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一. 概述:
1.本文是基于pygame库开发的小游戏,主要功能有:
(1).可以通过键盘的上下左右四个键来控制主人公小刘的位置(同是移动方向不同,小刘的姿势也不同)
(2).游戏开始界面会随机飘着大约40个苹果,如果小刘碰到苹果,会把它吃掉,同是增加界面下方显示的血量
(3).吃完苹果,game over
2.从游戏开发及完成的全过程看,分为个步骤:
(1).开发工具:pycharm;python版本python3.6;window版本win7 64位
(2).需要安装pygame库,
(3).如果要打包成exe可执行程序,则需要安装pyinstaller库,
二.干活(安装库的过程就不写了,网上一大堆,需要提醒的是python版本和这些库版本一定要匹配):
1.造个小小小库(哈~可见有多小):
(1).之所以造库是因为我们这个小游戏中有两个活物:主人公小刘和苹果;这个库有两功能:
a.主人公小刘,我们有一个矩阵图片如下,拿出“找泥妹”的眼里看一下有啥区别。(一天后。。。)。 昨天我们让你看下面图片找出区别,我公布答案吧,每一行代表一个方向,同一行内,每一列代表小刘走一步需 要怎么迈步。我们需要一个方法在小刘拐弯时知道他拐哪边,在下图聚焦到一个姿势显示到界面。(下面图片想用的话,直接右键下载即可)
b.苹果:我们因为需要在游戏开始在界面漂浮40个苹果,并在小刘吃了一个后把他去掉,这样不可能一个一个创建,这 里也需要一个方法
(2).代码实现(我把这文件命名为myLibrary.py)
# -*- coding: utf-8 -*-
# @Time : 2018/5/17 0017 上午 8:32
# @Author : silents
# @FileName: myLibrary.py
# @Software: PyCharm
# @Blog :http://blog.csdn.net/chq1005613740
import pygame
from pygame.locals import *
class Point():def __init__(self, x,y):self.X =xself.Y =yclass MySprite(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.master_image = Noneself.frame = 0self.old_frame = -1self.frame_width = 1self.frame_height = 1self.first_frame = 0self.last_frame = 0self.columns = 1self.last_time = 0self.direction = 0self.X = 0self.Y = 0#新增了velocity属性,他是一个pointself.velocity = Point(0.0,0.0)def load(self, filename, position, bg_size):self.image = pygame.image.load(filename).convert_alpha()self.rect = self.image.get_rect()#苹果的位置self.rect.left, self.rect.top = position#self.speed = speedself.width, self.height = bg_size[0], bg_size[1]def load_column(self, filename, position, bg_size, columns):self.master_image = pygame.image.load(filename).convert_alpha()self.frame_width = bg_size[0]self.frame_height = bg_size[1]self.position = positionself.rect = self.master_image.get_rect()self.ori_frame_width = self.rect.widthself.ori_frame_height = self.rect.heightself.rect.left, self.rect.top = positionself.rect.width,self.rect.height = bg_size[0],bg_size[1]self.columns = columnsself.last_frame = (self.ori_frame_width // bg_size[0]) * (self.ori_frame_height // bg_size[1]) - 1def update(self, current_time, rate=60):if current_time > self.last_time + rate:self.frame += 1if self.frame > self.last_frame:self.frame = self.first_frameself.last_time = current_timeif self.frame != self.old_frame:frame_x = (self.frame % self.columns) * self.frame_widthframe_y = (self.frame // self.columns) * self.frame_height# rect = ( self.X, self.Y, self.frame_width, self.frame_height )rect = ( frame_x, frame_y, self.frame_width, self.frame_height )self.rect.left, self.rect.top = self.X, self.Yself.image = self.master_image.subsurface(rect)self.old_frame = self.frame
可以看出代码很少,主要分三部分(请自行忽略初始化部分):
a. 方法load:主要是为创建苹果而准备,
加载图片 --> 获取图片大小 --> 获取图片位置
b. 方法load_column:主要为小刘而准备,
加载图片 --> 获取图片位置 --> 获取图片大小 --> 把图片切割成64块(每块一个姿势)
c. 方法update:也为小刘而准备,
对load_colunm中切割完的64块piece进行切换,同时移动位置
2.写一个小小调用(可见比上面少了一个“小”,有点麻烦,心脏不好,高血压勿进):
(1). 开始之前需要先了解几个概念:
a. 精灵:你可以简单的理解为一个需要显示的图片
b. 精灵组:你可以简单的理解为一组需要显示的图片
c.碰撞检测:在程序中,我们理解为两个精灵是否碰撞,精灵和精灵组是否碰撞,精灵组和精灵组是否碰撞
(2). 大致流程:
a.创建玩家精灵组:里面是上面切割完的64块小刘
b. 创建苹果精灵组:里面是在界面位置随机的40个苹果
c. 设置定时器:定时更新界面
d.检测键盘按键:作为小刘移动的依据
e.移动小刘:让他去吃苹果
f.检测碰撞:此游戏中属于精灵和精灵组的碰撞(两次检测,逐一分析代码),把碰撞的苹果吃掉
g. 更新血量:小刘吃一个苹果就增加一点血
(3). 代码搬运(此文件我把它叫walk.py)
# -*- coding: utf-8 -*-
# @Time : 2018/5/17 0017 上午 10:30
# @Author : silents
# @FileName : fifth_walk.py
# @Software : PyCharm
# @Blog :http://blog.csdn.net/chq1005613740
# @Description: Buttons to control the movement of people,
# people eat apples,
# people eat apples will increase blood,
# eat blood overimport itertools, sys, time, random, math, pygame
from pygame.locals import *
