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本文小编为大家详细介绍“基于python怎么实现超级玛丽游戏”,内容详细,步骤清晰,细节处理妥当,希望这篇“基于Python怎么实现超级玛丽游戏”文章能帮助大家解决疑惑,下面跟着小编的思路慢慢深入,一起来学习新知识吧。效果演示基础源码1.基
本文小编为大家详细介绍“基于python怎么实现超级玛丽游戏”,内容详细,步骤清晰,细节处理妥当,希望这篇“基于Python怎么实现超级玛丽游戏”文章能帮助大家解决疑惑,下面跟着小编的思路慢慢深入,一起来学习新知识吧。
这个部分设置马里奥以及游戏中蘑菇等怪的的移动设置。
import osimport pygame as pgkeybinding = { 'action':pg.K_s, 'jump':pg.K_a, 'left':pg.K_LEFT, 'right':pg.K_RIGHT, 'down':pg.K_DOWN}class Control(object): """Control class for entire project. Contains the game loop, and contains the event_loop which passes events to States as needed. Logic for flipping states is also found here.""" def __init__(self, caption): self.screen = pg.display.get_surface() self.done = False self.clock = pg.time.Clock() self.caption = caption self.fps = 60 self.show_fps = False self.current_time = 0.0 self.keys = pg.key.get_pressed() self.state_dict = {} self.state_name = None self.state = None def setup_states(self, state_dict, start_state): self.state_dict = state_dict self.state_name = start_state self.state = self.state_dict[self.state_name] def update(self): self.current_time = pg.time.get_ticks() if self.state.quit: self.done = True elif self.state.done: self.flip_state() self.state.update(self.screen, self.keys, self.current_time) def flip_state(self): previous, self.state_name = self.state_name, self.state.next persist = self.state.cleanup() self.state = self.state_dict[self.state_name] self.state.startup(self.current_time, persist) self.state.previous = previous def event_loop(self): for event in pg.event.get(): if event.type == pg.QUIT: self.done = True elif event.type == pg.KEYDOWN: self.keys = pg.key.get_pressed() self.toggle_show_fps(event.key) elif event.type == pg.KEYUP: self.keys = pg.key.get_pressed() self.state.get_event(event) def toggle_show_fps(self, key): if key == pg.K_F5: self.show_fps = not self.show_fps if not self.show_fps: pg.display.set_caption(self.caption) def main(self): """Main loop for entire program""" while not self.done: self.event_loop() self.update() pg.display.update() self.clock.tick(self.fps) if self.show_fps: fps = self.clock.get_fps() with_fps = "{} - {:.2f} FPS".fORMat(self.caption, fps) pg.display.set_caption(with_fps)class _State(object): def __init__(self): self.start_time = 0.0 self.current_time = 0.0 self.done = False self.quit = False self.next = None self.previous = None self.persist = {} def get_event(self, event): pass def startup(self, current_time, persistant): self.persist = persistant self.start_time = current_time def cleanup(self): self.done = False return self.persist def update(self, surface, keys, current_time): passdef load_all_gfx(directory, colorkey=(255,0,255), accept=('.png', 'jpg', 'bmp')): graphics = {} for pic in os.listdir(directory): name, ext = os.path.splitext(pic) if ext.lower() in accept: img = pg.image.load(os.path.join(directory, pic)) if img.get_alpha(): img = img.convert_alpha() else: img = img.convert() img.set_colorkey(colorkey) graphics[name]=img return graphicsdef load_all_music(directory, accept=('.wav', '.mp3', '.ogg', '.mdi')): songs = {} for song in os.listdir(directory): name,ext = os.path.splitext(song) if ext.lower() in accept: songs[name] = os.path.join(directory, song) return songsdef load_all_fonts(directory, accept=('.ttf')): return load_all_music(directory, accept)def load_all_sfx(directory, accept=('.wav','.mpe','.ogg','.mdi')): effects = {} for fx in os.listdir(directory): name, ext = os.path.splitext(fx) if ext.lower() in accept: effects[name] = pg.mixer.Sound(os.path.join(directory, fx)) return effects
