基于Python+Pygame实现经典赛车游戏
作者:顾木子吖 发布时间:2023-09-18 03:57:43
标签:Python,Pygame,赛车,游戏
导语
哈喽!哈喽~我是木木子,很久没给大家更新游戏的类似啦——
有粉丝投稿,说最近由于受疫情影响封闭在家不能离开小区,前不久刚刚报名的驾照考试只能无线延期,在家里还是挺无聊的,“憋在家里没事干的时候去打打游戏写写代码还挺好的。
于是,小编灵机一动,就有了今天这款简易版本的《赛车计划》也就是咳咳咳.......
通俗点儿就是一款代码写的一款关于汽车的小游戏,由于小编的思路跟编程的学习跟不上!!
SO,我尽力了......只能展示出这样的一款赛车游戏~有大神的话可以优化啦~
一、环境安装
1.各种素材(图片)
2.运行环境
小编使用的环境:Python3、Pycharm社区版、Pygame模块部分自带。
模块安装:pip install -i https://pypi.douban.com/simple/ pygame
二、代码展示
这款游戏代码特别多啦,小编这里就主要展示一下主程序运行的代码,全部的就找我文末拿哈~
1.主程序main.py
import os, sys, pygame, random, array, gamemode
import direction, bounds, timeout, menu
from pygame.locals import *
#Import game modules.
from loader import load_image
import player, maps, traffic, camera, tracks
TRAFFIC_COUNT = 45
CENTER_W = -1
CENTER_H = -1
#Main function.
def main():
#initialize objects.
clock = pygame.time.Clock()
running = True
font = pygame.font.Font(None, 24)
car = player.Player()
cam = camera.Camera()
target = gamemode.Finish()
bound_alert = bounds.Alert()
time_alert = timeout.Alert()
info = menu.Alert()
pointer = direction.Tracker(int(CENTER_W * 2), int(CENTER_H * 2))
#create sprite groups.
map_s = pygame.sprite.Group()
player_s = pygame.sprite.Group()
traffic_s = pygame.sprite.Group()
tracks_s = pygame.sprite.Group()
target_s = pygame.sprite.Group()
pointer_s = pygame.sprite.Group()
timer_alert_s = pygame.sprite.Group()
bound_alert_s = pygame.sprite.Group()
menu_alert_s = pygame.sprite.Group()
#generate tiles
for tile_num in range (0, len(maps.map_tile)):
maps.map_files.append(load_image(maps.map_tile[tile_num], False))
for x in range (0, 10):
for y in range (0, 10):
map_s.add(maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y]))
#load tracks
tracks.initialize()
#load finish
target_s.add(target)
#load direction
pointer_s.add(pointer)
#load alerts
timer_alert_s.add(time_alert)
bound_alert_s.add(bound_alert)
menu_alert_s.add(info)
#load traffic
traffic.initialize(CENTER_W, CENTER_H)
for count in range(0, TRAFFIC_COUNT):
traffic_s.add(traffic.Traffic())
player_s.add(car)
cam.set_pos(car.x, car.y)
while running:
#Render loop.
#Check for menu/reset, (keyup event - trigger ONCE)
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if keys[K_m]:
if (info.visibility == True):
info.visibility = False
else:
info.visibility = True
if (keys[K_p]):
car.reset()
target.reset()
if (keys[K_q]):
pygame.quit()
sys.exit(0)
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
break
#Check for key input. (KEYDOWN, trigger often)
keys = pygame.key.get_pressed()
if (target.timeleft > 0):
if keys[K_LEFT]:
car.steerleft()
if keys[K_RIGHT]:
car.steerright()
if keys[K_UP]:
car.accelerate()
else:
car.soften()
if keys[K_DOWN]:
car.deaccelerate()
cam.set_pos(car.x, car.y)
#Show text data.
text_fps = font.render('FPS: ' + str(int(clock.get_fps())), 1, (224, 16, 16))
textpos_fps = text_fps.get_rect(centery=25, centerx=60)
text_score = font.render('Score: ' + str(target.score), 1, (224, 16, 16))
textpos_score = text_fps.get_rect(centery=45, centerx=60)
text_timer = font.render('Timer: ' + str(int((target.timeleft / 60)/60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16))
textpos_timer = text_fps.get_rect(centery=65, centerx=60)
#Render Scene.
screen.blit(background, (0,0))
#cam.set_pos(car.x, car.y)
map_s.update(cam.x, cam.y)
map_s.draw(screen)
#Conditional renders/effects
car.grass(screen.get_at(((int(CENTER_W-5), int(CENTER_H-5)))).g)
if (car.tracks):
tracks_s.add(tracks.Track(cam.x + CENTER_W, cam.y + CENTER_H, car.dir))
#Just render..
