Pygame做一期吃豆子游戏的示例代码

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做一期吃豆子游戏的示例代码_第1张图片

② 食物类:

Pygame做一期吃豆子游戏的示例代码_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做一期吃豆子游戏的示例代码_第3张图片

Step2:设计游戏地图

① 创建墙:

Pygame做一期吃豆子游戏的示例代码_第4张图片

② 创建门:

在这里插入图片描述

③ 创建角色:

Pygame做一期吃豆子游戏的示例代码_第5张图片

④ 创建食物:

Pygame做一期吃豆子游戏的示例代码_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做一期吃豆子游戏的示例代码_第7张图片

然后定义主函数:

Pygame做一期吃豆子游戏的示例代码_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:

Pygame做一期吃豆子游戏的示例代码_第9张图片

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做一期吃豆子游戏的示例代码_第10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())

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