基于pygame的游戏

|▌冷眼眸甩不掉的悲伤 提交于 2020-03-15 01:49:50

一、pygame游戏基础

1、显示窗口
import pygame
from pygame.locals import *
import sys
def hello_world():
    pygame.init()
    pygame.display.set_mode((640,480))
    pygame.display.set_caption("hello world")
    while True:
        for event in pygame.event.get():
            if event.type==QUIT:
                pygame.quit()
                sys.exit()
            pygame.display.update()
if __name__=="__main__":
    hello_world()

运行结果:

2、实现坦克自由移动
import pygame,sys
from pygame.locals import *
def play_tank():
    pygame.init()
    window_size=(width,height)=(640,480)
    speed=[1,1]
    color_white=(255,255,255)
    screen=pygame.display.set_mode(window_size)
    pygame.display.set_caption("坦克大战")
    tank_image=pygame.image.load(r'tankU.bmp')
    tank_rect=tank_image.get_rect()
    while True:
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                pygame.quit()
                sys.exit()
            tank_rect=tank_rect.move(speed)
            if(tank_rect.left<0) or (tank_rect.right>width):
                speed[0]=-speed[0]
            if(tank_rect.top<0) or (tank_rect.bottom>height):
                speed[1]=-speed[1]
            screen.fill(color_white)
            screen.blit(tank_image,tank_rect)
        pygame.display.update()
if __name__=="__main__":
    play_tank()

运行结果:

3、方向键控制坦克
import os,sys,pygame
from pygame.locals import *
def control_tank(event):
    speed=[x,y]=[0,0]
    speed_offset=1
    if event.type==pygame.KEYDOWN:
        if event.key==pygame.K_LEFT:
            speed[0]-=speed_offset
        if event.key==pygame.K_RIGHT:
            speed[0]=speed_offset
        if event.key==pygame.K_UP:
            speed[1]-=speed_offset
        if event.key==pygame.K_DOWN:
            speed[1]=speed_offset
    if event.type==pygame.KEYUP:
        if event.type in[pygame.K_UP,pygame.K_DOWN,pygame.K_RIGHT,pygame.K_LEFT]:
            speed=[0,0]
    return speed
def play_tank():
    pygame.init()
    window_size=Rect(0,0,640,480)
    speed=[1,1]
    color_white=(255,255,255)
    screen=pygame.display.set_mode(window_size.size)
    pygame.display.set_caption("坦克大战")
    tank_image=pygame.image.load('tankU.bmp')
    back_image=pygame.image.load('back_image.jpg')
    tank_rect=tank_image.get_rect()
    while True:
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                pygame.quit()
                sys.exit()
            cur_speed=control_tank(event)
            tank_rect=tank_rect.move(cur_speed).clamp(window_size)
           screen.blit(back_image,(0,0))
           screen.blit(tank_image,tank_rect)
           pygame.display.update()
if __name__ == "__main__":
    play_tank()

运行结果:

2、精灵类测试

简介: “动画精灵”这个词是从老式计算机和游戏机流传下来的。这些老式游戏机不能很快地绘制和擦除图形来保证游戏正常工作。这些游戏机有一些特殊的硬件,专门用来处理需要快速移动的游戏对象。这些对象就称为“动画精灵”。它们有一些特殊的限制,不过可以非常快地绘制和更新……如今,一般来讲,计算机的速度已经足够快了,不需要专门的硬件也可以很好地处理类似动画精灵的对象。不过‘动画精灵’这个词仍用来便是二维游戏中的所有动画对象。 pygame.sprite.Sprite是pygame里面用来实现精灵的一个类,使用时并不需要对他实例化,只需要继承它,然后按需写出自己的类,因此非常简单实用。所有精灵再建立时都是从pygame.sprite.Sprite中继承的,建立精灵要设计自己的精灵类

1、精灵坦克:

import pygame,sys
pygame.init()
class Tank(pygame.sprite.Sprite):
    def __init__(self,filename,initial_position):
        pygame.sprite.Sprite.__init__(self)
        self.image=pygame.image.load(filename)
        self.rect=self.image.get_rect()
        self.rect.bottomright=initial_position
screen=pygame.display.set_mode([640,480])
screen.fill([255,255,255])
fi='tankU.bmp'
b=Tank(fi,[150,100])
while True:
    for event in pygame.event.get():
        if event.type==pygame.QUIT:
            pygame.quit()
            sys.exit()
    screen.blit(b.image,b.rect)
    pygame.display.update()

