网络编程
位置:首页>> 网络编程>> Python编程>> Python Pygame实现兔子猎人守护城堡游戏

Python Pygame实现兔子猎人守护城堡游戏

作者:九叔敲代码  发布时间:2021-09-21 11:09:59 

标签:Python,Pygame,游戏

效果图

守卫类游戏大家应该玩过吧,什么植物大战僵尸呀,保卫萝卜呀,今天我们自己用python来写一个自己的守护类小游戏兔子猎人守护城堡,让大家看看效果图。

Python Pygame实现兔子猎人守护城堡游戏

Python Pygame实现兔子猎人守护城堡游戏

Python Pygame实现兔子猎人守护城堡游戏

主要代码

下面我来说一下是怎么得到的将代码分享一下给大家

首先得将要用到的库导入进来


import cfg
import math
import random
import pygame
from modules.Sprites import *
from modules.interfaces import *

游戏初始化

 初始化pygame, 设置展示窗口


pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption(' QQ群号: 932574150')

加载必要的游戏素材


game_images = {}
for key, value in cfg.IMAGE_PATHS.items():
game_images[key] = pygame.image.load(value)
game_sounds = {}
for key, value in cfg.SOUNDS_PATHS.items():
if key != 'moonlight':
game_sounds[key] = pygame.mixer.Sound(value)
return screen, game_images, game_sounds

主函数

初始化


screen, game_images, game_sounds = initGame()

播放背景音乐


pygame.mixer.music.load(cfg.SOUNDS_PATHS['moonlight'])
pygame.mixer.music.play(-1, 0.0)

加载字体


font = pygame.font.Font(None, 24)

定义兔子


bunny = BunnySprite(image=game_images.get('rabbit'), position=(100, 100))

跟踪玩家的精度变量, 记录了射出的箭头数和被击中的獾的数量.


acc_record = [0., 0.]

生命值


healthvalue = 194

弓箭


arrow_sprites_group = pygame.sprite.Group()


badguy_sprites_group = pygame.sprite.Group()
badguy = BadguySprite(game_images.get('badguy'), position=(640, 100))
badguy_sprites_group.add(badguy)

定义了一个定时器, 使得游戏里经过一段时间后就新建一支獾


badtimer = 100
badtimer1 = 0

游戏主循环, running变量会跟踪游戏是否结束, exitcode变量会跟踪玩家是否胜利.


running, exitcode = True, False
clock = pygame.time.Clock()
while running:

在给屏幕画任何东西之前用黑色进行填充


screen.fill(0)

添加的风景也需要画在屏幕上


for x in range(cfg.SCREENSIZE[0]//game_images['grass'].get_width()+1):
for y in range(cfg.SCREENSIZE[1]//game_images['grass'].get_height()+1):
screen.blit(game_images['grass'], (x*100, y*100))
for i in range(4): screen.blit(game_images['castle'], (0, 30+105*i))

倒计时信息


countdown_text = font.render(str((90000-pygame.time.get_ticks())//60000)+":"+str((90000-pygame.time.get_ticks())//1000%60).zfill(2), True, (0, 0, 0))
countdown_rect = countdown_text.get_rect()
countdown_rect.topright = [635, 5]
screen.blit(countdown_text, countdown_rect)

按键检测,退出与射击


for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
game_sounds['shoot'].play()
acc_record[1] += 1
mouse_pos = pygame.mouse.get_pos()
angle = math.atan2(mouse_pos[1]-(bunny.rotated_position[1]+32), mouse_pos[0]-(bunny.rotated_position[0]+26))
arrow = ArrowSprite(game_images.get('arrow'), (angle, bunny.rotated_position[0]+32, bunny.rotated_position[1]+26))
arrow_sprites_group.add(arrow)

移动兔子


key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_w]:
bunny.move(cfg.SCREENSIZE, 'up')
elif key_pressed[pygame.K_s]:
bunny.move(cfg.SCREENSIZE, 'down')
elif key_pressed[pygame.K_a]:
bunny.move(cfg.SCREENSIZE, 'left')
elif key_pressed[pygame.K_d]:
bunny.move(cfg.SCREENSIZE, 'right')

更新弓箭


for arrow in arrow_sprites_group:
if arrow.update(cfg.SCREENSIZE):
arrow_sprites_group.remove(arrow)

更新獾


if badtimer == 0:
badguy = BadguySprite(game_images.get('badguy'), position=(640, random.randint(50, 430)))
badguy_sprites_group.add(badguy)
badtimer = 100 - (badtimer1 * 2)
badtimer1 = 20 if badtimer1>=20 else badtimer1+2
badtimer -= 1
for badguy in badguy_sprites_group:
if badguy.update():
game_sounds['hit'].play()
healthvalue -= random.randint(4, 8)
badguy_sprites_group.remove(badguy)

碰撞检测


for arrow in arrow_sprites_group:
for badguy in badguy_sprites_group:
if pygame.sprite.collide_mask(arrow, badguy):
game_sounds['enemy'].play()
arrow_sprites_group.remove(arrow)
badguy_sprites_group.remove(badguy)
acc_record[0] += 1

画出弓箭


arrow_sprites_group.draw(screen)

画出獾


badguy_sprites_group.draw(screen)

画出兔子


bunny.draw(screen, pygame.mouse.get_pos())

画出城堡健康值, 首先画了一个全红色的生命值条, 然后根据城堡的生命值往生命条里面添加绿色.


screen.blit(game_images.get('healthbar'), (5, 5))
for i in range(healthvalue):
screen.blit(game_images.get('health'), (i+8, 8))

判断游戏是否结束


if pygame.time.get_ticks() >= 90000:
running, exitcode = False, True
if healthvalue <= 0:
running, exitcode = False, False

更新屏幕


pygame.display.flip()
clock.tick(cfg.FPS)

计算一下游戏的准确性


accuracy = acc_record[0] / acc_record[1] * 100 if acc_record[1] > 0 else 0
accuracy = '%.2f' % accuracy
showEndGameInterface(screen, exitcode, accuracy, game_images)

运行 


if __name__ == '__main__':
main()

上面我将代码分散了,大家可以看一下整合一下就可以运行了 

来源:https://blog.csdn.net/weixin_46661629/article/details/121757363

0
投稿

猜你喜欢

手机版 网络编程 asp之家 www.aspxhome.com