python pygame 简单小游戏
最近学习了pygame,感觉十分有意思,花了一点时间制作了一个简单的小游戏
效果图
这是一个很简单的防守类小游戏
玩家可以使用wasd控制人物移动,并且鼠标控制人物旋转,发射元气弹消除敌人。敌人顺利到达城墙则玩家扣血,血量清零后游戏结束,反之坚持200秒则游戏胜利。
模块区
开头导入几个需要使用的模块和一个 Player类
import jieba
import os
import sys
import math
import random
import pygame
import datetime
from pygame.locals import *class Player(object): #玩家 类def __init__(self, img, rect, speed):self.ful_img = imgself.img = self.ful_imgself.rect = rectself.speed = speedself.num = 0def update(self, screen, press_keys): #键盘控制if press_keys[K_a]:self.rect.left -= self.speedif self.rect.left <= 0:self.rect.left = 0if press_keys[K_d]:self.rect.left += self.speedif self.rect.right >= 250:self.rect.right = 250if press_keys[K_w]:self.rect.top -= self.speedif self.rect.top <= 0:self.rect.top = 0if press_keys[K_s]:self.rect.top += self.speedif self.rect.bottom >= 800:self.rect.bottom = 800self.num += 1if self.num % 3 == 0:self.num = 0return [(self.rect.left + self.rect.right)/2, (self.rect.top + self.rect.bottom)/2], self.img
设置区
设置区包含了窗口设置区和基础设置区
基础设计区包含了游戏时间,玩家,城墙,元气弹,敌人等设计
if __name__ == '__main__':# 1 - 设置区# 1.1 - 窗口设置区white = (255, 255, 255)screen_width, screen_height = 1368, 800os.environ['SDL_VIDEO_CENTERED'] = '1'screen = pygame.display.set_mode((screen_width, screen_height))pygame.display.set_caption("Python_Game")# 1.2 - 基础设置区pygame.init()pygame.font.init()font = pygame.font.SysFont('SimHei',32)start = 0win = 0running = 0distance = 200health_value = 194 health_value_max = 194 #最大血量fin_time = 200 #游戏时间start_time = datetime.datetime.now()rect_player = Rect(50, 50, 133, 142) #玩家设置player_speed = 2player_pos = []monsters = [] #怪物设置monster_speed = 1wave_set = [] #元气弹设置wave_speed = 1.5wave_max = 2fig_path = r'C:\Users\Sakura\Desktop\pythongame\gamefile/' paper = pygame.image.load(fig_path + 'paper.jpg').convert_alpha() #背景paper = pygame.transform.scale(paper, (1368, 800))wall = pygame.image.load(fig_path + 'walls.png').convert_alpha() #城墙wall_width = wall.get_width()wall_height = wall.get_height()player = pygame.image.load(fig_path + 'beggers.png').convert_alpha() #玩家player_width = player.get_width()player_height = player.get_height()waves = pygame.image.load(fig_path + 'waves.png').convert_alpha() #元气弹sub_wave = waves.subsurface(Rect((0, 0), (waves.get_width() / 5, waves.get_height())))sub_wave_width = sub_wave.get_width()sub_wave_height = sub_wave.get_height()monster_img1 = pygame.image.load(fig_path + 'monster1.png').convert_alpha() #怪物图片monster_width = monster_img1.get_width()monster_height = monster_img1.get_height()monster_img = monster_img1health_bar_img = pygame.image.load(fig_path + "health.png") #血条图片health_bar_height = health_bar_img.get_height()health_img = pygame.image.load(fig_path + "health.png")health_height = health_img.get_height()victory = pygame.image.load(fig_path + 'victory.jpg') #胜利图片victory = pygame.transform.scale(victory, (1368, 800))game_over = pygame.image.load(fig_path + 'game_over.jpg') #失败图片game_over = pygame.transform.scale(game_over, (1368, 800))start_img = pygame.image.load(fig_path + 'start.jpg').convert_alpha() #游戏开始图片
游戏区
游戏区包含了 游戏开始,进行,结束三个区块
布局了玩家,城墙,元气弹,以及怪物的生成。此外还有元气弹于怪物抵消,血量扣除,胜负判断等数个操作。
# 2 - 游戏区# 2.1 - 游戏开始区while not start: #游戏开始前screen.fill(white)screen.blit(start_img, (0, 0))text = font.render("按空格开始游戏!",True, (250, 50, 200))text_Rect = text.get_rect()text_Rect.centerx = screen.get_rect().centerxtext_Rect.centery = screen.get_rect().centery + 200screen.blit(text, text_Rect)pygame.display.flip()for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.KEYDOWN:if event.key == K_SPACE:start = 1running = 1pygame.mixer.music.load(fig_path + "bgm.mp3")pygame.mixer.music.play(1, 0.0)pygame.mixer.music.set_volume(0.15)start_time = datetime.datetime.now()PL = Player(player, rect_player, player_speed) #生成玩家# 2.2 - 游戏进行区while running:# 2.2.1 - 游戏显示区screen.fill(white)screen.blit(paper, (0, 0))for height in range(0, screen_height, wall_height): #城墙布局screen.blit(wall, (distance, height))press_keys = pygame.key.get_pressed()player_pos, player_img = PL.update(screen, press_keys)position = pygame.mouse.get_pos() #鼠标控制玩家旋转angle = math.atan2(position[1] - (player_pos[1] + player_height),position[0] - (player_pos[0] + player_width))player_rot = pygame.transform.rotate(player_img, 360 - angle * 57.29)player_pos1 = (player_pos[0] - player_rot.get_rect().width / 2,player_pos[1] - player_rot.get_rect().height / 2)screen.blit(player_rot, player_pos1)for wave in wave_set: #元气弹index = 0vel_x = math.cos(wave[0]) * wave_speedvel_y = math.sin(wave[0]) * wave_speedwave[1] += vel_xwave[2] += vel_yif wave[1] < - sub_wave_width or wave[1] > screen_width \or wave[2] < - sub_wave_height or wave[2] > screen_height:wave_set.pop(index)index += 1for projectile in wave_set:wave1 = pygame.transform.rotate(sub_wave, 360 - projectile[0] * 57.29)screen.blit(wave1, (projectile[1], projectile[2]))monster_timer = random.choice(range(200))if monster_timer < 1:monsters.append([screen_width,random.randint(monster_height, screen_height - monster_height)])index = 0for monster in monsters: #怪物生成if monster[0] < - monster_width:monsters.pop(index)monster[0] -= monster_speedmonster_rect = pygame.Rect(monster_img.get_rect())monster_rect.top = monster[1]monster_rect.left = monster[0]if monster_rect.left < wall_width + distance:health_value -= random.randint(20, 50)monsters.pop(index)index1 = 0for wave in wave_set:wave_rect = pygame.Rect(sub_wave.get_rect())wave_rect.left = wave[1]wave_rect.top = wave[2]# 检查两个矩形块即怪物和元气弹是否交叉if monster_rect.colliderect(wave_rect):wave_set.pop(index1)try:monsters.pop(index)except IndexError as error:print("IndexError: " + str(error))index1 += 1index += 1for monster in monsters:screen.blit(monster_img, monster)font = pygame.font.Font(None, 42) #游戏时间cur_time = datetime.datetime.now()play_time = (cur_time - start_time).secondsif play_time % 60 < 10:time_str = ":0"else:time_str = ":"survived_text = font.render(str(play_time // 60) +time_str +str(play_time % 60),True, (0, 0, 0))text_Rect = survived_text.get_rect()text_Rect.topright = [screen_width - 5, 5]screen.blit(survived_text, text_Rect)health_bar_img = pygame.transform.scale(health_bar_img, #血量(health_value_max, health_bar_height))screen.blit(health_bar_img, [0, 5])if health_value < 0:health_value = 0health_img = pygame.transform.smoothscale(health_img,(health_value, health_height))screen.blit(health_img, [0, 5])pygame.display.flip()# 2.2.2 - 游戏操作区for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == pygame.MOUSEBUTTONDOWN and len(wave_set) < wave_max:position = pygame.mouse.get_pos()wave_set.append([math.atan2(position[1] - (player_pos1[1] + player_height),position[0] - (player_pos1[0] + player_width)),player_pos1[0], player_pos1[1]])if pygame.time.get_ticks() >= fin_time * 1000:running = 0win = 1if health_value == 0:running = 0win = 0# 2.3 游戏结束区while not running and start:pygame.mixer.music.stop()if win:screen.blit(victory, (0, 0))pygame.font.init()font = pygame.font.SysFont('SimHei',32)text = font.render("胜利 !",True, (250, 50, 200))text_Rect = text.get_rect()text_Rect.centerx = screen.get_rect().centerx + 20text_Rect.centery = screen.get_rect().centery - 250screen.blit(text, text_Rect)if not win:screen.blit(game_over, (0, 0))pygame.font.init()font = pygame.font.SysFont('SimHei',32)text = font.render("失败 !",True, (250, 50, 200))text_Rect = text.get_rect()text_Rect.centerx = screen.get_rect().centerx + 20text_Rect.centery = screen.get_rect().centery - 250screen.blit(text, text_Rect)pygame.display.flip()for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()
源代码链接
源代码 github