Python+Pygame实现神庙逃亡游戏
作者:我的天才女友 发布时间:2022-06-12 16:26:28
游戏规则
用pygame动画实现神庙逃亡类似的小游戏,当玩家移动的时候躲避 * ,如果 * 命中玩家或者名字龙都会减速,玩家躲避 * 使更多的 * 打在龙上,当玩家被龙抓到,则游戏输,如果龙被 * 减少速度,与玩家有一定的距离,则玩家获胜。
精灵类
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = pygame.Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
MySprite继承精灵类,因为在做动画时候,需要许多的参数,这里进行了初始化,master_image 图片的位置,frame、old_frame分别储存第一帧和上一帧的位置,frame_width和frame_height保存宽高,first和last保存帧的第一帧和最后一帧。columns保存列数。last_time时间变量。
X、Y、pos保存精灵的位置x和y的位置。
load载入,赋予对应精灵的值,(rect.width // width) * (rect.height // height) - 1,通过给定的图片的宽高除以参数的值,-1就是初始的位置是从0开始的。
update更新的时候,根据传入的时间和间隔频率,如果时间大于上次时间和间隔则改变帧数,如果帧数改变对应的图片位置也改变,实现动态变化。
加载龙
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_ESCAPE]:
sys.exit()
elif keys[pygame.K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -8.0
screen.blit(bg, (0, 0))
if not game_over:
group.update(ticks, 50)
group.draw(screen)
print_text(font, 350, 360, "Press SPACE to jump!")
if game_over:
print_text(font, 360, 100, "G A M E O V E R")
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON")
else:
print_text(font, 330, 130, "THE DRAGON GOT YOU")
pygame.display.update()
加载龙,实现龙动画,这里没有龙的位移,玩家躲 * 或者命中 * 都会导致双方的x坐标减少,这里没使用对应的速度改变,减少游戏的开发难度。
加载 *
def reset_arrow():
y = random.randint(250, 350)
arrow.position = 800, y
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800, 320
group.add(arrow)
* 因为只有一个,如果击中则需要重置,这里写了重置 * 的函数便于调用,random.randint(250, 350)给 * 一个随机的高度。使游戏与变化。
添加玩家
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
player_start_y = player.Y
player_start_y记录玩家初始的y坐标判断玩家是否处于跳跃状态中。
碰撞事件
if not game_over:
arrow.X -= arrow_vel
if arrow.X < 40:
reset_arrow()
if pygame.sprite.collide_rect(arrow, player):
reset_arrow()
player.X -= 10
if pygame.sprite.collide_rect(arrow, dragon):
reset_arrow()
dragon.X -= 10
if pygame.sprite.collide_rect(player, dragon):
game_over = True
if dragon.X < -100:
you_win = True
game_over = True
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
这里需要检验玩家、 * 和龙两两相碰的事件。
完整代码
import sys, time, random, math, pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self) # extend the base Sprite class
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
# X property
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
# Y property
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
# position property
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
# try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
# update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = pygame.Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
def reset_arrow():
y = random.randint(250, 350)
arrow.position = 800, y
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Escape Dragon")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()
bg = pygame.image.load('background.png').convert_alpha()
group = pygame.sprite.Group()
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800, 320
group.add(arrow)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_ESCAPE]:
sys.exit()
elif keys[pygame.K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -8.0
if not game_over:
arrow.X -= arrow_vel
if arrow.X < 40:
reset_arrow()
if pygame.sprite.collide_rect(arrow, player):
reset_arrow()
player.X -= 10
if pygame.sprite.collide_rect(arrow, dragon):
reset_arrow()
dragon.X -= 10
if pygame.sprite.collide_rect(player, dragon):
game_over = True
if dragon.X < -100:
you_win = True
game_over = True
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
screen.blit(bg, (0, 0))
if not game_over:
group.update(ticks, 50)
group.draw(screen)
print_text(font, 350, 360, "Press SPACE to jump!")
if game_over:
print_text(font, 360, 100, "G A M E O V E R")
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON")
else:
print_text(font, 330, 130, "THE DRAGON GOT YOU")
pygame.display.update()
来源:https://blog.csdn.net/qq_40801987/article/details/124871408


猜你喜欢
- 这篇文章主要介绍了如何基于python生成list的所有的子集,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,
- 背景开始讨论弱引用( weakref )之前,我们先来看看什么是弱引用?它到底有什么作用?假设我们有一个多线程程序,并发
- 本文实例讲述了python监控网站运行异常并发送邮件的方法。分享给大家供大家参考。具体如下:这是一个简单的python开发的监控程序,当指定
- yagmail 实现发邮件yagmail 可以更简单的来实现自动发邮件功能。1、安装pip install yagmail2、简单举例imp
- RSA算法是一种非对称加密算法,是现在广泛使用的公钥加密算法,主要应用是加密信息和数字签名。 * 给出的RSA算法简介如下: 假设Alic
- 转发和重定向:转发:一次请求和响应,请求的地址没有发生变化,如果此时刷新页面,就会出现重做现象。重定向:一次以上的请求和响应,请求地址发生一
- 一:使用where少使用having;二:查两张以上表时,把记录少的放在右边;三:减少对表的访问次数;四:有where子查询时,子查询放在最
- 最近在做文章页盖楼显示的项目,数据来源是跟贴系统生成的UTF8格式的JSON数据。文章页的HTML编码格式是GB2312,在javascri
- Microsoft SQL Server 2005 Mobile Edition 3.0 (SQL Server Mobile) 支持两种与
- 基于微信可以做很多有意思的练手项目,看了这张速查表你就会发现,可以做的事情超过你的想象。有一次我想要统计微信群里哪些同学在北京,但发现直接问
- 1. assert函数说明:Assert statements are a convenient way to insert debuggi
- </pre><pre name="code" class="javascript"
- <%on error resume nextdim conn,sql,rsset conn=Server.CreateObject(&
- 前言本文主要给大家总结介绍了关于Python的一些基础技巧,分享出来供大家参考学习,下面话不多说了,来一起看看详细的介绍吧。1.starts
- 翻译整理:Young.J;官方网站:http://jquery.comjQuery是一款同prototype一样优秀js开发库类,特别是对c
- 前言: 本篇文章主要介绍MySQL长事务相关内容,比如说我们开启的一个事务,一直没提交或回滚会怎样呢,出现事务等待情况应该如何处理,本篇文章
- 指定的代码页特性无效。 codepage属性:是指出网页的代码页 如果制作的网页脚本与WEB服务端的默认代码页不同,则必须指明代码页: 代码
- 前言说起这个事情吧也相对来说比较尴尬,对于一个技术来说忘记密码然后找回密码都是相当简单的一个事情,但是在生产环境中没有保存记录只能是自己的失
- Python not equal operator returns True if two variables are of same ty
- 前言在Django中有大量的通用类视图,例如ListView,DetailView,CreateView,UpdateView等等,将所有重