运行结果:

2、精灵测试

import pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
    def __init__(self,target):
        pygame.sprite.Sprite.__init__(self)
        self.sprite_surface=target
        self.image=None
        self.master_image=None
        self.rect=None
        self.topleft=0,0
        self.frame=0
        self.old_fram=-1
        self.fram_width=1
        self.fram_height=1
        self.first_fram=0
        self.last_fram=0
        self.columns=1
        self.last_time=0
    def load(self,filename,width,height,columns):
        self.master_image=pygame.image.load(filename).convert_alpha()
        self.fram_width=width
        self.fram_height=height
        self.rect=0,0,width,height
        self.columns=columns
        rect=self.master_image.get_rect()
        self.last_fram=(rect.width//width)*(rect.height//height)-1
    def update(self,current_time,rate=60):
        if current_time>self.last_time+rate:
            self.frame+=1
        if self.frame>self.last_fram:
            self.frame=self.first_fram
            self.last_time=current_time
        if self.frame!=self.old_fram:
            frame_x=(self.frame%self.columns)*self.fram_width
            frame_y=(self.frame//self.columns)*self.fram_height
            rect=(frame_x,frame_y,self.fram_width,self.fram_height)
            self.image=self.master_image.subsurface(rect)
            self.old_fram=self.frame

pygame.init()
screen=pygame.display.set_mode((800,600),0,32)
pygame.display.set_caption("精灵类测试")
font=pygame.font.Font(None,18)
framerate=pygame.time.Clock()
cat=MySprite(screen)
cat.load("sprite2.png",92,95,4)
group=pygame.sprite.Group()
group.add(cat)
while True:
    framerate.tick(10)
    ticks=pygame.time.get_ticks()
    for event in pygame.event.get():
        if event.type==pygame.QUIT:
            pygame.quit()
            exit()
        key=pygame.key.get_pressed()
        if key[pygame.K_ESCAPE]:
           exit()
    screen.fill((0,0,255))

    cat.update(ticks)
    screen.blit(cat.image,cat.rect)
    pygame.display.update()

运行结果:

二、游戏案例

1、贪吃蛇游戏

import pygame,sys,time,random
from pygame.locals import *
pygame.init()
fpsClock=pygame.time.Clock()
playSurface=pygame.display.set_mode((640,480))
pygame.display.set_caption('贪吃蛇游戏')
#定义颜色
redColor=pygame.Color(255,0,0)
blackColor=pygame.Color(0,0,0)
whiteColor=pygame.Color(255,255,255)
greyColor=pygame.Color(150,150,150)
#初始化的一些程序中用到的变量
snakePosition=[100,100]
snakeSegments=[[100,100],[80,100],[60,100]]
raspberryPosition=[300,300]#树莓位置
raspberrySpawnad=1  #是否吃到树莓,1为没有吃到,0为吃到
direction='right'#运动方向
changeDirection=direction

