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python画恐龙_用Python实现谷歌的小恐龙游戏

时间:2021-06-04 05:59:48

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python画恐龙_用Python实现谷歌的小恐龙游戏

'''云'''classCloud( pygame. sprite. Sprite):def__init__( self, imagepath, position, **kwargs):pygame.sprite.Sprite.__init_ _( self)# 导入图片self.image = pygame.image.load(imagepath)self.rect = self.image.get_rectself.rect.left, self.rect.top = position# 定义一些必要的参数self.speed = - 1'''将云画到屏幕上'''defdraw( self, screen):screen.blit( self.image, self.rect)'''更新云'''defupdate( self):self.rect = self.rect.move([ self.speed, 0])ifself.rect.right < 0:self.kill

'''仙人掌'''classCactus( pygame. sprite. Sprite):def__init__( self, imagepaths, position=( 600, 147), sizes=[( 40, 40), ( 40, 40)], **kwargs):pygame.sprite.Sprite.__init_ _( self)# 导入图片self.images = []image = pygame.image.load(imagepaths[ 0])fori inrange( 3):self.images.append(pygame.transform.scale(image.subsurface((i* 101, 0), ( 101, 101)), sizes[ 0]))image = pygame.image.load(imagepaths[ 1])fori inrange( 3):self.images.append(pygame.transform.scale(image.subsurface((i* 68, 0), ( 68, 70)), sizes[ 1]))self.image = random.choice( self.images)self.rect = self.image.get_rectself.rect.left, self.rect.bottom = positionself.mask = pygame.mask.from_surface( self.image)# 定义一些必要的变量self.speed = - 10'''画到屏幕上'''defdraw( self, screen):screen.blit( self.image, self.rect)'''更新'''defupdate( self):self.rect = self.rect.move([ self.speed, 0])ifself.rect.right < 0:self.kill

记分板的定义也类似,只不过它不需要移动,但是需要实时地更新当前 的分数:

'''记分板'''classScoreboard( pygame. sprite. Sprite):def__init__( self, imagepath, position, size=( 11, 13), is_highest=False, bg_color=None, **kwargs):pygame.sprite.Sprite.__init_ _( self)# 导入图片self.images = []image = pygame.image.load(imagepath)fori inrange( 12):self.images.append(pygame.transform.scale(image.subsurface((i* 20, 0), ( 20, 24)), size))ifis_highest:self.image = pygame.Surface((size[ 0]* 8, size[ 1]))else:self.image = pygame.Surface((size[ 0]* 5, size[ 1]))self.rect = self.image.get_rectself.rect.left, self.rect.top = position# 一些必要的变量self.is_highest = is_highestself.bg_color = bg_colorself.score = '00000''''设置得分'''defset( self, score):self.score = str(score).zfill( 5)'''画到屏幕上'''defdraw( self, screen):self.image.fill( self.bg_color)foridx, digital inenumerate(list( self.score)):digital_image = self.images[int(digital)]ifself. is_highest:self.image.blit(digital_image, ((idx+ 3)*digital_image.get_rect.width, 0))else:self.image.blit(digital_image, (idx*digital_image.get_rect.width, 0))ifself. is_highest:self.image.blit( self.images[- 2], ( 0, 0))self.image.blit( self.images[- 1], (digital_image.get_rect.width, 0))screen.blit( self.image, self.rect)

上面代码用is_highest变量来区分该记分板是否用于记录游戏最高分,还是只是记录当前的分数,做该区分的原因是游戏最高分前面有HI标识,所以占的空间更大:

飞龙的定义就稍微复杂一些了,因为它不仅需要向左移动,还需要做出不停扇动翅膀的效果。具体而言,飞龙有两张图:

你需要做的就是每隔一段时间就切换一次当前的飞龙图片,以实现飞龙扇动翅膀的效果:

