本文实例为大家分享了Python实现滑雪小游戏的具体代码,供大家参考,具体内容如下
源码分享:
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import sys import cfg import pygame import random '''滑雪者类''' class SkierClass(pygame.sprite.Sprite): def __init__( self ): pygame.sprite.Sprite.__init__( self ) # 滑雪者的朝向(-2到2) self .direction = 0 self .imagepaths = cfg.SKIER_IMAGE_PATHS[: - 1 ] self .image = pygame.image.load( self .imagepaths[ self .direction]) self .rect = self .image.get_rect() self .rect.center = [ 320 , 100 ] self .speed = [ self .direction, 6 - abs ( self .direction) * 2 ] '''改变滑雪者的朝向. 负数为向左,正数为向右,0为向前''' def turn( self , num): self .direction + = num self .direction = max ( - 2 , self .direction) self .direction = min ( 2 , self .direction) center = self .rect.center self .image = pygame.image.load( self .imagepaths[ self .direction]) self .rect = self .image.get_rect() self .rect.center = center self .speed = [ self .direction, 6 - abs ( self .direction) * 2 ] return self .speed '''移动滑雪者''' def move( self ): self .rect.centerx + = self .speed[ 0 ] self .rect.centerx = max ( 20 , self .rect.centerx) self .rect.centerx = min ( 620 , self .rect.centerx) '''设置为摔倒状态''' def setFall( self ): self .image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[ - 1 ]) '''设置为站立状态''' def setForward( self ): self .direction = 0 self .image = pygame.image.load( self .imagepaths[ self .direction]) ''' Function: 障碍物类 Input: img_path: 障碍物图片路径 location: 障碍物位置 attribute: 障碍物类别属性 ''' class ObstacleClass(pygame.sprite.Sprite): def __init__( self , img_path, location, attribute): pygame.sprite.Sprite.__init__( self ) self .img_path = img_path self .image = pygame.image.load( self .img_path) self .location = location self .rect = self .image.get_rect() self .rect.center = self .location self .attribute = attribute self .passed = False '''移动''' def move( self , num): self .rect.centery = self .location[ 1 ] - num '''创建障碍物''' def createObstacles(s, e, num = 10 ): obstacles = pygame.sprite.Group() locations = [] for i in range (num): row = random.randint(s, e) col = random.randint( 0 , 9 ) location = [col * 64 + 20 , row * 64 + 20 ] if location not in locations: locations.append(location) attribute = random.choice( list (cfg.OBSTACLE_PATHS.keys())) img_path = cfg.OBSTACLE_PATHS[attribute] obstacle = ObstacleClass(img_path, location, attribute) obstacles.add(obstacle) return obstacles '''合并障碍物''' def AddObstacles(obstacles0, obstacles1): obstacles = pygame.sprite.Group() for obstacle in obstacles0: obstacles.add(obstacle) for obstacle in obstacles1: obstacles.add(obstacle) return obstacles '''显示游戏开始界面''' def ShowStartInterface(screen, screensize): screen.fill(( 255 , 255 , 255 )) tfont = pygame.font.Font(cfg.FONTPATH, screensize[ 0 ] / / 5 ) cfont = pygame.font.Font(cfg.FONTPATH, screensize[ 0 ] / / 20 ) title = tfont.render(u '滑雪游戏' , True , ( 255 , 0 , 0 )) content = cfont.render(u '按任意键开始游戏' , True , ( 0 , 0 , 255 )) trect = title.get_rect() trect.midtop = (screensize[ 0 ] / 2 , screensize[ 1 ] / 5 ) crect = content.get_rect() crect.midtop = (screensize[ 0 ] / 2 , screensize[ 1 ] / 2 ) screen.blit(title, trect) screen.blit(content, crect) while True : for event in pygame.event.get(): if event. type = = pygame.QUIT: pygame.quit() sys.exit() elif event. type = = pygame.KEYDOWN: return pygame.display.update() '''显示分数''' def showScore(screen, score, pos = ( 10 , 10 )): font = pygame.font.Font(cfg.FONTPATH, 30 ) score_text = font.render( "Score: %s" % score, True , ( 0 , 0 , 0 )) screen.blit(score_text, pos) '''更新当前帧的游戏画面''' def updateFrame(screen, obstacles, skier, score): screen.fill(( 255 , 255 , 255 )) obstacles.draw(screen) screen.blit(skier.image, skier.rect) showScore(screen, score) pygame.display.update() '''主程序''' def main(): # 游戏初始化 pygame.init() pygame.mixer.init() pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.set_volume( 0.4 ) pygame.mixer.music.play( - 1 ) # 设置屏幕 screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption( '滑雪游戏 —— 九歌' ) # 游戏开始界面 ShowStartInterface(screen, cfg.SCREENSIZE) # 实例化游戏精灵 # --滑雪者 skier = SkierClass() # --创建障碍物 obstacles0 = createObstacles( 20 , 29 ) obstacles1 = createObstacles( 10 , 19 ) obstaclesflag = 0 obstacles = AddObstacles(obstacles0, obstacles1) # 游戏clock clock = pygame.time.Clock() # 记录滑雪的距离 distance = 0 # 记录当前的分数 score = 0 # 记录当前的速度 speed = [ 0 , 6 ] # 游戏主循环 while True : # --事件捕获 for event in pygame.event.get(): if event. type = = pygame.QUIT: pygame.quit() sys.exit() if event. type = = pygame.KEYDOWN: if event.key = = pygame.K_LEFT or event.key = = pygame.K_a: speed = skier.turn( - 1 ) elif event.key = = pygame.K_RIGHT or event.key = = pygame.K_d: speed = skier.turn( 1 ) # --更新当前游戏帧的数据 skier.move() distance + = speed[ 1 ] if distance > = 640 and obstaclesflag = = 0 : obstaclesflag = 1 obstacles0 = createObstacles( 20 , 29 ) obstacles = AddObstacles(obstacles0, obstacles1) if distance > = 1280 and obstaclesflag = = 1 : obstaclesflag = 0 distance - = 1280 for obstacle in obstacles0: obstacle.location[ 1 ] = obstacle.location[ 1 ] - 1280 obstacles1 = createObstacles( 10 , 19 ) obstacles = AddObstacles(obstacles0, obstacles1) for obstacle in obstacles: obstacle.move(distance) # --碰撞检测 hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False ) if hitted_obstacles: if hitted_obstacles[ 0 ].attribute = = "tree" and not hitted_obstacles[ 0 ].passed: score - = 50 skier.setFall() updateFrame(screen, obstacles, skier, score) pygame.time.delay( 1000 ) skier.setForward() speed = [ 0 , 6 ] hitted_obstacles[ 0 ].passed = True elif hitted_obstacles[ 0 ].attribute = = "flag" and not hitted_obstacles[ 0 ].passed: score + = 10 obstacles.remove(hitted_obstacles[ 0 ]) # --更新屏幕 updateFrame(screen, obstacles, skier, score) clock.tick(cfg.FPS) '''run''' if __name__ = = '__main__' : main(); |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://laoshifu.blog.csdn.net/article/details/120425190