def gameOver():
    gameOverFont=pygame.font.Font('Edo_0.ttf',72)
    gameOverSurf=gameOverFont.render('Game Over',True,greyColor)
    gameOverRect=gameOverSurf.get_rect()
    gameOverRect.midtop=(320,10)
    playSurface.blit(gameOverSurf,gameOverRect)
    pygame.display.flip()
    time.sleep(5)
    pygame.quit()
    sys.exit()
while True:
    for event in pygame.event.get():
        if event.type==QUIT:
            pygame.quit()
            sys.exit()
        elif event.type==KEYDOWN:
            if event.key==K_RIGHT or event.key==ord('d'):
                changeDirection='right'
            if event.key==K_LEFT or event.key==ord('a'):
                changeDirection='left'
            if event.key==K_UP or event.key==ord('w'):
                changeDirection='up'
            if event.key==K_DOWN or event.key==ord('s'):
                changeDirection='down'
            if event.key==K_ESCAPE:
                pygame.event.post(pygame.event.Event(QUIT))
    if changeDirection=='right' and not direction=='left':
        direction=changeDirection
    if changeDirection=='left' and not direction=='right':
        direction=changeDirection
    if changeDirection=='up' and not direction=='down':
        direction=changeDirection
    if changeDirection=='down' and not direction=='up':
        direction=changeDirection
    if direction=='right':
        snakePosition[0]+=20
    if direction=='left':
        snakePosition[0]-=20
    if direction=='up':
        snakePosition[1]-=20
    if direction=='down':
        snakePosition[1]+=20
    #将蛇的身体增加一节,并将这节放在蛇的头部
    snakeSegments.insert(0,list(snakePosition))
    #检查蛇头部的X和Y坐标是否等于目标点的坐标
    if snakePosition[0]==raspberryPosition[0] and snakePosition[1]==raspberryPosition:
        raspberrySpawnad=0
    else:
        snakeSegments.pop()
    #增加一个新的树莓到游戏里
    if raspberrySpawnad==0:
        x=random.randrange(1,32)
        y=random.randrange(1,24)
        raspberryPosition=[int(x*20),int(y*20)]
    raspberrySpawnad=1
    playSurface.fill(blackColor)
    for position in snakeSegments:
        pygame.draw.rect(playSurface,whiteColor,Rect(position[0],position[1],20,20))
    pygame.draw.rect(playSurface,redColor,Rect(raspberry	Position[0],raspberryPosition[1],20,20))
    pygame.display.flip()
    if snakePosition[0]>620 or snakePosition[0]<0:
        gameOver()
    if snakePosition[1]>460 or snakePosition[1]<0:
        gameOver()
    for snakeBody in snakeSegments[1:]:
        if snakePosition[0]==snakeBody[0] and snakePosition[1]==snakeBody[1]:
            gameOver()
    fpsClock.tick(10)

运行结果:

2、打飞机游戏

import pygame
from sys import exit
from pygame.locals import *
import random
SCREEN_WIDTH=480
SCREEN_HEIGHT = 800
TYPE_SMALL=1
TYPE_MIDDLE=2
TYPE_BIG=3

class Bullet(pygame.sprite.Sprite):
    def __init__(self, bullet_img, init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.rect = self.image.get_rect()
        self.rect.midbottom = init_pos
        self.speed = 10

    def move(self):
       self.rect.top -= self.speed

class Player(pygame.sprite.Sprite):
     def __init__(self, plane_img, player_rect, init_pos):
         pygame.sprite.Sprite.__init__(self)
         self.image = []                                 # 用来存储玩家飞机图片的列表
         for i in range(len(player_rect)):
             self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
         self.rect = player_rect[0]                      # 初始化图片所在的矩形
         self.rect.topleft = init_pos                    # 初始化矩形的左上角坐标
         self.speed = 8                                  # 初始化玩家飞机速度,这里是一个确定的值
         self.bullets = pygame.sprite.Group()            # 玩家飞机所发射的子弹的集合
         self.is_hit = False                             # 玩家是否被击中

     # 发射子弹
     def shoot(self, bullet_img):
         bullet = Bullet(bullet_img, self.rect.midtop)
         self.bullets.add(bullet)

     # 向上移动,需要判断边界
     def moveUp(self):
        if self.rect.top <= 0:
            self.rect.top = 0
        else:
             self.rect.top -= self.speed

     # 向下移动,需要判断边界
     def moveDown(self):
         if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
             self.rect.top = SCREEN_HEIGHT - self.rect.height
         else:
             self.rect.top += self.speed

     # 向左移动,需要判断边界
     def moveLeft(self):
         if self.rect.left <= 0:
             self.rect.left = 0
         else:
             self.rect.left -= self.speed

     # 向右移动,需要判断边界
     def moveRight(self):
         if self.rect.left >= SCREEN_WIDTH - self.rect.width:
             self.rect.left = SCREEN_WIDTH - self.rect.width
         else:
             self.rect.left += self.speed

class Enemy(pygame.sprite.Sprite):
	 def __init__(self, enemy_img, enemy_down_imgs, init_pos):
         pygame.sprite.Sprite.__init__(self)
         self.image = enemy_img
         self.rect = self.image.get_rect()
         self.rect.topleft = init_pos
         self.down_imgs = enemy_down_imgs
         self.speed = 2


     def move(self):
         self.rect.top += self.speed

pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('Python打飞机大战')

background = pygame.image.load('resources/image/background.png').convert()

game_over = pygame.image.load('resources/image/gameover.png')

plane_img = pygame.image.load('resources/image/shoot.png')

player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126))        	# 玩家飞机图片
player_rect.append(pygame.Rect(165, 234, 102, 126)) 	    # 玩家爆炸图片

