项目名称:python恐龙块跑
编程语言:python
用到知识:pygame模块,面向对象思想
实现功能:
背景的移动,恐龙的奔跑与跳跃(跳跃时伴有表情动画的变化), 奔跑时有障碍物(仙人掌和飞鸟),碰到就死亡结束游戏,恐龙的速度会随分数的增加逐渐加快,难度增加,游戏中的背景音乐和跳跃发出的音效绝对哇塞,更对细节等你来玩!
项目分析:4个类文件,代码共计300行
主函数:
import sys
import math
import time
import random
import pygame
from pygame.locals import *
from Scene import Scene
from Obstacle import Plant, Ptera
from Dinosaur import Dinosaur
# 定义背景填充色,画布宽和高
BACKGROUND = (250, 250, 250)
WIDTH = 800
HEIGHT = 400
#定义游戏结束界面是的样式,即对两张图片的位置显示
def show_gameover(screen):
screen.fill(BACKGROUND)
gameover_img = pygame.image.load('./images/others/gameover.png').convert_alpha()
gameover_rect = gameover_img.get_rect()
gameover_rect.left, gameover_rect.top = WIDTH//3, int(HEIGHT/2.4)
screen.blit(gameover_img, gameover_rect)
restart_img = pygame.image.load('./images/others/restart.png').convert_alpha()
restart_rect = restart_img.get_rect()
restart_rect.left, restart_rect.top = int(WIDTH/2.25), int(HEIGHT/2)
screen.blit(restart_img, restart_rect)
pygame.display.update()
# 鼠标精准点击重新开始图标以执行重新开始游戏功能
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
pygame.quit()
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if mouse_pos[0] < restart_rect.right and mouse_pos[0] > restart_rect.left and\
mouse_pos[1] < restart_rect.bottom and mouse_pos[1] > restart_rect.top:
return True
#将Score转为生成障碍物的概率,e的-score次幂
def sigmoid(score):
probability = 1 / (1 + math.exp(-score))
return min(probability, 0.6)
#主函数
def main():
# 初始化
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("dragon running")
clock = pygame.time.Clock()
# 得分
score = 0
# 加载一些素材
jump_sound = pygame.mixer.Sound("./music/jump.wav")
jump_sound.set_volume(6)
die_sound = pygame.mixer.Sound("./music/die.wav")
die_sound.set_volume(6)
pygame.mixer.init()
pygame.mixer.music.load("./music/bg_music.mp3")
pygame.mixer.music.set_volume(0.6)
pygame.mixer.music.play(-1)
font = pygame.font.Font('./font/font1.ttf', 20)
# 实例化
dinosaur = Dinosaur(WIDTH, HEIGHT)
scene = Scene(WIDTH, HEIGHT)
plants = pygame.sprite.Group()
pteras = pygame.sprite.Group()
# 产生障碍物事件
# 设置的定时器常量第一个用pygame.USEREVENT第二个用pygame.USEREVENT+1
GenPlantEvent = pygame.constants.USEREVENT + 0
pygame.time.set_timer(GenPlantEvent, 1500)
GenPteraEvent = pygame.constants.USEREVENT + 1
pygame.time.set_timer(GenPteraEvent, 5000)
# 游戏是否结束了
running = True
# 是否可以产生障碍物flag
flag_plant = False
flag_ptera = False
t0 = time.time()
# 主循环
while running:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
pygame.quit()
if event.type == GenPlantEvent:
flag_plant = True
if event.type == GenPteraEvent:
if score > 10:
flag_ptera = True
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_SPACE]:
dinosaur.is_jumping = True
jump_sound.play()
screen.fill(BACKGROUND)
time_passed = time.time() - t0
t0 = time.time()
# 场景
scene.move()
scene.draw(screen)
# 小恐龙
dinosaur.is_running = True
if dinosaur.is_jumping:
dinosaur.be_afraid()
dinosaur.jump(time_passed)
dinosaur.draw(screen)
# 障碍物-植物
if random.random() < sigmoid(score) and flag_plant:
plant = Plant(WIDTH, HEIGHT)
plants.add(plant)
flag_plant = False
for plant in plants:
plant.move()
if dinosaur.rect.left > plant.rect.right and not plant.added_score:
score += 1
plant.added_score = True
if plant.rect.right < 0:
plants.remove(plant)
continue
plant.draw(screen)
# 障碍物-飞龙
if random.random() < sigmoid(score) and flag_ptera:
if len(pteras) > 1:
continue
ptera = Ptera(WIDTH, HEIGHT)
pteras.add(ptera)
flag_ptera = False
for ptera in pteras:
ptera.move()
if dinosaur.rect.left > ptera.rect.right and not ptera.added_score:
score += 5
ptera.added_score = True
if ptera.rect.right < 0:
pteras.remove(ptera)
continue
ptera.draw(screen)
# 碰撞检测
if pygame.sprite.spritecollide(dinosaur, plants, False) or pygame.sprite.spritecollide(dinosaur, pteras, False):
die_sound.play()
running = False
# 显示得分
score_text = font.render("熊百涛的Score: "+str(score), 1, (0, 0, 0))
screen.blit(score_text, [10, 10])
pygame.display.flip()
clock.tick(60)
res = show_gameover(screen)
return res
#run
if __name__ == '__main__':
res = True
while res:
res = main()
恐龙类:
-
- import pygame
-
-
- '''恐龙类'''
- class Dinosaur(pygame.sprite.Sprite):
- def __init__(self, WIDTH=640, HEIGHT=500):
- pygame.sprite.Sprite.__init__(self)
- self.HEIGHT = HEIGHT
- self.WIDTH = WIDTH
- # self.imgs = ['./images/dinosaur/wait.png', './images/dinosaur/afraid.png', './images/dinosaur/running.png', './images/dinosaur/flying.png']
- self.imgs = ['./images/dinosaur/dino.png', './images/dinosaur/dino_ducking.png']
- self.reset()
- '''跳跃'''
- def jump(self, time_passed):
- # time_passed很小时,可近似为匀速运动
- if self.is_jumping_up:
- self.rect.top -= self.jump_v * time_passed
- self.jump_v = max(0, self.jump_v - self.jump_a_up * time_passed)
- if self.jump_v == 0:
- self.is_jumping_up = False
- else:
- self.rect.top = min(self.initial_top, self.rect.top + self.jump_v * time_passed)
- self.jump_v += self.jump_a_down * time_passed
- if self.rect.top == self.initial_top:
- self.is_jumping = False
- self.is_jumping_up = True
- self.jump_v = self.jump_v0
- '''跳跃时变为感到恐惧的表情'''
- def be_afraid(self):
- self.dinosaur = self.dinosaurs.subsurface((352, 0), (88, 95))
- '''把自己画到屏幕上去'''
- def draw(self, screen):
- if self.is_running and not self.is_jumping:
- self.running_count += 1
- if self.running_count == 6:
- self.running_count = 0
- self.running_flag = not self.running_flag
- if self.running_flag:
- self.dinosaur = self.dinosaurs.subsurface((176, 0), (88, 95))
- else:
- self.dinosaur = self.dinosaurs.subsurface((264, 0), (88, 95))
- screen.blit(self.dinosaur, self.rect)
- '''重置'''
- def reset(self):
- # 恐龙是否在奔跑
- self.is_running = False
- # 为了奔跑特效
- self.running_flag = False
- self.running_count = 0
- # 恐龙是否在跳跃
- self.is_jumping = False
- # 恐龙是否在向上跳跃
- self.is_jumping_up = True
- # 跳跃初始速度
- self.jump_v0 = 500
- # 跳跃瞬时速度
- self.jump_v = self.jump_v0
- # 跳跃加速度
- self.jump_a_up = 1000
- self.jump_a_down = 800
- # 小恐龙初始位置
- self.initial_left = 40
- self.initial_top = int(self.HEIGHT/2.3)
- self.dinosaurs = pygame.image.load(self.imgs[0]).convert_alpha()
- self.dinosaur = self.dinosaurs.subsurface((0, 0), (88, 95))
- self.rect = self.dinosaur.get_rect()
- self.rect.left, self.rect.top = self.initial_left, self.initial_top
背景画布:
- import pygame
- import random
-
- '''场景类'''
- class Scene(pygame.sprite.Sprite):
- def __init__(self, WIDTH=640, HEIGHT=500):
- pygame.sprite.Sprite.__init__(self)
- self.WIDTH = WIDTH
- self.HEIGHT = HEIGHT
- self.speed = 5
- self.imgs = ['./images/bg/bg1.png', './images/bg/bg2.png', './images/bg/bg3.png']
- self.reset()
- '''不停向左移动'''
- def move(self):
- self.x = self.x - self.speed
- '''把自己画到屏幕上去'''
- def draw(self, screen):
- if self.bg1_rect.right < 0:
- self.x = 0
- self.bg1 = self.bg2
- self.bg1_rect = self.bg2_rect
- self.bg2 = self.bg3
- self.bg2_rect = self.bg3_rect
- self.bg3 = pygame.image.load(self.imgs[random.randint(0, 2)]).convert_alpha()
- self.bg3_rect = self.bg3.get_rect()
- self.bg1_rect.left, self.bg1_rect.top = self.x, int(self.HEIGHT/2.3)
- self.bg2_rect.left, self.bg2_rect.top = self.bg1_rect.right, int(self.HEIGHT/2.3)
- self.bg3_rect.left, self.bg3_rect.top = self.bg2_rect.right, int(self.HEIGHT/2.3)
- screen.blit(self.bg1, self.bg1_rect)
- screen.blit(self.bg2, self.bg2_rect)
- screen.blit(self.bg3, self.bg3_rect)
- '''重置'''
- def reset(self):
- self.x = 0
- self.bg1 = pygame.image.load(self.imgs[0]).convert_alpha()
- self.bg2 = pygame.image.load(self.imgs[1]).convert_alpha()
- self.bg3 = pygame.image.load(self.imgs[2]).convert_alpha()
- self.bg1_rect = self.bg1.get_rect()
- self.bg2_rect = self.bg2.get_rect()
- self.bg3_rect = self.bg3.get_rect()
- self.bg1_rect.left, self.bg1_rect.top = self.x, int(self.HEIGHT/2.3)
- self.bg2_rect.left, self.bg2_rect.top = self.bg1_rect.right, int(self.HEIGHT/2.3)
- self.bg3_rect.left, self.bg3_rect.top = self.bg2_rect.right, int(self.HEIGHT/2.3)
障碍物类:
-
- import random
- import pygame
-
-
- '''植物'''
- class Plant(pygame.sprite.Sprite):
- def __init__(self, WIDTH=640, HEIGHT=500):
- pygame.sprite.Sprite.__init__(self)
- self.WIDTH = WIDTH
- self.HEIGHT = HEIGHT
- # 统计分数时用的
- self.added_score = False
- self.speed = 5
- # self.imgs = ['./images/obstacles/plant1.png', './images/obstacles/plant2.png', './images/obstacles/plant3.png', './images/obstacles/plant4.png']
- self.imgs = ['./images/obstacles/plant_big.png', './images/obstacles/plant_small.png']
- self.generate_random()
- '''随机生成障碍物'''
- def generate_random(self):
- idx = random.randint(0, 1)
- temp = pygame.image.load(self.imgs[idx]).convert_alpha()
- if idx == 0:
- self.plant = temp.subsurface((101*random.randint(0, 2), 0), (101, 101))
- else:
- self.plant = temp.subsurface((68*random.randint(0, 2), 0), (68, 70))
- self.rect = self.plant.get_rect()
- self.rect.left, self.rect.top = self.WIDTH+60, int(self.HEIGHT/2)
- '''不停往左移动'''
- def move(self):
- self.rect.left = self.rect.left-self.speed
- '''把自己画到屏幕上去'''
- def draw(self, screen):
- screen.blit(self.plant, self.rect)
-
-
- '''飞龙'''
- class Ptera(pygame.sprite.Sprite):
- def __init__(self, WIDTH=640, HEIGHT=500):
- pygame.sprite.Sprite.__init__(self)
- self.WIDTH = WIDTH
- self.HEIGHT = HEIGHT
- # 统计分数时用的
- self.added_score = False
- self.imgs = ['./images/obstacles/ptera.png']
- # 为了飞行特效
- self.flying_count = 0
- self.flying_flag = True
- # 统计分数时用的
- self.speed = 7
- self.generate()
- '''生成飞龙'''
- def generate(self):
- self.ptera = pygame.image.load(self.imgs[0]).convert_alpha()
- self.ptera_0 = self.ptera.subsurface((0, 0), (92, 81))
- self.ptera_1 = self.ptera.subsurface((92, 0), (92, 81))
- self.rect = self.ptera_0.get_rect()
- self.rect.left, self.rect.top = self.WIDTH+30, int(self.HEIGHT/20)
- '''不停往左移动'''
- def move(self):
- self.rect.left = self.rect.left-self.speed
- '''把自己画到屏幕上去'''
- def draw(self, screen):
- self.flying_count += 1
- if self.flying_count % 6 == 0:
- self.flying_flag = not self.flying_flag
- if self.flying_flag:
- screen.blit(self.ptera_0, self.rect)
- else:
- screen.blit(self.ptera_1, self.rect)
截图如下: