这期内容当中小编将会给大家带来有关Pygame是如何实现扎气球游戏,文章内容丰富且以专业的角度为大家分析和叙述,阅读完这篇文章希望大家可以有所收获。
下面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~
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:
pip install -i https://pypi.douban.com/simple/ +模块名
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:
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
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——
上述就是小编为大家分享的Pygame是如何实现扎气球游戏了,如果刚好有类似的疑惑,不妨参照上述分析进行理解。如果想知道更多相关知识,欢迎关注亿速云行业资讯频道。
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