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基于Pygame的游戏制作

游戏开发 游戏开发 发布于:2021-07-18 09:52 | 阅读数:630 | 评论:0

一、pygame的窗口制作
开发坏境是vscode 1.43.0 python版本是3.7.6
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()
运行截图
DSC0000.png

二、游戏案例1:坦克大战
参考代码
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()
完善代码
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()
运行截图
DSC0001.png

三、精灵类测试
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()
运行截图
DSC0002.png

完善代码
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()
运行截图
DSC0003.png

DSC0004.png

四、游戏案例2:贪吃蛇
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)
运行截图
DSC0005.png DSC0006.png

五、游戏案例3:打飞机
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('image/background.png').convert()
game_over = pygame.image.load('image/gameover.png')

plane_img = pygame.image.load('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()
运行截图
DSC0007.png DSC0008.png

六、游戏案例4:2048
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)
运行截图
DSC0009.png DSC00010.png


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