import pygame from pygame.locals import * import sys def hello_world(): pygame.init() pygame.display.set_mode((640,480)) pygame.display.set_caption("hello world") while True: for event in pygame.event.get(): if event.type==QUIT: pygame.quit() sys.exit() pygame.display.update() if __name__=="__main__": hello_world()
運行結果: app
import pygame,sys from pygame.locals import * def play_tank(): pygame.init() window_size=(width,height)=(640,480) speed=[1,1] color_white=(255,255,255) screen=pygame.display.set_mode(window_size) pygame.display.set_caption("坦克大戰") tank_image=pygame.image.load(r'tankU.bmp') tank_rect=tank_image.get_rect() while True: for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() sys.exit() tank_rect=tank_rect.move(speed) if(tank_rect.left<0) or (tank_rect.right>width): speed[0]=-speed[0] if(tank_rect.top<0) or (tank_rect.bottom>height): speed[1]=-speed[1] screen.fill(color_white) screen.blit(tank_image,tank_rect) pygame.display.update() if __name__=="__main__": play_tank()
運行結果: dom
import os,sys,pygame from pygame.locals import * def control_tank(event): speed=[x,y]=[0,0] speed_offset=1 if event.type==pygame.KEYDOWN: if event.key==pygame.K_LEFT: speed[0]-=speed_offset if event.key==pygame.K_RIGHT: speed[0]=speed_offset if event.key==pygame.K_UP: speed[1]-=speed_offset if event.key==pygame.K_DOWN: speed[1]=speed_offset if event.type==pygame.KEYUP: if event.type in[pygame.K_UP,pygame.K_DOWN,pygame.K_RIGHT,pygame.K_LEFT]: speed=[0,0] return speed def play_tank(): pygame.init() window_size=Rect(0,0,640,480) speed=[1,1] color_white=(255,255,255) screen=pygame.display.set_mode(window_size.size) pygame.display.set_caption("坦克大戰") tank_image=pygame.image.load('tankU.bmp') back_image=pygame.image.load('back_image.jpg') tank_rect=tank_image.get_rect() while True: for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() sys.exit() cur_speed=control_tank(event) tank_rect=tank_rect.move(cur_speed).clamp(window_size) screen.blit(back_image,(0,0)) screen.blit(tank_image,tank_rect) pygame.display.update() if __name__ == "__main__": play_tank()
運行結果: ide
簡介: 「動畫精靈」這個詞是從老式計算機和遊戲機流傳下來的。這些老式遊戲機不能很快地繪製和擦除圖形來保證遊戲正常工做。這些遊戲機有一些特殊的硬件,專門用來處理須要快速移動的遊戲對象。這些對象就稱爲「動畫精靈」。它們有一些特殊的限制,不過能夠很是快地繪製和更新……現在,通常來說,計算機的速度已經足夠快了,不須要專門的硬件也能夠很好地處理相似動畫精靈的對象。不過‘動畫精靈’這個詞仍用來即是二維遊戲中的全部動畫對象。 pygame.sprite.Sprite是pygame裏面用來實現精靈的一個類,使用時並不須要對他實例化,只須要繼承它,而後按需寫出本身的類,所以很是簡單實用。全部精靈再創建時都是從pygame.sprite.Sprite中繼承的,創建精靈要設計本身的精靈類post
一、精靈坦克:測試
import pygame,sys pygame.init() class Tank(pygame.sprite.Sprite): def __init__(self,filename,initial_position): pygame.sprite.Sprite.__init__(self) self.image=pygame.image.load(filename) self.rect=self.image.get_rect() self.rect.bottomright=initial_position screen=pygame.display.set_mode([640,480]) screen.fill([255,255,255]) fi='tankU.bmp' b=Tank(fi,[150,100]) while True: for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() sys.exit() screen.blit(b.image,b.rect) pygame.display.update()
運行結果: 字體
二、精靈測試動畫
import pygame from pygame.locals import * class MySprite(pygame.sprite.Sprite): def __init__(self,target): pygame.sprite.Sprite.__init__(self) self.sprite_surface=target self.image=None self.master_image=None self.rect=None self.topleft=0,0 self.frame=0 self.old_fram=-1 self.fram_width=1 self.fram_height=1 self.first_fram=0 self.last_fram=0 self.columns=1 self.last_time=0 def load(self,filename,width,height,columns): self.master_image=pygame.image.load(filename).convert_alpha() self.fram_width=width self.fram_height=height self.rect=0,0,width,height self.columns=columns rect=self.master_image.get_rect() self.last_fram=(rect.width//width)*(rect.height//height)-1 def update(self,current_time,rate=60): if current_time>self.last_time+rate: self.frame+=1 if self.frame>self.last_fram: self.frame=self.first_fram self.last_time=current_time if self.frame!