'''飞龙'''classPtera( pygame. sprite. Sprite):def__init__( self, imagepath, position, size=( 46, 40), **kwargs):pygame.sprite.Sprite.__init_ _( self)# 导入图片self.images = []image = pygame.image.load(imagepath)fori inrange( 2):self.images.append(pygame.transform.scale(image.subsurface((i* 92, 0), ( 92, 81)), size))self.image_idx = 0self.image = self.images[ self.image_idx]self.rect = self.image.get_rectself.rect.left, self.rect.centery = positionself.mask = pygame.mask.from_surface( self.image)# 定义一些必要的变量self.speed = - 10self.refresh_rate = 10self.refresh_counter = 0'''画到屏幕上'''defdraw( self, screen):screen.blit( self.image, self.rect)'''更新'''defupdate( self):ifself.refresh_counter % self.refresh_rate == 0:self.refresh_counter = 0self.image_idx = ( self.image_idx + 1) % len( self.images)self.loadImageself.rect = self.rect.move([ self.speed, 0])ifself.rect.right < 0:self.killself.refresh_counter += 1'''载入当前状态的图片'''defloadImage( self):self.image = self.images[ self.image_idx]rect = self.image.get_rectrect.left, rect.top = self.rect.left, self.rect.topself.rect = rectself.mask = pygame.mask.from_surface( self.image)

最后,我们需要定义一下小恐龙类,也就是最复杂的一个游戏精灵类。它有低头,跳跃,普通前进三种状态。对于低头来说:

你只需要和飞龙扇动翅膀一样,不断切换两张低头的图片以实现小恐龙跑动的效果就可以了。

对于普通状态也是类似的:

对于跳跃状态,我们则可以通过初中学的上抛和自由落体运动公式来建模,从而计算小恐龙在竖直方向上的位置。具体而言,代码实现如下:

'''小恐龙'''classDinosaur( pygame. sprite. Sprite):def__init__( self, imagepaths, position=( 40, 147), size=[( 44, 47), ( 59, 47)], **kwargs):pygame.sprite.Sprite.__init_ _( self)# 导入所有图片self.images = []image = pygame.image.load(imagepaths[ 0])fori inrange( 5):self.images.append(pygame.transform.scale(image.subsurface((i* 88, 0), ( 88, 95)), size[ 0]))image = pygame.image.load(imagepaths[ 1])fori inrange( 2):self.images.append(pygame.transform.scale(image.subsurface((i* 118, 0), ( 118, 95)), size[ 1]))self.image_idx = 0self.image = self.images[ self.image_idx]self.rect = self.image.get_rectself.rect.left, self.rect.bottom = positionself.mask = pygame.mask.from_surface( self.image)# 定义一些必要的变量self.init_position = positionself.refresh_rate = 5self.refresh_counter = 0self.speed = 11.5self.gravity = 0. 6self.is_jumping = Falseself.is_ducking = Falseself.is_dead = Falseself.movement = [ 0, 0]'''跳跃'''defjump( self, sounds):ifself.is_dead orself. is_jumping:returnsounds[ 'jump'].playself.is_jumping = Trueself.movement[ 1] = - 1* self.speed'''低头'''defduck( self):ifself.is_jumping orself. is_dead:returnself.is_ducking = True'''不低头'''defunduck( self):self.is_ducking = False'''死掉了'''defdie( self, sounds):ifself. is_dead:returnsounds[ 'die'].playself.is_dead = True'''将恐龙画到屏幕'''defdraw( self, screen):screen.blit( self.image, self.rect)'''载入当前状态的图片'''defloadImage( self):self.image = self.images[ self.image_idx]rect = self.image.get_rectrect.left, rect.top = self.rect.left, self.rect.topself.rect = rectself.mask = pygame.mask.from_surface( self.image)'''更新小恐龙'''defupdate( self):ifself. is_dead:self.image_idx = 4self.loadImagereturnifself. is_jumping:self.movement[ 1] += self.gravityself.image_idx = 0self.loadImageself.rect = self.rect.move( self.movement)ifself.rect.bottom >= self.init_position[ 1]:self.rect.bottom = self.init_position[ 1]self.is_jumping = Falseelif self. is_ducking:ifself.refresh_counter % self.refresh_rate == 0:self.refresh_counter = 0self.image_idx = 5ifself.image_idx == 6else6self.loadImageelse:ifself.refresh_counter % self.refresh_rate == 0:self.refresh_counter = 0ifself.image_idx == 1:self.image_idx = 2elif self.image_idx == 2:self.image_idx = 3else:self.image_idx = 1self.loadImageself.refresh_counter += 1

定义完游戏精灵类,我们就可以实例化他们:

# 定义一些游戏中必要的元素和变量score= 0score_board= Scoreboard(cfg.IMAGE_PATHS[ 'numbers'], position=( 534, 15), bg_color=cfg.BACKGROUND_COLOR)highest_score= highest_scorehighest_score_board= Scoreboard(cfg.IMAGE_PATHS[ 'numbers'], position=( 435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest= True)dino= Dinosaur(cfg.IMAGE_PATHS[ 'dino'])ground= Ground(cfg.IMAGE_PATHS[ 'ground'], position=( 0, cfg.SCREENSIZE[ 1]))cloud_sprites_group= pygame.sprite.Groupcactus_sprites_group= pygame.sprite.Groupptera_sprites_group= pygame.sprite.Groupadd_obstacle_timer= 0score_timer= 0

