Pygame实战练习之一百层游戏
跳上一百层想必是很多人童年时期的经典游戏,我们依旧能记得抱个老人机娱乐的场景,下面这篇文章主要给大家介绍了关于如何利用python写一个简单的跳上一百层小游戏的相关资料,需要的朋友可以参考下
导语
哈喽哈喽!大家好!我是木木子,又到了每日游戏更新环节!
8月30日,对暑假还意犹未尽的孩子们收到了一份“开学大礼”:
通知要求,严格限制向未成年人提供网络游戏服务的时间!啊这~禁了网游,那这波单机游戏的就是一波收割大胜利。
安排!家里的孩子没游戏玩了怎么办?当然是由我提供新鲜热乎的游戏代码!
正文
给整了一个一百层的闯关游戏!能完美通关的话孩子得玩很长一段时间,那我就解放了!!
主要分为二部分:
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import pygame from pygame. locals import * from sys import exit FOUR_NEIGH = { "left" : ( 0 , - 1 ), "right" : ( 0 , 1 ), "up" : ( - 1 , 0 ), "down" : ( 1 , 0 )} EIGHT_NEIGH = list (FOUR_NEIGH.values()) + [( 1 , 1 ), ( 1 , - 1 ), ( - 1 , 1 ), ( - 1 , - 1 )] DIRECTION = {pygame.K_UP: "up" , pygame.K_LEFT: "left" , pygame.K_RIGHT: "right" , pygame.K_DOWN: "down" } def hex2rgb(color): b = color % 256 color = color >> 8 g = color % 256 color = color >> 8 r = color % 256 return (r, g, b) class Game( object ): def __init__( self , title, size, fps = 30 ): self .size = size pygame.init() self .screen = pygame.display.set_mode(size, 0 , 32 ) pygame.display.set_caption(title) self .keys = {} self .keys_up = {} self .clicks = {} self .timer = pygame.time.Clock() self .fps = fps self .score = 0 self .end = False self .fullscreen = False self .last_time = pygame.time.get_ticks() self .is_pause = False self .is_draw = True self .score_font = pygame.font.SysFont( "Calibri" , 130 , True ) def bind_key( self , key, action): if isinstance (key, list ): for k in key: self .keys[k] = action elif isinstance (key, int ): self .keys[key] = action def bind_key_up( self , key, action): if isinstance (key, list ): for k in key: self .keys_up[k] = action elif isinstance (key, int ): self .keys_up[key] = action def bind_click( self , button, action): self .clicks[button] = action def pause( self , key): self .is_pause = not self .is_pause def set_fps( self , fps): self .fps = fps def handle_input( self , event): if event. type = = pygame.QUIT: pygame.quit() exit() if event. type = = pygame.KEYDOWN: if event.key in self .keys.keys(): self .keys[event.key](event.key) if event.key = = pygame.K_F11: # F11全屏 self .fullscreen = not self .fullscreen if self .fullscreen: self .screen = pygame.display.set_mode( self .size, pygame.FULLSCREEN, 32 ) else : self .screen = pygame.display.set_mode( self .size, 0 , 32 ) if event. type = = pygame.KEYUP: if event.key in self .keys_up.keys(): self .keys_up[event.key](event.key) if event. type = = pygame.MOUSEBUTTONDOWN: if event.button in self .clicks.keys(): self .clicks[event.button]( * event.pos) def run( self ): while True : for event in pygame.event.get(): self .handle_input(event) self .timer.tick( self .fps) self .update(pygame.time.get_ticks()) self .draw(pygame.time.get_ticks()) def draw_score( self , color, rect = None ): score = self .score_font.render( str ( self .score), True , color) if rect is None : r = self .screen.get_rect() rect = score.get_rect(center = r.center) self .screen.blit(score, rect) def is_end( self ): return self .end def update( self , current_time): pass def draw( self , current_time): pass class Test(Game): def __init__( self , title, size, fps = 30 ): super (Test, self ).__init__(title, size, fps) self .bind_key(pygame.K_RETURN, self .press_enter) def press_enter( self ): print ( "press enter" ) def draw( self , current_time): pass def press_space(key): print ( "press space." ) def click(x, y): print (x, y) def main(): print (hex2rgb( 0xfcf040 )) game = Test( "game" , ( 640 , 480 )) game.bind_key(pygame.K_SPACE, press_space) game.bind_click( 1 , click) game.run() 其二: import pygame import game from random import choice, randint SCORE = 0 SOLID = 1 FRAGILE = 2 DEADLY = 3 BELT_LEFT = 4 BELT_RIGHT = 5 BODY = 6 GAME_ROW = 40 GAME_COL = 28 OBS_WIDTH = GAME_COL / / 4 SIDE = 13 SCREEN_WIDTH = SIDE * GAME_COL SCREEN_HEIGHT = SIDE * GAME_ROW COLOR = {SOLID: 0x00ffff , FRAGILE: 0xff5500 , DEADLY: 0xff2222 , SCORE: 0xcccccc , BELT_LEFT: 0xffff44 , BELT_RIGHT: 0xff99ff , BODY: 0x00ff00 } CHOICE = [SOLID, SOLID, SOLID, FRAGILE, FRAGILE, BELT_LEFT, BELT_RIGHT, DEADLY] class