该部分主要设置场景中的背景音乐,以及字体的显示等设置。
import osimport pygame as pgfrom . import toolsfrom .import constants as cORIGINAL_CAPTION = c.ORIGINAL_CAPTIONos.environ['SDL_VIDEO_CENTERED'] = '1'pg.init()pg.event.set_allowed([pg.KEYDOWN, pg.KEYUP, pg.QUIT])pg.display.set_caption(c.ORIGINAL_CAPTION)SCREEN = pg.display.set_mode(c.SCREEN_SIZE)SCREEN_RECT = SCREEN.get_rect()FONTS = tools.load_all_fonts(os.path.join("resources","fonts"))MUSIC = tools.load_all_music(os.path.join("resources","music"))GFX = tools.load_all_gfx(os.path.join("resources","graphics"))SFX = tools.load_all_sfx(os.path.join("resources","sound"))
from .. import setup, toolsfrom .. import constants as cfrom .. import game_soundfrom ..components import infoclass LoadScreen(tools._State): def __init__(self): tools._State.__init__(self) def startup(self, current_time, persist): self.start_time = current_time self.persist = persist self.game_info = self.persist self.next = self.set_next_state() info_state = self.set_overhead_info_state() self.overhead_info = info.OverheadInfo(self.game_info, info_state) self.sound_manager = game_sound.Sound(self.overhead_info) def set_next_state(self): """Sets the next state""" return c.LEVEL1 def set_overhead_info_state(self): """sets the state to send to the overhead info object""" return c.LOAD_SCREEN def update(self, surface, keys, current_time): """Updates the loading screen""" if (current_time - self.start_time) < 2400: surface.fill(c.BLACK) self.overhead_info.update(self.game_info) self.overhead_info.draw(surface) elif (current_time - self.start_time) < 2600: surface.fill(c.BLACK) elif (current_time - self.start_time) < 2635: surface.fill((106, 150, 252)) else: self.done = Trueclass GameOver(LoadScreen): """A loading screen with Game Over""" def __init__(self): super(GameOver, self).__init__() def set_next_state(self): """Sets next state""" return c.MAIN_MENU def set_overhead_info_state(self): """sets the state to send to the overhead info object""" return c.GAME_OVER def update(self, surface, keys, current_time): self.current_time = current_time self.sound_manager.update(self.persist, None) if (self.current_time - self.start_time) < 7000: surface.fill(c.BLACK) self.overhead_info.update(self.game_info) self.overhead_info.draw(surface) elif (self.current_time - self.start_time) < 7200: surface.fill(c.BLACK) elif (self.current_time - self.start_time) < 7235: surface.fill((106, 150, 252)) else: self.done = Trueclass TimeOut(LoadScreen): """Loading Screen with Time Out""" def __init__(self): super(TimeOut, self).__init__() def set_next_state(self): """Sets next state""" if self.persist[c.LIVES] == 0: return c.GAME_OVER else: return c.LOAD_SCREEN def set_overhead_info_state(self): """Sets the state to send to the overhead info object""" return c.TIME_OUT def update(self, surface, keys, current_time): self.current_time = current_time if (self.current_time - self.start_time) < 2400: surface.fill(c.BLACK) self.overhead_info.update(self.game_info) self.overhead_info.draw(surface) else: self.done = True
import pygame as pgfrom .. import setup, toolsfrom .. import constants as cfrom .. components import info, marioclass Menu(tools._State): def __init__(self): """Initializes the state""" tools._State.