Pygame做一期吃豆子游戏

使用Pygame做游戏


Pygame的历史

Pygame是一个利用SDL库的写就的游戏库,SDL呢,全名Simple DirectMedia Layer,是一位叫做Sam Lantinga的大牛写的,据说他为了让Loki(致力于向Linux上移植Windows的游戏的一家大好人公司,可惜已经倒闭,唉好人不长命啊……)更有效的工作,创造了这个东东。

SDL是用C写的,不过它也可以使用C++进行开发,当然还有很多其它的语言,Pygame就是Python中使用它的一个库。Pygame已经存在很多时间了,许多优秀的程序员加入其中,把Pygame做得越来越好。


开发工具:

Python版本:3.6.4
相关模块:
pygame模块;
以及一些Python自带的模块。

安装Python并添加到环境变量,
pip安装需要的相关模块即可。


游戏简介:

玩家通过↑↓←→键控制游戏的主角吃豆人吃掉藏在迷宫内的所有豆子,并且不能被鬼魂抓到。
若能顺利吃完迷宫内的所有豆子并且不被鬼魂抓到,则游戏胜利,否则游戏失败。


Step1:定义游戏精灵类

① 墙类:
Pygame做一期吃豆子游戏_第1张图片
② 食物类:
Pygame做一期吃豆子游戏_第2张图片
③ 角色类:
角色类包括吃豆人和鬼魂,鬼魂由电脑控制其运动轨迹,吃豆人由玩家控制其运动轨迹。
显然,其均需具备更新角色位置和改变角色运动方向的能力,其源代码如下:
Pygame做一期吃豆子游戏_第3张图片


Step2:设计游戏地图

① 创建墙:
Pygame做一期吃豆子游戏_第4张图片
② 创建门:
在这里插入图片描述
③ 创建角色:
Pygame做一期吃豆子游戏_第5张图片
④ 创建食物:
Pygame做一期吃豆子游戏_第6张图片


Step3:设计游戏主循环

接下来开始设计游戏主循环。首先是初始化:
Pygame做一期吃豆子游戏_第7张图片
然后定义主函数:
Pygame做一期吃豆子游戏_第8张图片
其中startLevelGame函数用于开始某一关游戏,其源代码如下:

showText函数用于在游戏结束或关卡切换时在游戏界面中显示提示性文字,其源代码如下:
Pygame做一期吃豆子游戏_第9张图片


源代码:

#吃豆子
import os,sys
import sys
import pygame
import random
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
PURPLE = (255, 0, 255)
SKYBLUE = (0, 191, 255)
if getattr(sys, 'frozen', False):
    cur_path = sys._MEIPASS
else:
    cur_path = os.path.dirname(__file__)
BGMPATH = os.path.join(cur_path, 'resources/sounds/bg.mp3')
ICONPATH = os.path.join(cur_path,'resources/images/icon.png')
FONTPATH = os.path.join(cur_path,'resources/font/ALGER.TTF')
HEROPATH = os.path.join(cur_path,'resources/images/pacman.png')
BlinkyPATH = os.path.join(cur_path,'resources/images/Blinky.png')
ClydePATH = os.path.join(cur_path,'resources/images/Clyde.png')
InkyPATH = os.path.join(cur_path,'resources/images/Inky.png')
PinkyPATH = os.path.join(cur_path,'resources/images/Pinky.png')
NUMLEVELS = 1
class Wall(pygame.sprite.Sprite):
	def __init__(self, x, y, width, height, color, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.image = pygame.Surface([width, height])
		self.image.fill(color)
		self.rect = self.image.get_rect()
		self.rect.left = x
		self.rect.top = y
class Food(pygame.sprite.Sprite):
	def __init__(self, x, y, width, height, color, bg_color, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.image = pygame.Surface([width, height])
		self.image.fill(bg_color)
		self.image.set_colorkey(bg_color)
		pygame.draw.ellipse(self.image, color, [0, 0, width, height])
		self.rect = self.image.get_rect()
		self.rect.left = x
		self.rect.top = y
class Player(pygame.sprite.Sprite):
	def __init__(self, x, y, role_image_path):
		pygame.sprite.Sprite.__init__(self)
		self.role_name = role_image_path.split('/')[-1].split('.')[0]
		self.base_image = pygame.image.load(role_image_path).convert()
		self.image = self.base_image.copy()
		self.rect = self.image.get_rect()
		self.rect.left = x
		self.rect.top = y
		self.prev_x = x
		self.prev_y = y
		self.base_speed = [30, 30]
		self.speed = [0, 0]
		self.is_move = False
		self.tracks = []
		self.tracks_loc = [0, 0]
	def changeSpeed(self, direction):
		if direction[0] < 0:
			self.image = pygame.transform.flip(self.base_image, True, False)
		elif direction[0] > 0:
			self.image = self.base_image.copy()
		elif direction[1] < 0:
			self.image = pygame.transform.rotate(self.base_image, 90)
		elif direction[1] > 0:
			self.image = pygame.transform.rotate(self.base_image, -90)
		self.speed = [direction[0] * self.base_speed[0], direction[1] * self.base_speed[1]]
		return self.speed
	def update(self, wall_sprites, gate_sprites):
		if not self.is_move:
			return False
		x_prev = self.rect.left
		y_prev = self.rect.top
		self.rect.left += self.speed[0]
		self.rect.top += self.speed[1]
		is_collide = pygame.sprite.spritecollide(self, wall_sprites, False)
		if gate_sprites is not None:
			if not is_collide:
				is_collide = pygame.sprite.spritecollide(self, gate_sprites, False)
		if is_collide:
			self.rect.left = x_prev
			self.rect.top = y_prev
			return False
		return True
	def randomDirection(self):
		return random.choice([[-0.5, 0], [0.5, 0], [0, 0.5], [0, -0.5]])
class Level1():
	def __init__(self):
		self.info = 'level1'
	def setupWalls(self, wall_color):
		self.wall_sprites = pygame.sprite.Group()
		wall_positions = [[0, 0, 6, 600],
						  [0, 0, 600, 6],
						  [0, 600, 606, 6],
						  [600, 0, 6, 606],
						  [300, 0, 6, 66],
						  [60, 60, 186, 6],
						  [360, 60, 186, 6],
						  [60, 120, 66, 6],
						  [60, 120, 6, 126],
						  [180, 120, 246, 6],
						  [300, 120, 6, 66],
						  [480, 120, 66, 6],
						  [540, 120, 6, 126],
						  [120, 180, 126, 6],
						  [120, 180, 6, 126],
						  [360, 180, 126, 6],
						  [480, 180, 6, 126],
						  [180, 240, 6, 126],
						  [180, 360, 246, 6],
						  [420, 240, 6, 126],
						  [240, 240, 42, 6],
						  [324, 240, 42, 6],
						  [240, 240, 6, 66],
						  [240, 300, 126, 6],
						  [360, 240, 6, 66],
						  [0, 300, 66, 6],
						  [540, 300, 66, 6],
						  [60, 360, 66, 6],
						  [60, 360, 6, 186],
						  [480, 360, 66, 6],
						  [540, 360, 6, 186],
						  [120, 420, 366, 6],
						  [120, 420, 6, 66],
						  [480, 420, 6, 66],
						  [180, 480, 246, 6],
						  [300, 480, 6, 66],
						  [120, 540, 126, 6],
						  [360, 540, 126, 6]]
		for wall_position in wall_positions:
