基于pygame的游戏
pygame 简介
首先,让我们简要回顾一下Pygame的历史吧~
Pygame最初是由Pete Shinner编写的,该项目于2000年10月启动,六个月后,pygame版本1.0发布。pygame是一个利用SDL(Simple DirectMedia Layer)写就的游戏库。SDL 是一个用于控制多媒体的跨平台C库,与DirectX相当,它已被用于数百种商业和开源游戏。Pete Shinner对Python和SDL两个项目的简洁与优雅印象深刻,他决定将Python和SDL结合起来,组建一个真正利用Python的项目,目标是让做简单的事情变得容易,让困难的事情变简单。
如何安装pygame
非常的easy! 直接打开运行cmd 输入pip install pygame 就可啦
好了 下面我们做一些pygame的基础操作
pygame基础
一、pygame窗口
1.导入pygame模块
2.设置窗口大小和窗口名称
3.参考代码
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()
4.运行截图
二、实现坦克的自由移动
1.制作一个自由移动的坦克
2.通过方向键来控制坦克的移动
3.参考代码
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()
4.运行截图
三、精灵类测试
“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案例一):精灵坦克:
1. 参考代码
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()
2. 运行截图
(案例二)精灵类测试:
1. 参考代码
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()
2. 运行截图
四 、游戏案例
(一)贪吃蛇
1. 运行截图
2. 参考代码
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")
redColor=pygame.Color(255,0,0)
blackColor=pygame.Color(0,0,0)
whiteColor=pygame.Color(255,255,255)
greyColor=pygame.Color(150,150,150)
snakePosition=[100,100]
snakeSegments=[[100,100],[80,100],[60,100]]
raspberryPosition=[300,300]
raspberrySpawned=1
direction='right'
changeDirection=direction
def gameOver():
gameOverFont=pygame.font.Font('simfang.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_DOLLAR 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
snakeSegments.insert(0,list(snakePosition))
if snakePosition[0]==raspberryPosition[0] and snakePosition[1]==raspberryPosition[1]:
raspberrySpawned=0
else:
snakeSegments.pop()
if raspberrySpawned==0:
x=random.randrange(1,32)
y=random.randrange(1,24)
raspberryPosition=[int(x*20),int(y*20)]
raspberrySpawned=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(raspberryPosition[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)
(二)打飞机
1. 运行截图
2. 参考代码
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()
(三)2048
1. 运行截图
2. 参考代码
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)
今天的分享就到这啦~ ꒰⑅•ᴗ•⑅꒱
来源:oschina
链接:https://my.oschina.net/u/4460868/blog/3196961