Pygame实战之实现扎气球游戏
这篇文章主要为大家介绍了利用Python中的Pygame模块实现的一个扎气球游戏,文中的示例代码讲解详细,对我们了解Pygame模块有一定的帮助,感兴趣的可以学习一下
目录
导语
正文
一、准备中
二、代码演示
三、效果展示
导语
前几天,有人私信小编:
说陪女朋友在小广场上面逛街玩儿扎气球:结果一个都没扎破,扎心了老铁。
女朋友都要离家出走了~让我给想想办法:小编只想给你一个表情。
哈哈哈,开玩笑的~于是,为了满足需求,小编做了一个重大决定:熬夜给他做了一款扎气球的小
游戏,可以拿去哄哄女朋友啦~
这游戏做完之后木子已经替大家玩儿过了,这个很棒,不信的话你自己试试?
正文
本文的扎气球小游戏原型就是路边的扎气球的游戏撒,基于Pygame做的!
就准备好射的箭、不同颜色的气球、一张背景图片、然后爆炸的特效就可。哦~对了音乐还是要准备,游戏的话有音乐背景才更有趣哦~
一、准备中
1)素材资料
首先是准备好需要的素材、图片、背景音乐:
2)运行环境
环境安装 本文用到的运行环境:Python3.7、Pycharm社区版2020、Pygame游戏模块部分自带
模块直 接导入不需要安装。
模块安装:
1 | pip install - i https: / / pypi.douban.com / simple / + 模块名 |
二、代码演示
这款小游戏总的有6个.py文件组成的,代码比较都啦,这里就只放一点点哈!
主程序运行:
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from game import * def main() : intro = True game = Game() game.loadMusic() game.readHighScore() pygame.mixer.music.play(loops = - 1 ) while intro: for event in pygame.event.get(): if event. type = = pygame.QUIT: intro = False game.screen.fill(SKY_BLUE) game.screen.blit(game.background, game.background_rect) game.draw.Button( 200 , 2 * game.HEIGHT / 3 , "PLAY" , BRIGHT_GREEN, GREEN, game.gameloop, 150 , 100 ) game.draw.Button(game.WIDTH / 2 - 75 , 2 * game.HEIGHT / 3 , "PLAY TIMED" , BRIGHT_RED, RED, game.time_restricted, 150 , 100 ) game.draw.Button(game.WIDTH - 350 , 2 * game.HEIGHT / 3 , "QUIT" , BRIGHT_GREEN, GREEN, quit, 150 , 100 ) game.draw.draw_text( "__ArcuS__" , game.WIDTH / 2 , game.HEIGHT / 3 , 200 , BLUE) game.draw.draw_text( "HIGH SCORE:%d" % (game.highscore), game.WIDTH - 400 , 50 , 30 , BLACK) pygame.display.flip() game.clock.tick(FPS) main() 定义的一些常量:桌面背景、音乐等等。 FPS = 60 GRAVITY = 0.15 PI = 3.142 WHITE = ( 255 , 255 , 255 ) BLACK = ( 0 , 0 , 0 ) RED = ( 200 , 0 , 0 ) BRIGHT_RED = ( 255 , 0 , 0 ) GREEN = ( 0 , 200 , 0 ) BRIGHT_GREEN = ( 0 , 255 , 0 ) SKY_BLUE = ( 0 , 255 , 255 ) BLUE = ( 0 , 0 , 255 ) GREEN_YELLOW = ( 181 , 255 , 98 ) BROWN = ( 204 , 102 , 0 ) DARK_BROWN = ( 204 , 76 , 0 ) HIGHSCORE_FILE = "highscore.txt" ARROW_IMAGE = "assets/arrow_1.png" BACKGROUND_IMAGE = "assets/background.png" EXPLOSION_SOUND = "assets/boom.wav" CLICK_SOUND = "assets/select.wav" MUSIC_FILE = "assets/tgfcoder-FrozenJam-SeamlessLoop.ogg" VOLUME = 0.2 ARROW_SIZE = ( 16 , 150 ) BALOON_SIZE = ( 100 , 100 ) HIT_RADIUS = 15 MISSES = 15 GAME_TIME = 60 定义游戏精灵类等: import pygame import math import random from os import path from constants import * #游戏精灵类 class Arrow(pygame.sprite.Sprite): def __init__( self ,game): pygame.sprite.Sprite.__init__( self ) self .WIDTH = game.WIDTH self .HEIGHT = game.HEIGHT self .image_orig = pygame.transform.scale(game.arrow_img, ARROW_SIZE) self .image_orig.set_colorkey(BLACK) self .image = self .image_orig self .rect = self .image.get_rect() self .rect.centerx = self .WIDTH / 2 self .rect.bottom = self .HEIGHT - 100 self .rot = 0 self .speedx = 0 self .speedy = 0 self . range = 0 self .max_height = 0 self .release_angle = 0 self .set_vel = False self .Released = False self .releasex = self .rect.centerx self .releasey = self .rect.bottom self .cy = self .rect.centery self .game = game def update( self ): if self .Released: self .speedy - = GRAVITY self .rect.bottom - = self .speedy self .rect.centerx + = self .speedx self .rot = ( - math.atan2( self .speedx, self .speedy) * 180 / 3.14 ) % 360 new_image = pygame.transform.rotate( self .image_orig, self .rot) old_center = self .rect.center self .image = new_image self .rect = self .image.get_rect() self .rect.center = old_center # print "moving" if self .rect.bottom < 0 or self .rect.left > self .WIDTH + 10 or self .rect.right < - 10 : self .kill() else : mouse = pygame.mouse.get_pos() click = pygame.mouse.get_pressed() if mouse[ 1 ] > self .rect.centery and click[ 0 ] = = 1 : self .set_vel = True dist = math.sqrt( math. pow ( self .rect.centerx - mouse[ 0 ], 2 ) + math. pow ( self .rect.bottom - mouse[ 1 ], 2 )) # print dist self .rect.centerx = mouse[ 0 ] self .rect.centery = mouse[ 1 ] # print(2*GRAVITY*(self.rect.centery-mouse[1])) self .speedy = math.sqrt( 2 * GRAVITY * ( - self .cy + mouse[ 1 ])) * 4 self .speedx = self .speedy * \ (mouse[ 0 ] - self .releasex) / ( self .cy - mouse[ 1 ]) self .rot = ( - math.atan2( self .speedx, self .speedy) * 180 / 3.14 * 0.5 ) % 360 new_image = pygame.transform.rotate( self .image_orig, self .rot) old_center = self .rect.center self .image = new_image self .rect = self .image.get_rect() self .rect.center = old_center # print "setting velocity" else : if self .set_vel: self .Released = True self .game.last_arrow_time = pygame.time.get_ticks() self .max_height = ( self .rect.bottom - mouse[ 1 ]) self . range = (mouse[ 0 ] - self .rect.centerx) * 2 # print "releasing" # math.sqrt(math.pow(mouse[0]-self.rect.centerx,2)+math.pow(mouse[1]-self.rect.centery,2)) < 200: else : if (mouse[ 0 ] - self .rect.centerx) ! = 0 : theta = math.atan( (mouse[ 1 ] - self .rect.bottom) / ( self .rect.centerx - mouse[ 0 ])) else : theta = PI move = theta - self .rot self .rot = math.degrees(theta) new_image = pygame.transform.rotate( self .image_orig, self .rot) old_center = self .rect.center self .image = new_image self .rect = self .image.get_rect() self .rect.center = old_center # print "rotating" # print self.rot # print theta class Baloon(pygame.sprite.Sprite): def __init__( self ,game): pygame.sprite.Sprite.__init__( self ) self .WIDTH = game.WIDTH self .HEIGHT = game.HEIGHT bcolor = random.choice(game.baloon_color) temp = "assets/balloon_{}.png" . format (bcolor) self .image_orig = pygame.image.load( path.join(path.dirname(__file__), temp)) if bcolor = = "blue" : self .image_orig.set_colorkey(BLUE) elif bcolor = = "black" : self .image_orig.set_colorkey(BLACK) elif bcolor = = "green" : self .image_orig.set_colorkey(BRIGHT_GREEN) elif bcolor = = "red" : self .image_orig.set_colorkey(BRIGHT_RED) self .image_orig = pygame.transform.scale( self .image_orig, BALOON_SIZE) self .image = self .image_orig.copy() self .rect = self .image.get_rect() self .radius = HIT_RADIUS temp = random.randrange( self .WIDTH - self .rect.width) while ( - 150 < temp - self .WIDTH / 2 < 150 ): temp = random.randrange( self .WIDTH - self .rect.width) self .rect.x = temp self .rect.y = random.randrange( self .HEIGHT + 100 , self .HEIGHT + 150 ) self .speedy = random.randrange( - 4 , - 1 ) self .speedx = random.randrange( - 3 , 3 ) self .game = game self .last_update = pygame.time.get_ticks() # print "baloon" def update( self ): self .rect.y + = self .speedy if self .rect.top < - 20 or self .rect.left < - 25 or self .rect.right > self .WIDTH + 20 : self .kill() self .game.misses + = 1
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三、效果展示
游戏规则的话:箭会出现在游戏界面底部中间位置,拉动它:即是鼠标左键拉动方向可自己调整,
直接向下拉动然后放箭射中气球即可。射中的越多积累的分数越高哦!
1)截图展示效果——
游戏开始界面如下:
游戏开始界面如下:
扎中气球效果如下:
游戏结束总成绩13分:
2)视频展示效果——
到此这篇关于Pygame实战之实现扎气球游戏的文章就介绍到这了
原文链接:https://blog.csdn.net/weixin_55822277/article/details/122086118