player_pos = [200, 600]
player = Player(plane_img, player_rect, player_pos)


bullet_rect = pygame.Rect(1004, 987, 9, 21)
bullet_img = plane_img.subsurface(bullet_rect)

enemy1_rect = pygame.Rect(534, 612, 57, 43)
enemy1_img = plane_img.subsurface(enemy1_rect)
enemy1_down_imgs = plane_img.subsurface(pygame.Rect(267, 347, 57, 43))

enemies1 = pygame.sprite.Group()


enemies_down = pygame.sprite.Group()


shoot_frequency = 0
enemy_frequency = 0

score = 0

clock = pygame.time.Clock()

running = True

while running:
    clock.tick(60)
    if not player.is_hit:
        if shoot_frequency % 15 == 0:
            player.shoot(bullet_img)
        shoot_frequency += 1
        if shoot_frequency >= 15:
            shoot_frequency = 0


    if enemy_frequency % 50 == 0:
        enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0]
        enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos)
    enemies1.add(enemy1)
    enemy_frequency += 1
    if enemy_frequency >= 100:
        enemy_frequency = 0

    for bullet in player.bullets:
        # 以固定速度移动子弹
        bullet.move()
        # 移动出屏幕后删除子弹
        if bullet.rect.bottom < 0:
            player.bullets.remove(bullet)

    for enemy in enemies1:
        #2. 移动敌机
        enemy.move()
        #3. 敌机与玩家飞机碰撞效果处理
        if pygame.sprite.collide_circle(enemy, player):
            enemies_down.add(enemy)
            enemies1.remove(enemy)
            player.is_hit = True
            break
        #4. 移动出屏幕后删除敌人
if enemy.rect.top < 0:
        enemies1.remove(enemy)

    #敌机被子弹击中效果处理
    #将被击中的敌机对象添加到击毁敌机 Group 中
    enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
    for enemy_down in enemies1_down:
        enemies_down.add(enemy_down)

    # 绘制背景
    screen.fill(0)
    screen.blit(background, (0, 0))

    # 绘制玩家飞机
    if not player.is_hit:
        screen.blit(player.image[0], player.rect) #将正常飞机画出来
    else:
        # 玩家飞机被击中后的效果处理
        screen.blit(player.image[1], player.rect) #将爆炸的飞机画出来
        running = False

    # 敌机被子弹击中效果显示
    for enemy_down in enemies_down:
        enemies_down.remove(enemy_down)
        score += 1
        screen.blit(enemy_down.down_imgs, enemy_down.rect) #将爆炸的敌机画出来


    # 显示子弹
    player.bullets.draw(screen)
    # 显示敌机
    enemies1.draw(screen)
    # 绘制得分
    score_font = pygame.font.Font(None, 36)
    score_text = score_font.render('score: '+str(score), True, (128, 128, 128))
    text_rect = score_text.get_rect()
    text_rect.topleft = [10, 10]
    screen.blit(score_text, text_rect)

    pygame.display.update()

    # 处理游戏退出
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()

    # 获取键盘事件(上下左右按键)
    key_pressed = pygame.key.get_pressed()

    # 处理键盘事件(移动飞机的位置)
    if key_pressed[K_w] or key_pressed[K_UP]:
        player.moveUp()
    if key_pressed[K_s] or key_pressed[K_DOWN]:
        player.moveDown()
    if key_pressed[K_a] or key_pressed[K_LEFT]:
        player.moveLeft()
    if key_pressed[K_d] or key_pressed[K_RIGHT]:
        player.moveRight()

# 游戏 Game Over 后显示最终得分
font = pygame.font.Font(None, 64)
text = font.render('Final Score: '+ str(score), True, (255, 0, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery + 24
screen.blit(game_over, (0, 0))
screen.blit(text, text_rect)

# 显示得分并处理游戏退出
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()
    pygame.display.update()

运行结果:

3、2048游戏

import random

import sys import pygame from pygame.locals import *

PIXEL = 150 SCORE_PIXEL = 100 SIZE = 4

地图的类

class Map: def init(self, size): self.size = size self.score = 0 self.map = [[0 for i in range(size)] for i in range(size)] self.add() self.add()

