神庙逃亡神庙逃亡游戏,神庙逃亡游戏规则
这篇文章主要为大家介绍了如何利用计算机编程语言和Pygame动画制作一个神庙逃亡类似的小游戏。文中的示例代码讲解详细,感兴趣的小伙伴可以动手尝试一下
目录
游戏规则精灵类加载龙加载子弹添加玩家碰撞事件完整代码
游戏规则
用简介及安装动画实现神庙逃亡类似的小游戏,当玩家移动的时候躲避子弹,如果子弹命中玩家或者名字龙都会减速,玩家躲避子弹使更多的子弹打在龙上,当玩家被龙抓到,则游戏输,如果龙被子弹减少速度,与玩家有一定的距离,则玩家获胜。
精灵类
MySprite类(pygame.sprite.Sprite):
def __init__(自身,目标):
py游戏。雪碧。雪碧。_ _ 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
def _getx(self):
返回self.rect.x
def _setx(自身,值):
self.rect.x=值
X=属性(_getx,_setx)
def _gety(self):
返回自我纠正
定义_设置(自身,值):
self.rect.y=值
Y=属性(_gety,_sety)
def _getpos(self):
return self.rect.topleft
def _setpos(自身,位置):
self.rect.topleft=pos
position=property(_getpos,_setpos)
定义负载(自身,文件名,宽度,高度,列):
自我。master _ image=py游戏。形象。加载(文件名)。convert_alpha()
self.frame_width=宽度
self.frame_height=高度
self.rect=Rect(0,0,宽度,高度)
self.columns=列
rect=self。主人_图像。get _ rect()
自我。last _ frame=(rect。宽度//宽度)*(矩形。高度//高度)-1
定义更新(自身,当前时间,比率=30):
如果当前时间自。上次时间费率:
self.frame=1
如果自我。陷害自己。最后_帧:
self.frame=self.first_frame
self.last_time=当前时间
如果self.frame!=self.old_frame:
frame _ x=(self。框架% self。列)*自身。框架_宽度
frame _ y=(self。框架//自身。列)*自身。框架_高度
rect=pygame .Rect(frame_x,frame_y,self.frame_wi
dth, self.frame_height)
self.image = self.master_image.subsurface(rect)
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) + \
"," + str(self.rect)
MySprite继承精灵类,因为在做动画时候,需要许多的参数,这里进行了初始化,master_image 图片的位置,frame、old_frame分别储存第一帧和上一帧的位置,frame_width和frame_height保存宽高,first和last保存帧的第一帧和最后一帧。columns保存列数。last_time时间变量。
X、Y、pos保存精灵的位置x和y的位置。
load载入,赋予对应精灵的值,(rect.width // width) * (rect.height // height) - 1,通过给定的图片的宽高除以参数的值,-1就是初始的位置是从0开始的。
update更新的时候,根据传入的时间和间隔频率,如果时间大于上次时间和间隔则改变帧数,如果帧数改变对应的图片位置也改变,实现动态变化。
加载龙
dragon = MySprite(screen)dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_ESCAPE]:
sys.exit()
elif keys[pygame.K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -8.0
screen.blit(bg, (0, 0))
if not game_over:
group.update(ticks, 50)
group.draw(screen)
print_text(font, 350, 360, "Press SPACE to jump!")
if game_over:
print_text(font, 360, 100, "G A M E O V E R")
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON")
else:
print_text(font, 330, 130, "THE DRAGON GOT YOU")
pygame.display.update()
加载龙,实现龙动画,这里没有龙的位移,玩家躲子弹或者命中子弹都会导致双方的x坐标减少,这里没使用对应的速度改变,减少游戏的开发难度。
加载子弹
def reset_arrow():y = random.randint(250, 350)
arrow.position = 800, y
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800, 320
group.add(arrow)
子弹因为只有一个,如果击中则需要重置,这里写了重置子弹的函数便于调用,random.randint(250, 350)给子弹一个随机的高度。使游戏与变化。
添加玩家
player = MySprite(screen)player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
player_start_y = player.Y
player_start_y记录玩家初始的y坐标判断玩家是否处于跳跃状态中。
碰撞事件
if not game_over:arrow.X -= arrow_vel
if arrow.X < 40:
reset_arrow()
if pygame.sprite.collide_rect(arrow, player):
reset_arrow()
player.X -= 10
if pygame.sprite.collide_rect(arrow, dragon):
reset_arrow()
dragon.X -= 10
if pygame.sprite.collide_rect(player, dragon):
game_over = True
if dragon.X < -100:
you_win = True
game_over = True
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
这里需要检验玩家、子弹和龙两两相碰的事件。
完整代码
import sys, time, random, math, pygamefrom pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self) # extend the base Sprite class
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
# X property
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
# Y property
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
# position property
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
# try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
# update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = pygame.Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
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) + \
"," + str(self.rect)
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
def reset_arrow():
y = random.randint(250, 350)
arrow.position = 800, y
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Escape Dragon")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()
bg = pygame.image.load(background.png).convert_alpha()
group = pygame.sprite.Group()
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800, 320
group.add(arrow)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_ESCAPE]:
sys.exit()
elif keys[pygame.K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -8.0
if not game_over:
arrow.X -= arrow_vel
if arrow.X < 40:
reset_arrow()
if pygame.sprite.collide_rect(arrow, player):
reset_arrow()
player.X -= 10
if pygame.sprite.collide_rect(arrow, dragon):
reset_arrow()
dragon.X -= 10
if pygame.sprite.collide_rect(player, dragon):
game_over = True
if dragon.X < -100:
you_win = True
game_over = True
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
screen.blit(bg, (0, 0))
if not game_over:
group.update(ticks, 50)
group.draw(screen)
print_text(font, 350, 360, "Press SPACE to jump!")
if game_over:
print_text(font, 360, 100, "G A M E O V E R")
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON")
else:
print_text(font, 330, 130, "THE DRAGON GOT YOU")
pygame.display.update()
以上就是Python+Pygame实现神庙逃亡游戏的详细内容,更多关于Python Pygame神庙逃亡的资料请关注盛行IT软件开发工作室其它相关文章!
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