepath in imagepaths: self.pig_images.append(pygame.image.load(imagepath))
# 设置当前图像
self.image = random.choice(self.pig_images[:2])
'''画到屏幕上'''
def draw(self):
self.animate_count += 1
if (self.animate_count % self.switch_freq == 0) and (not self.is_dead):
self.animate_count = 0
self.image = random.choice(self.pig_images[:2])
position = self.loc_info[0] - self.loc_info[2], self.loc_info[1] - self.loc_info[2]
self.screen.blit(self.image, position)
'''移动猪'''
def move(self):
# 根据重力改变猪的速度向量
self.velocity = VectorAddition(self.velocity, self.gravity)
self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
self.velocity.magnitude *= self.inverse_friction
# 宽度超出屏幕
if self.loc_info[0] > self.screen_size[0] - self.loc_info[2]:
self.loc_info[0] = 2 * (self.screen_size[0] - self.loc_info[2]) - self.loc_info[0]
self.velocity.angle *= -1
self.velocity.magnitude *= self.elasticity
elif self.loc_info[0] < self.loc_info[2]:
self.loc_info[0] = 2 * self.loc_info[2] - self.loc_info[0]
self.velocity.angle *= -1
self.velocity.magnitude *= self.elasticity
# 高度超出屏幕
if self.loc_info[1] > self.screen_size[1] - self.loc_info[2]:
self.loc_info[1] = 2 * (self.screen_size[1] - self.loc_info[2]) - self.loc_info[1]
self.velocity.angle = math.pi - self.velocity.angle
self.velocity.magnitude *= self.elasticity
elif self.loc_info[1] < self.loc_info[2]:
self.loc_info[1] = 2 * self.loc_info[2] - self.loc_info[1]
self.velocity.angle = math.pi - self.velocity.angle
self.velocity.magnitude *= self.elasticity
'''猪死掉了'''
def setdead(self):
self.is_dead = True
self.image = self.pig_images[-1]
然后这里定义的精灵类是小鸟即玩家:
class Bird(pygame.sprite.Sprite):
def __init__(self, screen, imagepaths, loc_info, velocity=None, color=(255, 255, 255), **kwargs):
pygame.sprite.Sprite.__init__(self)
assert len(loc_info) == 3
assert len(imagepaths) == 1
# 设置必要的属性常量
self.color = color
self.screen = screen
self.loc_info = list(loc_info)
self.imagepaths = imagepaths
self.velocity = VelocityVector() if velocity is None else velocity
self.type = 'bird'
self.fly_path = []
self.is_dead = False
self.elasticity = 0.8
self.is_loaded = False
self.is_selected = False
self.inverse_friction = 0.99
self.gravity = VelocityVector(0.2, math.pi)
# 屏幕大小
self.screen_size = screen.get_rect().size
self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
# 导入图像
self.image = pygame.image.load(imagepaths[0])
'''画到屏幕上'''
def draw(self):
if not self.is_loaded:
for point in self.fly_path:
pygame.draw.ellipse(self.screen, self.color, (point[0], point[1], 3, 3), 1)
position = self.loc_info[0] - self.loc_info[2], self.loc_info[1] - self.loc_info[2]
self.screen.blit(self.image, position)
'''判断有没有被鼠标选中'''
def selected(self):
pos = pygame.mouse.get_pos()
dx, dy = pos[0] - self.loc_info[0], pos[1] - self.loc_info[1]
dist = math.hypot(dy, dx)
if dist < self.loc_info[2]:
return True
return False
'''加载到弹弓上'''
def load(self, slingshot):
self.loc_info[0], self.loc_info[1] = slingshot.x, slingshot.y
self.is_loaded = True
'''重新设置位置'''
def reposition(self, slingshot):
pos = pygame.mouse.get_pos()
if self.selected:
self.loc_info[0], self.loc_info[1] = pos[0], pos[1]
dx, dy = slingshot.x - self.loc_info[0], slingshot.y - self.loc_info[1]
self.velocity.magnitude = min(int(math.hypot(dx, dy) / 2), 80)
self.velocity.angle = math.pi / 2 + math.atan2(dy, dx)
'''显示发射小鸟的路径'''
def projectpath(self):
if self.is_loaded:
path = []
bird = Bird(self.screen, self.imagepaths, self.loc_info, velocity=self.velocity)
for i in range(30):
bird.move()
if i % 5 == 0: path.append((bird.loc_info[0], bird.loc_info[1]))
for point in path:
pygame.draw.ellipse(self.screen, self.color, (point[0], point[1], 2, 2))
'''移动小鸟'''
def move(self):
# 根据重力改变小鸟的速度向量
self.velocity = VectorAddition(self.velocity, self.gravity)
self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
self.velocity.magnitude *= self.inverse_friction
# 宽度超出屏幕
if self.loc_info[0] > self.screen_size[0] - self.loc_info[2]:
self.loc_info[0] = 2 * (self.screen_size[0] - self.loc_info[2]) - self.loc_info[0]
self.velocity.angle *= -1
self.velocity.magnitude *= self.elasticity
elif self.loc_info[0] < self.loc_info[2]:
self.loc_info[0] = 2 * self.loc_info[2] - self.loc_info[0]
self.velocity.angle *= -1
self.velocity.magnitude *= self.elasticity
# 高度超出屏幕
if self.loc_info[1] > self.screen_size[1] - self.loc_info[2]:
self.loc_info[1] = 2 * (self.screen_size[1] - self.loc_info[2]) - self.loc_info[1]
self.velocity.angle = math.pi - self.velocity.angle
self.velocity.magnitude *= self.elasticity
elif self.loc_info[1] < self.loc_info[2]:
self.loc_info[1] = 2 * self.loc_info[2] - self.loc_info[1]
self.velocity.angle = math.pi - self.velocity.angle
self.velocity.magnitude *= self.elasticity
定义地图里面的木桩:
class Block(pygame.sprite.Sprite):
def __init__(self, screen, imagepaths, loc_info, velocity=None, **kwargs):
pygame.sprite.Sprite.__init__(self)
assert len(loc_info) == 3
assert len(imagepaths) == 2
# 设置必要的属性常量
self.type = 'block'
self.screen = screen
self.loc_info = list(loc_info)
self.imagepaths = imagepaths
self.velocity = VelocityVector() if velocity is None else velocity
self.elasticity = 0.7
self.is_destroyed = False
self.inverse_friction = 0.99
self.gravity = VelocityVector(0.2, math.pi)
# 导入图像
self.block_images = []
for imagepath in imagepaths: self.block_images.append(pygame.transform.scale(pygame.image.load(imagepath), (100, 100)))
# 屏幕大小
self.screen_size = screen.get_rect().size
self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
# 设置当前图像
self.image = self.block_images[0]
self.rect = self.image.get_rect()
self.rotate_angle = math.radians(0)
'''画到屏幕上'''
def draw(self):
pygame.transform.rotate(self.image, self.rotate_angle)
self.screen.blit(self.image, (self.loc_info[0] - self.rect.width // 2, self.loc_info[1]))
'''设置为损坏状态'''
def setdestroy(self):
self.is_destroyed = True
self.image = self.block_images[1]
'''移动木块'''
def move(self):
# 根据重力改变木块的速度向量
self.velocity = VectorAddition(self.velocity, self.gravity)
self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
self.velocity.magnitude *= self.inverse_friction
# 宽度超出屏幕
if self.loc_info[0] > self.screen_size[0] - self.rect.width:
self.loc_info[0] = 2 * (self.screen_size[0] - self.rect.width) - self.loc_info[0]
self.velocity.angle *= -1
self.rotate_angle = -self.velocity.angle
self.velocity.magnitude *= self.elasticity
elif self.loc_info[0] < self.rect.width:
self.loc_info[0] = 2 * self.rect.width - self.loc_info[0]
self.velocity.angle *= -1
self.rotate_angle = -self.velocity.angle
self.velocity.magnitude *= self.elasticity
# 高度超出屏幕
if self.loc_info[1] > self.screen_size[1] - self.rect.height:
self.loc_info[1] = 2 * (self.screen_size[1] - self.rect.height) - self.loc_info[1]
self.velocity.angle = math.pi - self.velocity.angle
self.rotate_angle = math.pi - self.velocity.angle
self.velocity.magnitude *= self.elasticity
elif self.loc_info[1] < self.rect.height:
self.loc_info[1] = 2 * self.rect.height - self.loc_info[1]
self.velocity.angle = math.pi - self.velocity.angle
self.rotate_angle = math.pi - self.velocity.angle
self.velocity.magnitude *= self.elasticity
游戏主程序:
import sys
import cfg
import pygame
from modules import *
'''游戏主程序'''
def main(cfg):
# 初始化
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.play(-1, 0.0)
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption(' 愤怒的小鸟 —— csdn账号:顾木子吖')
# 开始游戏
def startgame():
game_levels = GameLevels(cfg, screen)
game_levels.start()
# 退出游戏
def quitgame():
pygame.quit()
sys.exit()
# 开始界面
components = pygame.sprite.Group()
title_label = Label(screen, 700, 100, 400, 200)
title_label.addtext('ANGRY BIRDS', 80, cfg.FONTPATH['arfmoochikncheez'], (236, 240, 241))
components.add(title_label)
start_btn = Button(screen, 500, 400, 300, 100, startgame, (244, 208, 63), (247, 220, 111))
start_btn.addtext('START GAME', 60, cfg.FONTPATH['arfmoochikncheez'], cfg.BACKGROUND_COLOR)
components.add(start_btn)
quit_btn = Button(screen, 1000, 400, 300, 100, quitgame, (241, 148, 138), (245, 183, 177))
quit_btn.addtext('QUIT', 60, cfg.FONTPATH['arfmoochikncheez'], cfg.BACKGROUND_COLOR)
components.add(quit_btn)
charles_label = Label(screen, cfg.SCREENSIZE[0] - 300, cfg.SCREENSIZE[1] - 80, 300, 100)
charles_label.addtext('CHARLES', 60, cfg.FONTPATH['arfmoochikncheez'], (41, 41, 41))
components.add(charles_label)
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitgame()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
quitgame()
elif event.type == pygame.MOUSEBUTTONDOWN:
if start_btn.selected():
start_btn.action()
elif quit_btn.selected():
quit_btn.action()
screen.fill(cfg.BACKGROUND_COLOR)
for component in components: component.draw()
pygame.display.update()
clock.tick(cfg.FPS)
'''run'''
if __name__ == '__main__':
main(cfg)
由于这款愤怒的小鸟代码量太对,所以全部代码没放进来!文末有代码!
效果图:
总结
赶紧先跟着小编涨姿势啊!这款游戏你也想拥有嘛
如需完整的项目源码+素材源码基地见:#私信小编06#或者点击蓝色文字添加即可获取免费的福利!
记得三连哦~mua 你们的支持是我最大的动力!!
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