			wall = Wall(*wall_position, wall_color)
			self.wall_sprites.add(wall)
		return self.wall_sprites
	def setupGate(self, gate_color):
		self.gate_sprites = pygame.sprite.Group()
		self.gate_sprites.add(Wall(282, 242, 42, 2, gate_color))
		return self.gate_sprites
	def setupPlayers(self, hero_image_path, ghost_images_path):
		self.hero_sprites = pygame.sprite.Group()
		self.ghost_sprites = pygame.sprite.Group()
		self.hero_sprites.add(Player(287, 439, hero_image_path))
		for each in ghost_images_path:
			role_name = each.split('/')[-1].split('.')[0]
			if role_name == 'Blinky':
				player = Player(287, 199, each)
				player.is_move = True
				player.tracks = [[0, -0.5, 4], [0.5, 0, 9], [0, 0.5, 11], [0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 11], [0, 0.5, 3],
								 [0.5, 0, 15], [0, -0.5, 15], [0.5, 0, 3], [0, -0.5, 11], [-0.5, 0, 3], [0, -0.5, 11], [-0.5, 0, 3],
								 [0, -0.5, 3], [-0.5, 0, 7], [0, -0.5, 3], [0.5, 0, 15], [0, 0.5, 15], [-0.5, 0, 3], [0, 0.5, 3],
								 [-0.5, 0, 3], [0, -0.5, 7], [-0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 11], [0, -0.5, 7], [0.5, 0, 5]]
				self.ghost_sprites.add(player)
			elif role_name == 'Clyde':
				player = Player(319, 259, each)
				player.is_move = True
				player.tracks = [[-1, 0, 2], [0, -0.5, 4], [0.5, 0, 5], [0, 0.5, 7], [-0.5, 0, 11], [0, -0.5, 7],
								 [-0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 7], [0, 0.5, 15], [0.5, 0, 15], [0, -0.5, 3],
								 [-0.5, 0, 11], [0, -0.5, 7], [0.5, 0, 3], [0, -0.5, 11], [0.5, 0, 9]]
				self.ghost_sprites.add(player)
			elif role_name == 'Inky':
				player = Player(255, 259, each)
				player.is_move = True
				player.tracks = [[1, 0, 2], [0, -0.5, 4], [0.5, 0, 10], [0, 0.5, 7], [0.5, 0, 3], [0, -0.5, 3],
								 [0.5, 0, 3], [0, -0.5, 15], [-0.5, 0, 15], [0, 0.5, 3], [0.5, 0, 15], [0, 0.5, 11],
								 [-0.5, 0, 3], [0, -0.5, 7], [-0.5, 0, 11], [0, 0.5, 3], [-0.5, 0, 11], [0, 0.5, 7],
								 [-0.5, 0, 3], [0, -0.5, 3], [-0.5, 0, 3], [0, -0.5, 15], [0.5, 0, 15], [0, 0.5, 3],
								 [-0.5, 0, 15], [0, 0.5, 11], [0.5, 0, 3], [0, -0.5, 11], [0.5, 0, 11], [0, 0.5, 3], [0.5, 0, 1]]
				self.ghost_sprites.add(player)
			elif role_name == 'Pinky':
				player = Player(287, 259, each)
				player.is_move = True
				player.tracks = [[0, -1, 4], [0.5, 0, 9], [0, 0.5, 11], [-0.5, 0, 23], [0, 0.5, 7], [0.5, 0, 3],
								 [0, -0.5, 3], [0.5, 0, 19], [0, 0.5, 3], [0.5, 0, 3], [0, 0.5, 3], [0.5, 0, 3],
								 [0, -0.5, 15], [-0.5, 0, 7], [0, 0.5, 3], [-0.5, 0, 19], [0, -0.5, 11], [0.5, 0, 9]]
				self.ghost_sprites.add(player)
		return self.hero_sprites, self.ghost_sprites
	def setupFood(self, food_color, bg_color):
		self.food_sprites = pygame.sprite.Group()
		for row in range(19):
			for col in range(19):
				if (row == 7 or row == 8) and (col == 8 or col == 9 or col == 10):
					continue
				else:
					food = Food(30*col+32, 30*row+32, 4, 4, food_color, bg_color)
					is_collide = pygame.sprite.spritecollide(food, self.wall_sprites, False)
					if is_collide:
						continue
					is_collide = pygame.sprite.spritecollide(food, self.hero_sprites, False)
					if is_collide:
						continue
					self.food_sprites.add(food)
		return self.food_sprites
def startLevelGame(level, screen, font):
    clock = pygame.time.Clock()
    SCORE = 0
    wall_sprites = level.setupWalls(SKYBLUE)
    gate_sprites = level.setupGate(WHITE)
    hero_sprites, ghost_sprites = level.setupPlayers(HEROPATH, [BlinkyPATH, ClydePATH, InkyPATH, PinkyPATH])
    food_sprites = level.setupFood(YELLOW, WHITE)
    is_clearance = False
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit(-1)
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    for hero in hero_sprites:
                        hero.changeSpeed([-1, 0])
                        hero.is_move = True
                elif event.key == pygame.K_RIGHT:
                    for hero in hero_sprites:
                        hero.changeSpeed([1, 0])
                        hero.is_move = True
                elif event.key == pygame.K_UP:
                    for hero in hero_sprites:
                        hero.changeSpeed([0, -1])
                        hero.is_move = True
                elif event.key == pygame.K_DOWN:
                    for hero in hero_sprites:
