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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源码基地:点击即可加入哦!文章的一些免费代码、解答等都可以在这里进行!

学无止境哦!你们的支持是我最大的动力!

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