tracks_s.update(cam.x, cam.y)
tracks_s.draw(screen)
player_s.update(cam.x, cam.y)
player_s.draw(screen)
traffic_s.update(cam.x, cam.y)
traffic_s.draw(screen)
target_s.update(cam.x, cam.y)
target_s.draw(screen)
pointer_s.update(car.x + CENTER_W, car.y + CENTER_H, target.x, target.y)
pointer_s.draw(screen)
#Conditional renders.
if (bounds.breaking(car.x+CENTER_W, car.y+CENTER_H) == True):
bound_alert_s.update()
bound_alert_s.draw(screen)
if (target.timeleft == 0):
timer_alert_s.draw(screen)
car.speed = 0
text_score = font.render('Final Score: ' + str(target.score), 1, (224, 16, 16))
textpos_score = text_fps.get_rect(centery=CENTER_H+56, centerx=CENTER_W-20)
if (info.visibility == True):
menu_alert_s.draw(screen)
#Blit Blit..
screen.blit(text_fps, textpos_fps)
screen.blit(text_score, textpos_score)
screen.blit(text_timer, textpos_timer)
pygame.display.flip()
#Check collision!!!
if pygame.sprite.spritecollide(car, traffic_s, False):
car.impact()
target.car_crash()
if pygame.sprite.spritecollide(car, target_s, True):
target.claim_flag()
target.generate_finish()
target_s.add(target)
clock.tick(64)
#initialization
pygame.init()
screen = pygame.display.set_mode((pygame.display.Info().current_w,
pygame.display.Info().current_h),
pygame.FULLSCREEN)
pygame.display.set_caption('Race of Math.')
pygame.mouse.set_visible(False)
font = pygame.font.Font(None, 24)
CENTER_W = int(pygame.display.Info().current_w /2)
CENTER_H = int(pygame.display.Info().current_h /2)
#new background surface
background = pygame.Surface(screen.get_size())
background = background.convert_alpha()
background.fill((26, 26, 26))
#Enter the mainloop.
main()
pygame.quit()
sys.exit(0)
2.地图设置maps.py
import os, sys, pygame, math
from pygame.locals import *
from loader import load_image
from random import randrange
#Map filenames.
map_files = []
map_tile = ['X.png', 'I.png', 'L.png', 'T.png', 'O.png', 'null.png']
#Map to tile.
crossing = 0
straight = 1
turn = 2
split = 3
deadend = 4
null = 5
#tilemap.
map_1 = [
[2,1,3,1,1,3,1,1,1,4],
[1,5,1,5,4,0,1,2,5,4],
[1,4,3,1,3,3,1,3,2,1],
[3,1,3,1,3,5,4,5,1,1],
[3,2,1,5,1,5,3,1,0,3],
[1,2,0,1,0,3,0,4,1,1],
[1,5,1,4,2,1,1,2,3,1],
[1,2,0,1,3,3,0,0,2,1],
[1,1,4,2,2,5,1,2,1,3],
[2,3,1,3,1,1,3,1,1,2]
]
#tilemap rotation, x90ccw
map_1_rot = [
[1,1,0,1,1,0,1,1,1,3],
[0,0,0,0,1,0,1,0,0,0],
[0,1,2,1,0,2,1,2,0,0],
[1,1,0,1,3,0,0,0,0,0],
[1,0,0,0,0,0,1,1,0,3],
[0,2,0,1,0,0,0,3,0,0],
[0,0,0,1,3,0,0,1,3,0],
[0,1,0,1,0,2,0,0,3,0],
[0,0,2,1,3,0,0,2,1,3],
[2,2,1,2,1,1,2,1,1,3]
]
class Map(pygame.sprite.Sprite):
def __init__(self, tile_map, y, x, rot):
pygame.sprite.Sprite.__init__(self)
self.image = map_files[tile_map]
self.rect = self.image.get_rect()
if rot != 0:
self.image = pygame.transform.rotate(self.image, rot * 90)
self.x = x
self.y = y
#Realign the map
def update(self, cam_x, cam_y):
self.rect.topleft = self.x - cam_x, self.y - cam_y
三、效果展示
游戏玩法:M游戏开始——P重来——Q退出游戏。跟着红色箭头运行会出现奖杯。一个奖杯15
分,在规定时间拿到的奖杯越多数越高啦~
1.游戏界面
2.游戏运行中
3.15分到手
来源:https://blog.csdn.net/weixin_55822277/article/details/124310523


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