最近学习了pygame,感觉十分有意思,花了一点时间制作了一个简单的小游戏
这是一个很简单的防守类小游戏
玩家可以使用wasd控制人物移动,并且鼠标控制人物旋转,发射元气弹消除敌人。敌人顺利到达城墙则玩家扣血,血量清零后游戏结束,反之坚持200秒则游戏胜利。
开头导入几个需要使用的模块和一个 Player类
import jieba
import os
import sys
import math
import random
import pygame
import datetime
from pygame.locals import *
class Player(object): #玩家 类
def __init__(self, img, rect, speed):
self.ful_img = img
self.img = self.ful_img
self.rect = rect
self.speed = speed
self.num = 0
def update(self, screen, press_keys): #键盘控制
if press_keys[K_a]:
self.rect.left -= self.speed
if self.rect.left <= 0:
self.rect.left = 0
if press_keys[K_d]:
self.rect.left += self.speed
if self.rect.right >= 250:
self.rect.right = 250
if press_keys[K_w]:
self.rect.top -= self.speed
if self.rect.top <= 0:
self.rect.top = 0
if press_keys[K_s]:
self.rect.top += self.speed
if self.rect.bottom >= 800:
self.rect.bottom = 800
self.num += 1
if self.num % 3 == 0:
self.num = 0
return [(self.rect.left + self.rect.right)/2, (self.rect.top + self.rect.bottom)/2], self.img
设置区包含了窗口设置区和基础设置区
基础设计区包含了游戏时间,玩家,城墙,元气弹,敌人等设计
if __name__ == '__main__':
# 1 - 设置区
# 1.1 - 窗口设置区
white = (255, 255, 255)
screen_width, screen_height = 1368, 800
os.environ['SDL_VIDEO_CENTERED'] = '1'
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Python_Game")
# 1.2 - 基础设置区
pygame.init()
pygame.font.init()
font = pygame.font.SysFont('SimHei',32)
start = 0
win = 0
running = 0
distance = 200
health_value = 194
health_value_max = 194 #最大血量
fin_time = 200 #游戏时间
start_time = datetime.datetime.now()
rect_player = Rect(50, 50, 133, 142) #玩家设置
player_speed = 2
player_pos = []
monsters = [] #怪物设置
monster_speed = 1
wave_set = [] #元气弹设置
wave_speed = 1.5
wave_max = 2
fig_path = r'C:\Users\Sakura\Desktop\pythongame\gamefile/'
paper = pygame.image.load(fig_path + 'paper.jpg').convert_alpha() #背景
paper = pygame.transform.scale(paper, (1368, 800))
wall = pygame.image.load(fig_path + 'walls.png').convert_alpha() #城墙
wall_width = wall.get_width()
wall_height = wall.get_height()
player = pygame.image.load(fig_path + 'beggers.png').convert_alpha() #玩家
player_width = player.get_width()
player_height = player.get_height()
waves = pygame.image.load(fig_path + 'waves.png').convert_alpha() #元气弹
sub_wave = waves.subsurface(Rect((0, 0), (waves.get_width() / 5, waves.get_height())))
sub_wave_width = sub_wave.get_width()
sub_wave_height = sub_wave.get_height()
monster_img1 = pygame.image.load(fig_path + 'monster1.png').convert_alpha() #怪物图片
monster_width = monster_img1.get_width()
monster_height = monster_img1.get_height()
monster_img = monster_img1
health_bar_img = pygame.image.load(fig_path + "health.png") #血条图片
health_bar_height = health_bar_img.get_height()
health_img = pygame.image.load(fig_path + "health.png")
health_height = health_img.get_height()
victory = pygame.image.load(fig_path + 'victory.jpg') #胜利图片
victory = pygame.transform.scale(victory, (1368, 800))
game_over = pygame.image.load(fig_path + 'game_over.jpg') #失败图片
game_over = pygame.transform.scale(game_over, (1368, 800))
start_img = pygame.image.load(fig_path + 'start.jpg').convert_alpha() #游戏开始图片
游戏区包含了 游戏开始,进行,结束三个区块
布局了玩家,城墙,元气弹,以及怪物的生成。此外还有元气弹于怪物抵消,血量扣除,胜负判断等数个操作。
# 2 - 游戏区
# 2.1 - 游戏开始区
while not start: #游戏开始前
screen.fill(white)
screen.blit(start_img, (0, 0))
text = font.render("按空格开始游戏!",
True, (250, 50, 200))
text_Rect = text.get_rect()
text_Rect.centerx = screen.get_rect().centerx
text_Rect.centery = screen.get_rect().centery + 200
screen.blit(text, text_Rect)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == K_SPACE:
start = 1
running = 1
pygame.mixer.music.load(fig_path + "bgm.mp3")
pygame.mixer.music.play(1, 0.0)
pygame.mixer.music.set_volume(0.15)
start_time = datetime.datetime.now()
PL = Player(player, rect_player, player_speed) #生成玩家
# 2.2 - 游戏进行区
while running:
# 2.2.1 - 游戏显示区
screen.fill(white)
screen.blit(paper, (0, 0))
for height in range(0, screen_height, wall_height): #城墙布局
screen.blit(wall, (distance, height))
press_keys = pygame.key.get_pressed()
player_pos, player_img = PL.update(screen, press_keys)
position = pygame.mouse.get_pos() #鼠标控制玩家旋转
angle = math.atan2(position[1] - (player_pos[1] + player_height),
position[0] - (player_pos[0] + player_width))
player_rot = pygame.transform.rotate(player_img, 360 - angle * 57.29)
player_pos1 = (player_pos[0] - player_rot.get_rect().width / 2,
player_pos[1] - player_rot.get_rect().height / 2)
screen.blit(player_rot, player_pos1)
for wave in wave_set: #元气弹
index = 0
vel_x = math.cos(wave[0]) * wave_speed
vel_y = math.sin(wave[0]) * wave_speed
wave[1] += vel_x
wave[2] += vel_y
if wave[1] < - sub_wave_width or wave[1] > screen_width \
or wave[2] < - sub_wave_height or wave[2] > screen_height:
wave_set.pop(index)
index += 1
for projectile in wave_set:
wave1 = pygame.transform.rotate(sub_wave, 360 - projectile[0] * 57.29)
screen.blit(wave1, (projectile[1], projectile[2]))
monster_timer = random.choice(range(200))
if monster_timer < 1:
monsters.append([screen_width,
random.randint(monster_height, screen_height - monster_height)])
index = 0
for monster in monsters: #怪物生成
if monster[0] < - monster_width:
monsters.pop(index)
monster[0] -= monster_speed
monster_rect = pygame.Rect(monster_img.get_rect())
monster_rect.top = monster[1]
monster_rect.left = monster[0]
if monster_rect.left < wall_width + distance:
health_value -= random.randint(20, 50)
monsters.pop(index)
index1 = 0
for wave in wave_set:
wave_rect = pygame.Rect(sub_wave.get_rect())
wave_rect.left = wave[1]
wave_rect.top = wave[2]
# 检查两个矩形块即怪物和元气弹是否交叉
if monster_rect.colliderect(wave_rect):
wave_set.pop(index1)
try:
monsters.pop(index)
except IndexError as error:
print("IndexError: " + str(error))
index1 += 1
index += 1
for monster in monsters:
screen.blit(monster_img, monster)
font = pygame.font.Font(None, 42) #游戏时间
cur_time = datetime.datetime.now()
play_time = (cur_time - start_time).seconds
if play_time % 60 < 10:
time_str = ":0"
else:
time_str = ":"
survived_text = font.render(
str(play_time // 60) +
time_str +
str(play_time % 60),
True, (0, 0, 0)
)
text_Rect = survived_text.get_rect()
text_Rect.topright = [screen_width - 5, 5]
screen.blit(survived_text, text_Rect)
health_bar_img = pygame.transform.scale(health_bar_img, #血量
(health_value_max, health_bar_height))
screen.blit(health_bar_img, [0, 5])
if health_value < 0:
health_value = 0
health_img = pygame.transform.smoothscale(health_img,
(health_value, health_height))
screen.blit(health_img, [0, 5])
pygame.display.flip()
# 2.2.2 - 游戏操作区
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN and len(wave_set) < wave_max:
position = pygame.mouse.get_pos()
wave_set.append([math.atan2(position[1] - (player_pos1[1] + player_height),
position[0] - (player_pos1[0] + player_width)),
player_pos1[0], player_pos1[1]])
if pygame.time.get_ticks() >= fin_time * 1000:
running = 0
win = 1
if health_value == 0:
running = 0
win = 0
# 2.3 游戏结束区
while not running and start:
pygame.mixer.music.stop()
if win:
screen.blit(victory, (0, 0))
pygame.font.init()
font = pygame.font.SysFont('SimHei',32)
text = font.render("胜利 !",
True, (250, 50, 200))
text_Rect = text.get_rect()
text_Rect.centerx = screen.get_rect().centerx + 20
text_Rect.centery = screen.get_rect().centery - 250
screen.blit(text, text_Rect)
if not win:
screen.blit(game_over, (0, 0))
pygame.font.init()
font = pygame.font.SysFont('SimHei',32)
text = font.render("失败 !",
True, (250, 50, 200))
text_Rect = text.get_rect()
text_Rect.centerx = screen.get_rect().centerx + 20
text_Rect.centery = screen.get_rect().centery - 250
screen.blit(text, text_Rect)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
源代码 github