=self.old_fram: frame_x=(self.frame%self.columns)*self.fram_width frame_y=(self.frame//self.columns)*self.fram_height rect=(frame_x,frame_y,self.fram_width,self.fram_height) self.image=self.master_image.subsurface(rect) self.old_fram=self.frame pygame.init() screen=pygame.display.set_mode((800,600),0,32) pygame.display.set_caption("精靈類測試") font=pygame.font.Font(None,18) framerate=pygame.time.Clock() cat=MySprite(screen) cat.load("sprite2.png",92,95,4) group=pygame.sprite.Group() group.add(cat) while True: framerate.tick(10) ticks=pygame.time.get_ticks() for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() exit() key=pygame.key.get_pressed() if key[pygame.K_ESCAPE]: exit() screen.fill((0,0,255)) cat.update(ticks) screen.blit(cat.image,cat.rect) pygame.display.update()
運行結果: ui
import pygame,sys,time,random from pygame.locals import * pygame.init() fpsClock=pygame.time.Clock() playSurface=pygame.display.set_mode((640,480)) pygame.display.set_caption('貪吃蛇遊戲') #定義顏色 redColor=pygame.Color(255,0,0) blackColor=pygame.Color(0,0,0) whiteColor=pygame.Color(255,255,255) greyColor=pygame.Color(150,150,150) #初始化的一些程序中用到的變量 snakePosition=[100,100] snakeSegments=[[100,100],[80,100],[60,100]] raspberryPosition=[300,300]#樹莓位置 raspberrySpawnad=1 #是否吃到樹莓,1爲沒有吃到,0爲吃到 direction='right'#運動方向 changeDirection=direction def gameOver(): gameOverFont=pygame.font.Font('Edo_0.ttf',72) gameOverSurf=gameOverFont.render('Game Over',True,greyColor) gameOverRect=gameOverSurf.get_rect() gameOverRect.midtop=(320,10) playSurface.blit(gameOverSurf,gameOverRect) pygame.display.flip() time.sleep(5) pygame.quit() sys.exit() while True: for event in pygame.event.get(): if event.type==QUIT: pygame.quit() sys.exit() elif event.type==KEYDOWN: if event.key==K_RIGHT or event.key==ord('d'): changeDirection='right' if event.key==K_LEFT or event.key==ord('a'): changeDirection='left' if event.key==K_UP or event.key==ord('w'): changeDirection='up' if event.key==K_DOWN or event.key==ord('s'): changeDirection='down' if event.key==K_ESCAPE: pygame.event.post(pygame.event.Event(QUIT)) if changeDirection=='right' and not direction=='left': direction=changeDirection if changeDirection=='left' and not direction=='right': direction=changeDirection if changeDirection=='up' and not direction=='down': direction=changeDirection if changeDirection=='down' and not direction=='up': direction=changeDirection if direction=='right': snakePosition[0]+=20 if direction=='left': snakePosition[0]-=20 if direction=='up': snakePosition[1]-=20 if direction=='down': snakePosition[1]+=20 #將蛇的身體增長一節,並將這節放在蛇的頭部 snakeSegments.insert(0,list(snakePosition)) #檢查蛇頭部的X和Y座標是否等於目標點的座標 if snakePosition[0]==raspberryPosition[0] and snakePosition[1]==raspberryPosition: raspberrySpawnad=0 else: snakeSegments.pop() #增長一個新的樹莓到遊戲裏 if raspberrySpawnad==0: x=random.randrange(1,32) y=random.randrange(1,24) raspberryPosition=[int(x*20),int(y*20)] raspberrySpawnad=1 playSurface.fill(blackColor) for position in snakeSegments: pygame.draw.rect(playSurface,whiteColor,Rect(position[0],position[1],20,20)) pygame.draw.rect(playSurface,redColor,Rect(raspberry Position[0],raspberryPosition[1],20,20)) pygame.display.flip() if snakePosition[0]>620 or snakePosition[0]<0: gameOver() if snakePosition[1]>460 or snakePosition[1]<0: gameOver() for snakeBody in snakeSegments[1:]: if snakePosition[0]==snakeBody[0] and snakePosition[1]==snakeBody[1]: gameOver() fpsClock.tick(10)