                        hero.changeSpeed([0, 1])
                        hero.is_move = True
            if event.type == pygame.KEYUP:
                if (event.key == pygame.K_LEFT) or (event.key == pygame.K_RIGHT) or (event.key == pygame.K_UP) or (event.key == pygame.K_DOWN):
                    hero.is_move = False
        screen.fill(BLACK)
        for hero in hero_sprites:
            hero.update(wall_sprites, gate_sprites)
        hero_sprites.draw(screen)
        for hero in hero_sprites:
            food_eaten = pygame.sprite.spritecollide(hero, food_sprites, True)
        SCORE += len(food_eaten)
        wall_sprites.draw(screen)
        gate_sprites.draw(screen)
        food_sprites.draw(screen)
        for ghost in ghost_sprites:
            if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
                ghost.tracks_loc[1] += 1
            else:
                if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
                    ghost.tracks_loc[0] += 1
                elif ghost.role_name == 'Clyde':
                    ghost.tracks_loc[0] = 2
                else:
                    ghost.tracks_loc[0] = 0
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
                ghost.tracks_loc[1] = 0
            if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
            else:
                if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
                    loc0 = ghost.tracks_loc[0] + 1
                elif ghost.role_name == 'Clyde':
                    loc0 = 2
                else:
                    loc0 = 0
                ghost.changeSpeed(ghost.tracks[loc0][0: 2])
            ghost.update(wall_sprites, None)
        ghost_sprites.draw(screen)
        score_text = font.render("Score: %s" % SCORE, True, RED)
        screen.blit(score_text, [10, 10])
        if len(food_sprites) == 0:
            is_clearance = True
            break
        if pygame.sprite.groupcollide(hero_sprites, ghost_sprites, False, False):
            is_clearance = False
            break
        pygame.display.flip()
        clock.tick(10)
    return is_clearance
def showText(screen, font, is_clearance, flag=False):
    clock = pygame.time.Clock()
    msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!'
    positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]]
    surface = pygame.Surface((400, 200))
    surface.set_alpha(10)
    surface.fill((128, 128, 128))
    screen.blit(surface, (100, 200))
    texts = [font.render(msg, True, WHITE),
			    font.render('Press ENTER to continue or play again.', True, WHITE),
			    font.render('Press ESCAPE to quit.', True, WHITE)]
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit(-1)
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    if is_clearance:
                        if not flag:
                            return
                        else:
                            main(initialize())
                    else:
                        main(initialize())
                elif event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit(-1)
        for idx, (text, position) in enumerate(zip(texts, positions)):
            screen.blit(text, position)
        pygame.display.flip()
        clock.tick(10)

def initialize():
    pygame.init()
    icon_image = pygame.image.load(ICONPATH)
    pygame.display.set_icon(icon_image)
    screen = pygame.display.set_mode([606, 606])
    pygame.display.set_caption('吃豆子')
    return screen

def main(screen):
    try:
        pygame.mixer.init()
        pygame.mixer.music.load(BGMPATH)
        pygame.mixer.music.play(-1, 0.0)
    except:
        pass
    pygame.font.init()
    font_small = pygame.font.Font(FONTPATH, 18)
    font_big = pygame.font.Font(FONTPATH, 24)
    for num_level in range(1, NUMLEVELS+1):
        if num_level == 1:
            level = Level1()
            is_clearance = startLevelGame(level, screen, font_small)
            if num_level == NUMLEVELS:
                showText(screen, font_big, is_clearance, True)
            else:
                showText(screen, font_big, is_clearance)
if __name__ == "__main__":
    main(initialize())

最后还是希望你们能给我点一波小小的关注。

奉上自己诚挚的爱心

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