这篇文章主要为大家展示了“Pygame如何实现一百层游戏”,内容简而易懂,条理清晰,希望能够帮助大家解决疑惑,下面让小编带领大家一起研究并学习一下“Pygame如何实现一百层游戏”这篇文章吧。
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:
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()
效果图如下:
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