Barrier( object ): def __init__( self , screen, opt = None ): self .screen = screen if opt is None : self . type = choice(CHOICE) else : self . type = opt self .frag_touch = False self .frag_time = 12 self .score = False self .belt_dire = 0 self .belt_dire = pygame.K_LEFT if self . type = = BELT_LEFT else pygame.K_RIGHT left = randint( 0 , SCREEN_WIDTH - 7 * SIDE - 1 ) top = SCREEN_HEIGHT - SIDE - 1 self .rect = pygame.Rect(left, top, 7 * SIDE, SIDE) def rise( self ): if self .frag_touch: self .frag_time - = 1 if self .frag_time = = 0 : return False self .rect.top - = 2 return self .rect.top > = 0 def draw_side( self , x, y): if self . type = = SOLID: rect = pygame.Rect(x, y, SIDE, SIDE) self .screen.fill(COLOR[SOLID], rect) elif self . type = = FRAGILE: rect = pygame.Rect(x + 2 , y, SIDE - 4 , SIDE) self .screen.fill(COLOR[FRAGILE], rect) elif self . type = = BELT_LEFT or self . type = = BELT_RIGHT: rect = pygame.Rect(x, y, SIDE, SIDE) pygame.draw.circle( self .screen, COLOR[ self . type ], rect.center, SIDE / / 2 + 1 ) elif self . type = = DEADLY: p1 = (x + SIDE / / 2 + 1 , y) p2 = (x, y + SIDE) p3 = (x + SIDE, y + SIDE) points = [p1, p2, p3] pygame.draw.polygon( self .screen, COLOR[DEADLY], points) def draw( self ): for i in range ( 7 ): self .draw_side(i * SIDE + self .rect.left, self .rect.top) class Hell(game.Game): def __init__( self , title, size, fps = 60 ): super (Hell, self ).__init__(title, size, fps) self .last = 6 * SIDE self .dire = 0 self .barrier = [Barrier( self .screen, SOLID)] self .body = pygame.Rect( self .barrier[ 0 ].rect.center[ 0 ], 200 , SIDE, SIDE) self .bind_key([pygame.K_LEFT, pygame.K_RIGHT], self .move) self .bind_key_up([pygame.K_LEFT, pygame.K_RIGHT], self .unmove) self .bind_key(pygame.K_SPACE, self .pause) def move( self , key): self .dire = key def unmove( self , key): self .dire = 0 def show_end( self ): self .draw( 0 , end = True ) self .end = True def move_man( self , dire): if dire = = 0 : return True rect = self .body.copy() if dire = = pygame.K_LEFT: rect.left - = 1 else : rect.left + = 1 if rect.left < 0 or rect.left + SIDE > = SCREEN_WIDTH: return False for ba in self .barrier: if rect.colliderect(ba.rect): return False self .body = rect return True def get_score( self , ba): if self .body.top > ba.rect.top and not ba.score: self .score + = 1 ba.score = True def to_hell( self ): self .body.top + = 2 for ba in self .barrier: if not self .body.colliderect(ba.rect): self .get_score(ba) continue if ba. type = = DEADLY: self .show_end() return self .body.top = ba.rect.top - SIDE - 2 if ba. type = = FRAGILE: ba.frag_touch = True elif ba. type = = BELT_LEFT or ba. type = = BELT_RIGHT: # self.body.left += ba.belt_dire self .move_man(ba.belt_dire) break top = self .body.top if top < 0 or top + SIDE > = SCREEN_HEIGHT: self .show_end() def create_barrier( self ): solid = list ( filter ( lambda ba: ba. type = = SOLID, self .barrier)) if len (solid) < 1 : self .barrier.append(Barrier( self .screen, SOLID)) else : self .barrier.append(Barrier( self .screen)) self .last = randint( 3 , 5 ) * SIDE def update( self , current_time): if self .end or self .is_pause: return self .last - = 1 if self .last = = 0 : self .create_barrier() for ba in self .barrier: if not ba.rise(): if ba. type = = FRAGILE and ba.rect.top > 0 : self .score + = 1 self .barrier.remove(ba) self .move_man( self .dire) self .move_man( self .dire) self .to_hell() def draw( self , current_time, end = False ): if self .end or self .is_pause: return self .screen.fill( 0x000000 ) self .draw_score(( 0x3c , 0x3c , 0x3c )) for ba in self .barrier: ba.draw() if not end: self .screen.fill(COLOR[BODY], self .body) else : self .screen.fill(COLOR[DEADLY], self .body) pygame.display.update() if __name__ = = '__main__' : hell = Hell( "一百层" , (SCREEN_WIDTH, SCREEN_HEIGHT)) hell.run()
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效果图如下:
总结
我懂!我懂!我现在话不多说都是直接上代码滴!
记得三连哦~mua 你们的支持是我最大的动力!
到此这篇关于Pygame实战练习之一百层游戏的文章就介绍到这了
原文链接:https://blog.csdn.net/weixin_55822277/article/details/120451983