from game_go.myLibrary import *def calc_velocity(direction, vel=1.0):velocity = Point(0, 0)if direction == 0: # 上velocity.Y = -velelif direction == 2: # 右velocity.X = velelif direction == 4: # 下velocity.Y = velelif direction == 6: # 左velocity.X = -velreturn velocitypygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("吃苹果")
font = pygame.font.SysFont('arial',36)
timer = pygame.time.Clock()# 创建精灵组
player_group = pygame.sprite.Group()
food_group = pygame.sprite.Group()# 初始化玩家精灵组
#def load_column(self, filename, position, bg_size, columns):
position = 800/2-10,600/2+10
bg_size = 62.5, 62.5
player = MySprite()
player.load_column("res//walk.png",position, bg_size, 8)
# player.position = 80, 80
player.direction = 4
player_group.add(player)# 初始化food精灵组for n in range(1, 40):food = MySprite();position = random.randint(0, 750), random.randint(0, 550)bg_size = 50, 48food.load("res//apple.png", position, bg_size)food_group.add(food)game_over = False
player_moving = False
player_health = 0while True:timer.tick(30)ticks = pygame.time.get_ticks()for event in pygame.event.get():if event.type == QUIT:pygame.quit()sys.exit()keys = pygame.key.get_pressed()if keys[K_ESCAPE]:sys.exit()elif keys[K_UP] or keys[K_w]:player.direction = 0player_moving = Trueelif keys[K_RIGHT] or keys[K_d]:player.direction = 2player_moving = Trueelif keys[K_DOWN] or keys[K_s]:player.direction = 4player_moving = Trueelif keys[K_LEFT] or keys[K_a]:player.direction = 6player_moving = Trueelse:player_moving = Falseif not game_over:# 根据角色的不同方向,使用不同的动画帧player.first_frame = player.direction * player.columnsplayer.last_frame = player.first_frame + player.columns - 1if player.frame != player.first_frame:player.frame = player.first_frameif not player_moving:# 当停止按键(即人物停止移动的时候),停止更新动画帧player.frame = player.first_frame = player.last_frameelse:player.velocity = calc_velocity(player.direction, 2)player.velocity.X *= 2player.velocity.Y *= 2# 更新玩家精灵组player_group.update(ticks, 50)# 移动玩家if player_moving:player.X += player.velocity.Xplayer.Y += player.velocity.Yif player.X < 0:player.X = 0elif player.X > 700:player.X = 700if player.Y <0:player.Y = 0elif player.Y > 500:player.Y = 500myfont = pygame.font.SysFont('arial',36)white = 255, 255, 255textImage = myfont.render("Hello Pygame:%i-%i" %(player.X,player.Y), True, white)# 检测玩家是否与食物冲突,是否吃到果实attacker = Noneattacker = pygame.sprite.spritecollide(player, food_group, False, pygame.sprite.collide_circle)if len(attacker) !=0:for atta in attacker:# if pygame.sprite.collide_circle(player, atta):if pygame.sprite.collide_circle_ratio(0.65)(player, atta):player_health += 2;food_group.remove(atta);if player_health > 100: player_health = 100# 更新食物精灵组# food_group.update(ticks, 50)if len(food_group) == 0:game_over = True# 清屏screen.fill((50, 50, 100))# 绘制精灵food_group.draw(screen)player_group.draw(screen)# 绘制玩家血量条pygame.draw.rect(screen, (50, 150, 50, 180), Rect(300, 570, player_health * 2, 25))pygame.draw.rect(screen, (100, 200, 100, 180), Rect(300, 570, 200, 25), 2)if game_over:textImage = font.render("G A M E O V E R", True, (0,0,0))screen.blit(textImage, (100,100))# print_text(font, 300, 100, "G A M E O V E R")screen.blit(textImage, (300,500))pygame.display.update()
(因为本人菜鸟,大家过程中有问题就留言,我会的肯定马上回复,不像某些大神那么忙)
三. 打包,发货
现在我们可以把py打包成exe了,嘤嘤嘤。。。
1.安装pyinstaller库
cmd到python3路径下,执行如下命令:
pip3 install pyinstaller
2. 打包(如果有资源文件,如图片等,则需要按同样目录复制到exe同目录下)
pyinstaller -F -w walk.py
注意:
(1).如出现"failed to execute main
"错误,则执行下面命令(显示详细报错信息):
pyinstaller -D main.py
(2).如出现以下错误,则执行命令:
pyinstaller --clean --win-private-assemblies -F XXXX.py
备注:
--clean清除pyinstaller的缓存并移除之前建立的临时文件,
--win-私人组件把跟这个程序捆绑的共享的组件都改为私有的
调试阶段不用-w,因为如果有错误就打印在终端了而不是闪退
3. 嘚瑟
请自行脑补