Pygame系列这游戏死了就要从头再来,但却让我疯狂上头...
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导语
哈喽哈喽!大家好!我来了~国庆结束的亲们,开始上线啦!
10月8日,对国庆还意犹未尽的孩子们收到了一份“开学大礼”:一份游戏代码作为奖励!
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!
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:
总结
我懂!我懂!我现在话不多说都是直接上代码滴!
免费源码领取处:
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