然后写游戏主循环啦:

# 游戏主循环clock = pygame.time.ClockwhileTrue:foreventinpygame. event. get:ifevent.type == pygame.QUIT:pygame.quitsys.exitelif event.type == pygame.KEYDOWN:ifevent.key == pygame.K_SPACE or event.key == pygame.K_UP:dino.jump(sounds)elif event.key == pygame.K_DOWN:dino.duckelif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:dino.unduckscreen.fill(cfg.BACKGROUND_COLOR)# --随机添加云iflen( cloud_sprites_group) < 5 and random. randrange( 0, 300)== 10:cloud_sprites_group. add(Cloud(cfg.IMAGE_PATHS[ 'cloud'], position=(cfg.SCREENSIZE[ 0], random.randrange( 30, 75))))# --随机添加仙人掌/飞龙add_obstacle_timer += 1ifadd_obstacle_timer > random.randrange( 50, 150):add_obstacle_timer = 0random_value = random.randrange( 0, 10)ifrandom_value >= 5and random_value <= 7:cactus_sprites_group. add(Cactus(cfg.IMAGE_PATHS[ 'cacti']))else:position_ys = [cfg.SCREENSIZE[ 1]* 0.82, cfg.SCREENSIZE[ 1]* 0.75, cfg.SCREENSIZE[ 1]* 0.60, cfg.SCREENSIZE[ 1]* 0.20]ptera_sprites_group. add(Ptera(cfg.IMAGE_PATHS[ 'ptera'], position=( 600, random.choice(position_ys))))# --更新游戏元素dino.updateground.updatecloud_sprites_group.updatecactus_sprites_group.updateptera_sprites_group.updatescore_timer += 1ifscore_timer > (cfg.FPS //12):score_timer = 0score += 1score = min(score, 99999)ifscore > highest_score:highest_score = scoreifscore % 100== 0:sounds[ 'point'].playifscore % 1000== 0:ground.speed -= 1foritem incloud_sprites_group:item.speed -= 1foritem incactus_sprites_group:item.speed -= 1foritem inptera_sprites_group:item.speed -= 1# --碰撞检测foritem incactus_sprites_group:ifpygame.sprite.collide_mask(dino, item):dino.die(sounds)foritem inptera_sprites_group:ifpygame.sprite.collide_mask(dino, item):dino.die(sounds)# --将游戏元素画到屏幕上dino.draw(screen)ground.draw(screen)cloud_sprites_group.draw(screen)cactus_sprites_group.draw(screen)ptera_sprites_group.draw(screen)score_board. set(score)highest_score_board. set(highest_score)score_board.draw(screen)highest_score_board.draw(screen)# --更新屏幕pygame.display.updateclock.tick(cfg.FPS)# --游戏是否结束ifdino.is_dead:break

游戏主循环的逻辑很简单,即每帧游戏画面,我们都需要检测一下玩家的操作,如果玩家按下了空格键或者↑键,则小恐龙跳跃,如果玩家按下了↓键,则小恐龙低头,否则小恐龙正常向前冲。

然后在游戏中,我们随机产生云,飞龙和仙人掌这些游戏场景和障碍物,并且和路面一起以相同的速度向左移动,从而实现小恐龙向右移动的视觉效果。在移动的过程中,我们需要对小恐龙和仙人掌,小恐龙和飞龙进行碰撞检测,当小恐龙碰到这些障碍物时,小恐龙就死掉了,本局游戏也随之结束。

需要注意的是我们应该使用collide_mask函数来进行更为精确的碰撞检测,而不是之前的collide_rect函数:

即当两个目标的最小外接矩形有重叠时,collide_rect就会判定两个目标有碰撞,这显然是不合理的,会给玩家带来较差的游戏体验。

另外,当分数每提高一千分,我们就和原版的游戏一样增加一点场景和障碍物向左移动的速度(也就是增加小恐龙向右移动的速度)。

最后,把当前所有的游戏元素绑定到屏幕上并更新当前的屏幕就ok了。

大概就是这样,大功告成~完整源代码详见相关文件呗~

GitHub地址:/CharlesPikachu/Games/tree/master/Game7返回搜狐,查看更多

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