__init__(self) persist = {c.COIN_TOTAL: 0, c.SCORE: 0, c.LIVES: 3, c.TOP_SCORE: 0, c.CURRENT_TIME: 0.0, c.LEVEL_STATE: None, c.CAMERA_START_X: 0, c.MARIO_DEAD: False} self.startup(0.0, persist) def startup(self, current_time, persist): """Called every time the game's state becomes this one. Initializes certain values""" self.next = c.LOAD_SCREEN self.persist = persist self.game_info = persist self.overhead_info = info.OverheadInfo(self.game_info, c.MAIN_MENU) self.sprite_sheet = setup.GFX['title_screen'] self.setup_background() self.setup_mario() self.setup_cursor() def setup_cursor(self): """Creates the mushroom cursor to select 1 or 2 player game""" self.cursor = pg.sprite.Sprite() dest = (220, 358) self.cursor.image, self.cursor.rect = self.get_image( 24, 160, 8, 8, dest, setup.GFX['item_objects']) self.cursor.state = c.PLAYER1 def setup_mario(self): """Places Mario at the beginning of the level""" self.mario = mario.Mario() self.mario.rect.x = 110 self.mario.rect.bottom = c.GROUND_HEIGHT def setup_background(self): """Setup the background image to blit""" self.background = setup.GFX['level_1'] self.background_rect = self.background.get_rect() self.background = pg.transform.scale(self.background, (int(self.background_rect.width*c.BACKGROUND_MULTIPLER), int(self.background_rect.height*c.BACKGROUND_MULTIPLER))) self.viewport = setup.SCREEN.get_rect(bottom=setup.SCREEN_RECT.bottom) self.image_dict = {} self.image_dict['GAME_NAME_BOX'] = self.get_image( 1, 60, 176, 88, (170, 100), setup.GFX['title_screen']) def get_image(self, x, y, width, height, dest, sprite_sheet): """Returns images and rects to blit onto the screen""" image = pg.Surface([width, height]) rect = image.get_rect() image.blit(sprite_sheet, (0, 0), (x, y, width, height)) if sprite_sheet == setup.GFX['title_screen']: image.set_colorkey((255, 0, 220)) image = pg.transform.scale(image, (int(rect.width*c.SIZE_MULTIPLIER), int(rect.height*c.SIZE_MULTIPLIER))) else: image.set_colorkey(c.BLACK) image = pg.transform.scale(image, (int(rect.width*3), int(rect.height*3))) rect = image.get_rect() rect.x = dest[0] rect.y = dest[1] return (image, rect) def update(self, surface, keys, current_time): """Updates the state every refresh""" self.current_time = current_time self.game_info[c.CURRENT_TIME] = self.current_time self.update_cursor(keys) self.overhead_info.update(self.game_info) surface.blit(self.background, self.viewport, self.viewport) surface.blit(self.image_dict['GAME_NAME_BOX'][0], self.image_dict['GAME_NAME_BOX'][1]) surface.blit(self.mario.image, self.mario.rect) surface.blit(self.cursor.image, self.cursor.rect) self.overhead_info.draw(surface) def update_cursor(self, keys): """Update the position of the cursor""" input_list = [pg.K_RETURN, pg.K_a, pg.K_s] if self.cursor.state == c.PLAYER1: self.cursor.rect.y = 358 if keys[pg.K_DOWN]: self.cursor.state = c.PLAYER2 for input in input_list: if keys[input]: self.reset_game_info() self.done = True elif self.cursor.state == c.PLAYER2: self.cursor.rect.y = 403 if keys[pg.K_UP]: self.cursor.state = c.PLAYER1 def reset_game_info(self): """Resets the game info in case of a Game Over and restart""" self.game_info[c.COIN_TOTAL] = 0 self.game_info[c.SCORE] = 0 self.game_info[c.LIVES] = 3 self.game_info[c.CURRENT_TIME] = 0.0 self.game_info[c.LEVEL_STATE] = None self.persist = self.game_info
from . import setup,toolsfrom .states import main_menu,load_screen,level1from . import constants as cdef main(): """Add states to control here.""" run_it = tools.Control(setup.ORIGINAL_CAPTION) state_dict = {c.MAIN_MENU: main_menu.Menu(), c.LOAD_SCREEN: load_screen.LoadScreen(), c.TIME_OUT: load_screen.TimeOut(), c.GAME_OVER: load_screen.GameOver(), c.LEVEL1: level1.Level1()} run_it.setup_states(state_dict, c.MAIN_MENU) run_it.main()
import sysimport pygame as pgfrom 小游戏.超级玛丽.data.main import mainimport cProfileif __name__=='__main__': main() pg.quit() sys.exit()
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