運行結果: 設計
import pygame from sys import exit from pygame.locals import * import random SCREEN_WIDTH=480 SCREEN_HEIGHT = 800 TYPE_SMALL=1 TYPE_MIDDLE=2 TYPE_BIG=3 class Bullet(pygame.sprite.Sprite): def __init__(self, bullet_img, init_pos): pygame.sprite.Sprite.__init__(self) self.image = bullet_img self.rect = self.image.get_rect() self.rect.midbottom = init_pos self.speed = 10 def move(self): self.rect.top -= self.speed class Player(pygame.sprite.Sprite): def __init__(self, plane_img, player_rect, init_pos): pygame.sprite.Sprite.__init__(self) self.image = [] # 用來存儲玩家飛機圖片的列表 for i in range(len(player_rect)): self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha()) self.rect = player_rect[0] # 初始化圖片所在的矩形 self.rect.topleft = init_pos # 初始化矩形的左上角座標 self.speed = 8 # 初始化玩家飛機速度,這裏是一個肯定的值 self.bullets = pygame.sprite.Group() # 玩家飛機所發射的子彈的集合 self.is_hit = False # 玩家是否被擊中 # 發射子彈 def shoot(self, bullet_img): bullet = Bullet(bullet_img, self.rect.midtop) self.bullets.add(bullet) # 向上移動,須要判斷邊界 def moveUp(self): if self.rect.top <= 0: self.rect.top = 0 else: self.rect.top -= self.speed # 向下移動,須要判斷邊界 def moveDown(self): if self.rect.top >= SCREEN_HEIGHT - self.rect.height: self.rect.top = SCREEN_HEIGHT - self.rect.height else: self.rect.top += self.speed # 向左移動,須要判斷邊界 def moveLeft(self): if self.rect.left <= 0: self.rect.left = 0 else: self.rect.left -= self.speed # 向右移動,須要判斷邊界 def moveRight(self): if self.rect.left >= SCREEN_WIDTH - self.rect.width: self.rect.left = SCREEN_WIDTH - self.rect.width else: self.rect.left += self.speed class Enemy(pygame.sprite.Sprite): def __init__(self, enemy_img, enemy_down_imgs, init_pos): pygame.sprite.Sprite.__init__(self) self.image = enemy_img self.rect = self.image.get_rect() self.rect.topleft = init_pos self.down_imgs = enemy_down_imgs self.speed = 2 def move(self): self.rect.top += self.speed pygame.init() screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('Python打飛機大戰') background = pygame.image.load('resources/image/background.png').convert() game_over = pygame.image.load('resources/image/gameover.png') plane_img = pygame.image.load('resources/image/shoot.png') player_rect = [] player_rect.append(pygame.Rect(0, 99, 102, 126)) # 玩家飛機圖片 player_rect.append(pygame.Rect(165, 234, 102, 126)) # 玩家爆炸圖片 player_pos = [200, 600] player = Player(plane_img, player_rect, player_pos) bullet_rect = pygame.Rect(1004, 987, 9, 21) bullet_img = plane_img.subsurface(bullet_rect) enemy1_rect = pygame.Rect(534, 612, 57, 43) enemy1_img = plane_img.subsurface(enemy1_rect) enemy1_down_imgs = plane_img.subsurface(pygame.Rect(267, 347, 57, 43)) enemies1 = pygame.sprite.Group() enemies_down = pygame.sprite.Group() shoot_frequency = 0 enemy_frequency = 0 score = 0 clock = pygame.time.Clock() running = True while running: clock.tick(60) if not player.is_hit: if shoot_frequency % 15 == 0: player.shoot(bullet_img) shoot_frequency += 1 if shoot_frequency >= 15: shoot_frequency = 0 if enemy_frequency % 50 == 0: enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0] enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos) enemies1.add(enemy1) enemy_frequency += 1 if enemy_frequency >= 100: enemy_frequency = 0 for bullet in player.bullets: # 以固定速度移動子彈 bullet.move() # 移動出屏幕後刪除子彈 if bullet.rect.bottom < 0: player.bullets.remove(bullet) for enemy in enemies1: #2. 移動敵機 enemy.move() #3. 敵機與玩家飛機碰撞效果處理 if pygame.sprite.collide_circle(enemy, player): enemies_down.add(enemy) enemies1.remove(enemy) player.is_hit = True break #4. 