目录
  • 游戏规则
  • 精灵类
  • 加载龙
  • 加载子弹
  • 添加玩家
  • 碰撞事件
  • 完整代码

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子弹,如果子弹命中玩家或者名字龙都会减速,玩家躲避子弹使更多的子弹打在龙上,当玩家被龙抓到,则游戏输,如果龙被子弹减少速度,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) 

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,玩家躲子弹或者命中子弹都会导致双方的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。

加载子弹

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) 

子弹因为只有一个,如果击中则需要重置,这里写了重置子弹的函数便于调用,random.randint(250, 350)给子弹一个随机的高度。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、子弹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() 

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