# 新增2或4,有1/4概率产生4
def add(self):
    while True:
        p = random.randint(0, self.size * self.size - 1)
        if self.map[p // self.size][p % self.size] == 0:
            x = random.randint(0, 3) > 0 and 2 or 4
            self.map[p // self.size][p % self.size] = x
            self.score += x
            break

# 地图向左靠拢,其他方向的靠拢可以通过适当旋转实现,返回地图是否更新
def adjust(self):
    changed = False
    for a in self.map:
        b = []
        last = 0
        for v in a:
            if v != 0:
                if v == last:
                    b.append(b.pop() << 1)
                    last = 0
                else:
                    b.append(v)
                    last = v
        b += [0] * (self.size - len(b))
        for i in range(self.size):
            if a[i] != b[i]:
                changed = True
        a[:] = b
    return changed

# 逆时针旋转地图90度
def rotate90(self):
    self.map = [[self.map[c][r] for c in range(self.size)] for r in reversed(range(self.size))]

# 判断游戏结束
def over(self):
    for r in range(self.size):
        for c in range(self.size):
            if self.map[r][c] == 0:
                return False
    for r in range(self.size):
        for c in range(self.size - 1):
            if self.map[r][c] == self.map[r][c + 1]:
                return False
    for r in range(self.size - 1):
        for c in range(self.size):
            if self.map[r][c] == self.map[r + 1][c]:
                return False
    return True

def moveUp(self):
    self.rotate90()
    if self.adjust():
        self.add()
    self.rotate90()
    self.rotate90()
    self.rotate90()

def moveRight(self):
    self.rotate90()
    self.rotate90()
    if self.adjust():
        self.add()
    self.rotate90()
    self.rotate90()

def moveDown(self):
    self.rotate90()
    self.rotate90()
    self.rotate90()
    if self.adjust():
        self.add()
    self.rotate90()

def moveLeft(self):
    if self.adjust():
        self.add()
		
# 更新屏幕
def show(map):
    for i in range(SIZE):
    for j in range(SIZE):
        # 背景颜色块
        screen.blit(map.map[i][j] == 0 and block[(i + j) % 2] or block[2 + (i + j) % 2], (PIXEL * j, PIXEL * i))
        # 数值显示
        if map.map[i][j] != 0:
            map_text = map_font.render(str(map.map[i][j]), True, (106, 90, 205))
            text_rect = map_text.get_rect()
            text_rect.center = (PIXEL * j + PIXEL / 2, PIXEL * i + PIXEL / 2)
            screen.blit(map_text, text_rect)
   # 分数显示
   screen.blit(score_block, (0, PIXEL * SIZE))
   score_text = score_font.render((map.over() and "Game over with score " or "Score: ") + str(map.score), True,
                               (106, 90, 205))
   score_rect = score_text.get_rect()
   score_rect.center = (PIXEL * SIZE / 2, PIXEL * SIZE + SCORE_PIXEL / 2)
   screen.blit(score_text, score_rect)
   pygame.display.update()
map = Map(SIZE)
pygame.init()
screen = pygame.display.set_mode((PIXEL * SIZE, PIXEL * SIZE + SCORE_PIXEL))
pygame.display.set_caption("2048")
block = [pygame.Surface((PIXEL, PIXEL)) for i in range(4)]
# 设置颜色
block[0].fill((152, 251, 152))
block[1].fill((240, 255, 255))
block[2].fill((0, 255, 127))
block[3].fill((225, 255, 255))
score_block = pygame.Surface((PIXEL * SIZE, SCORE_PIXEL))
score_block.fill((245, 245, 245))
# 设置字体
map_font = pygame.font.Font(None, PIXEL)
score_font = pygame.font.Font(None, SCORE_PIXEL)
clock = pygame.time.Clock()
show(map)

while not map.over():
    # 12为实验参数
    clock.tick(12)
    for event in pygame.event.get():
        if event.type == QUIT:
            sys.exit()
    # 接收玩家操作
    pressed_keys = pygame.key.get_pressed()
    if pressed_keys[K_w] or pressed_keys[K_UP]:
        map.moveUp()
    elif pressed_keys[K_s] or pressed_keys[K_DOWN]:
        map.moveDown()
    elif pressed_keys[K_a] or pressed_keys[K_LEFT]:
        map.moveLeft()
    elif pressed_keys[K_d] or pressed_keys[K_RIGHT]:
        map.moveRight()
    show(map)

# 游戏结束
pygame.time.delay(3000)

运行结果:

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