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目录游戏玩法property()精灵类初始画面精灵移动函数加载玩家添加僵尸添加血包精灵相互碰撞事件完整代码游戏玩法 根据神庙逃亡,实现一个人躲避僵尸的小游戏,主要的是精灵、精灵组之间
根据神庙逃亡,实现一个人躲避僵尸的小游戏,主要的是精灵、精灵组之间相撞、相交的处理。
游戏开始随机出现一定的僵尸,随机移动,玩家在一位置上,如果僵尸靠近玩家一定距离,则玩家持续掉血。玩家通过上下左右移动躲避僵尸,屏幕会随机刷新一个加血包,玩家吃了就会加一定的血,并在此刷新血包。
这个函数在类中返回新的属性
property(get,set,del,doc)
参数如上所示,get、set、del分别是获取设值删除调用的,doc是描述的。
在原来的精灵类中添加方向和属性即可。
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.classification = "玩家"
def load(self, filename, width, height, columns, direction, classification="玩家"):
# 精灵的属性
self.classification = classification
# 方向
self.direction = direction
# 载入图片
# 780 * 300
self.master_image = pygame.image.load(filename).convert_alpha() # 载入图片
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30): # current_time 更新频率 为30
if current_time > self.last_time + rate: # 如果当前事件 大于 最后的时间 + 当前的节奏
self.frame += 1 # 当前的帧数加一
if self.frame > self.last_frame: # 当前最后一帧 则从第一帧开始
self.frame = self.first_frame # 从0开始
self.last_time = current_time # 将最后帧值为30
# build current frame only if it changed
if self.frame != self.old_frame: # 当前帧数不等于老的一帧
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = (frame_x, frame_y, self.frame_width, self.frame_height) # 更新对应的位置
self.image = self.master_image.subsurface(rect) # 循环箱已有的方向
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns)
和原来一样,先建立简单的画面。
import mySprite1
import pygame, sys, random
from pygame.locals import *
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
# 设置窗口
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("勇闯后半夜")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
key = pygame.key.get_pressed()
if key[K_ESCAPE]:
sys.exit()
screen.fill((50, 50, 100))
pygame.display.update()
如果是僵尸遇到墙壁自动反方向走,根据方向改变对应的位置。
def reversal_direction(mySprite):
direction = mySprite.direction
if direction == 0:
direction = 4
elif direction == 2:
direction = 6
elif direction == 4:
direction = 0
elif direction == 6:
direction = 2
mySprite.direction = direction
def increment(mySprite, offset=1):
# 上下左右
direction = mySprite.direction
rect = mySprite.rect
if direction == 0:
rect.y -= offset
elif direction == 2:
rect.x += offset
elif direction == 4:
rect.y += offset
elif direction == 6:
rect.x -= offset
# 超出边界的处理
# 超出边界flg
boundary = False
if rect.x < 0:
rect.x = 0
boundary = True
if rect.x + mySprite.frame_width > 800:
rect.x = 800 - mySprite.frame_width
boundary = True
if rect.y < 0:
rect.y = 0
boundary = True
if rect.y + mySprite.frame_height > 600:
rect.y = 600 - mySprite.frame_height
boundary = True
# 如果超出边界而且是僵尸的话 则反转方向
if boundary and mySprite.classification == "僵尸":
reversal_direction(mySprite)
这个是素材的图,如上所示,奇数行便是对应的方向移动。文件大小是768 * 768,可以分为96 * 96的8张。
加载玩家
# 玩家
play_group = pygame.sprite.Group()
play = mySprite1()
play.load("farmer walk.png", 96, 96, 8)
play.direction = -1
play_group.rect.x = 96
play_group.rect.y = 96
play_group.add(play)
play_group.update(ticks, 50)
screen.fill((50, 50, 100))
play_group.draw(screen)
pygame.display.update()
通过改变帧数修改,根据游戏的结束或是否移动,改变对应的事件
if not game_over:
play.first_frame = play.direction * play.columns
play.last_frame = play.first_frame + play.columns - 1
if play.frame < play.first_frame:
play.frame = play.first_frame
if not play_moving:
play.frame = play.first_frame = play.last_frame
else:
increment(play)
控制交互
if key[K_ESCAPE]:
sys.exit()
elif key[K_UP]:
play.direction = 0
play_moving = True
elif key[K_DOWN]:
play.direction = 4
play_moving = True
elif key[K_LEFT]:
play.direction = 6
play_moving = True
elif key[K_RIGHT]:
play.direction = 2
play_moving = True
else:
play_moving = False
# 随机生成20个僵尸
for n in range(0, 10):
zombie = MySprite()
random_direction = random.randint(0, 3) * 2
zombie.load("zombie walk.png", 96, 96, 8, random_direction, "僵尸")
zombie.rect.x = random.randint(0, 600)
zombie.rect.y = random.randint(0, 500)
print(zombie.rect)
zombie_group.add(zombie)
# 设置僵尸
for z in zombie_group:
z.first_frame = z.direction * z.columns
z.last_frame = z.first_frame + z.columns - 1
if z.frame < z.first_frame:
z.frame = z.first_frame
increment(z)
血包就是单纯的一个图的展示。
health = MySprite()
health.load("health.png", 32, 32, 1)
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
health_group.add(health)
主要是僵尸和人 、人和血包之间的相撞事件
# 相撞事件
attack = None
attack = pygame.sprite.spritecollideany(play, zombie_group)
if attack is not None:
if pygame.sprite.collide_rect_ratio(0.5)(play, attack):
play_health -= 10
attack.rect.x = random.randint(0, 600)
attack.rect.y = random.randint(0, 500)
else:
attack = None
if pygame.sprite.collide_rect_ratio(0.5)(play, health):
play_health += 30
if play_health > 100:
play_health = 100
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
if play_health <= 0:
game_over = True
# 显示血量
pygame.draw.rect(screen, (100, 200, 100, 180), Rect(300, 575, 200, 25))
pygame.draw.rect(screen, (50, 150, 150, 180), Rect(300, 575, play_health * 2, 25))
import pygame, sys, random
from pygame.locals import *
from mySprite1 import *
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
def reversal_direction(mySprite):
direction = mySprite.direction
if direction == 0:
direction = 4
elif direction == 2:
direction = 6
elif direction == 4:
direction = 0
elif direction == 6:
direction = 2
mySprite.direction = direction
def increment(mySprite, offset=1):
# 上下左右
direction = mySprite.direction
rect = mySprite.rect
if direction == 0:
rect.y -= offset
elif direction == 2:
rect.x += offset
elif direction == 4:
rect.y += offset
elif direction == 6:
rect.x -= offset
# 超出边界的处理
# 超出边界flg
boundary = False
if rect.x < 0:
rect.x = 0
boundary = True
if rect.x + mySprite.frame_width > 800:
rect.x = 800 - mySprite.frame_width
boundary = True
if rect.y < 0:
rect.y = 0
boundary = True
if rect.y + mySprite.frame_height > 600:
rect.y = 600 - mySprite.frame_height
boundary = True
# 如果超出边界而且是僵尸的话 则反转方向
if boundary and mySprite.classification == "僵尸":
reversal_direction(mySprite)
# 设置窗口
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("勇闯后半夜")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
game_over = False
# 玩家
play_group = pygame.sprite.Group()
play = MySprite()
play.load("farmer walk.png", 96, 96, 8, 4)
play.rect.x = 96
play.rect.y = 96
play_moving = False
play_group.add(play)
play_health = 100
# 僵尸
zombie_group = pygame.sprite.Group()
# 随机生成20个僵尸
for n in range(0, 10):
zombie = MySprite()
random_direction = random.randint(0, 3) * 2
zombie.load("zombie walk.png", 96, 96, 8, random_direction, "僵尸")
zombie.rect.x = random.randint(0, 600)
zombie.rect.y = random.randint(0, 500)
print(zombie.rect)
zombie_group.add(zombie)
# 血包
health_group = pygame.sprite.Group()
health = MySprite()
health.load("health.png", 32, 32, 1)
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
health_group.add(health)
while True:
# 设置执行的频率
timer.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
key = pygame.key.get_pressed()
if key[K_ESCAPE]:
sys.exit()
elif key[K_UP]:
play.direction = 0
play_moving = True
elif key[K_DOWN]:
play.direction = 4
play_moving = True
elif key[K_LEFT]:
play.direction = 6
play_moving = True
elif key[K_RIGHT]:
play.direction = 2
play_moving = True
else:
play_moving = False
if not game_over:
# 设置玩家
play.first_frame = play.direction * play.columns
play.last_frame = play.first_frame + play.columns - 1
if play.frame < play.first_frame:
play.frame = play.first_frame
# 设置僵尸
for z in zombie_group:
z.first_frame = z.direction * z.columns
z.last_frame = z.first_frame + z.columns - 1
if z.frame < z.first_frame:
z.frame = z.first_frame
increment(z)
if not play_moving:
play.frame = play.first_frame = play.last_frame
else:
increment(play)
# 相撞事件
attack = None
attack = pygame.sprite.spritecollideany(play, zombie_group)
if attack is not None:
if pygame.sprite.collide_rect_ratio(0.5)(play, attack):
play_health -= 10
attack.rect.x = random.randint(0, 600)
attack.rect.y = random.randint(0, 500)
else:
attack = None
if pygame.sprite.collide_rect_ratio(0.5)(play, health):
play_health += 30
if play_health > 100:
play_health = 100
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
if play_health <= 0:
game_over = True
play_group.update(ticks, 50)
zombie_group.update(ticks, 50)
health_group.update(ticks, 50)
screen.fill((50, 50, 100))
play_group.draw(screen)
zombie_group.draw(screen)
health_group.draw(screen)
# 显示血量
pygame.draw.rect(screen, (100, 200, 100, 180), Rect(300, 575, 200, 25))
pygame.draw.rect(screen, (50, 150, 150, 180), Rect(300, 575, play_health * 2, 25))
if game_over:
print_text(font, 300, 100, "GAME OVER!!!")
pygame.display.update()
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本文标题: 利用Pygame制作躲避僵尸游戏
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