移動出屏幕後刪除敵人 if enemy.rect.top < 0: enemies1.remove(enemy) #敵機被子彈擊中效果處理 #將被擊中的敵機對象添加到擊毀敵機 Group 中 enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1) for enemy_down in enemies1_down: enemies_down.add(enemy_down) # 繪製背景 screen.fill(0) screen.blit(background, (0, 0)) # 繪製玩家飛機 if not player.is_hit: screen.blit(player.image[0], player.rect) #將正常飛機畫出來 else: # 玩家飛機被擊中後的效果處理 screen.blit(player.image[1], player.rect) #將爆炸的飛機畫出來 running = False # 敵機被子彈擊中效果顯示 for enemy_down in enemies_down: enemies_down.remove(enemy_down) score += 1 screen.blit(enemy_down.down_imgs, enemy_down.rect) #將爆炸的敵機畫出來 # 顯示子彈 player.bullets.draw(screen) # 顯示敵機 enemies1.draw(screen) # 繪製得分 score_font = pygame.font.Font(None, 36) score_text = score_font.render('score: '+str(score), True, (128, 128, 128)) text_rect = score_text.get_rect() text_rect.topleft = [10, 10] screen.blit(score_text, text_rect) pygame.display.update() # 處理遊戲退出 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() # 獲取鍵盤事件(上下左右按鍵) key_pressed = pygame.key.get_pressed() # 處理鍵盤事件(移動飛機的位置) if key_pressed[K_w] or key_pressed[K_UP]: player.moveUp() if key_pressed[K_s] or key_pressed[K_DOWN]: player.moveDown() if key_pressed[K_a] or key_pressed[K_LEFT]: player.moveLeft() if key_pressed[K_d] or key_pressed[K_RIGHT]: player.moveRight() # 遊戲 Game Over 後顯示最終得分 font = pygame.font.Font(None, 64) text = font.render('Final Score: '+ str(score), True, (255, 0, 0)) text_rect = text.get_rect() text_rect.centerx = screen.get_rect().centerx text_rect.centery = screen.get_rect().centery + 24 screen.blit(game_over, (0, 0)) screen.blit(text, text_rect) # 顯示得分並處理遊戲退出 while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() pygame.display.update()
運行結果: 3d
import random
import sys import pygame from pygame.locals import *
PIXEL = 150 SCORE_PIXEL = 100 SIZE = 4
class Map: def init(self, size): self.size = size self.score = 0 self.map = [[0 for i in range(size)] for i in range(size)] self.add() self.add()
# 新增2或4,有1/4機率產生4 def add(self): while True: p = random.randint(0, self.size * self.size - 1) if self.map[p // self.size][p % self.size] == 0: x = random.randint(0, 3) > 0 and 2 or 4 self.map[p // self.size][p % self.size] = x self.score += x break # 地圖向左靠攏,其餘方向的靠攏能夠經過適當旋轉實現,返回地圖是否更新 def adjust(self): changed = False for a in self.map: b = [] last = 0 for v in a: if v != 0: if v == last: b.append(b.pop() << 1) last = 0 else: b.append(v) last = v b += [0] * (self.size - len(b)) for i in range(self.size): if a[i] != b[i]: changed = True a[:] = b return changed # 逆時針旋轉地圖90度 def rotate90(self): self.map = [[self.map[c][r] for c in range(self.size)] for r in reversed(range(self.size))] # 判斷遊戲結束 def over(self): for r in range(self.size): for c in range(self.size): if self.map[r][c] == 0: return False for r in range(self.size): for c in range(self.size - 1): if self.map[r][c] == self.map[r][c + 1]: return False for r in range(self.size - 1): for c in range(self.size): if self.map[r][c] == self.map[r + 1][c]: return False return True def moveUp(self): self.rotate90() if self.adjust(): self.add() self.rotate90() self.rotate90() self.rotate90() def moveRight(self): self.rotate90() self.rotate90() if self.adjust(): self.add() self.rotate90() self.rotate90() def moveDown(self): self.rotate90() self.rotate90() self.rotate90() if self.adjust(): self.add() self.rotate90() def moveLeft(self): if self.adjust(): self.add() # 更新屏幕 def show(map): for i in range(SIZE): for j in range(SIZE): # 背景顏色塊 screen.blit(map.map[i][j] == 0 and block[(i + j) % 2] or block[2 + (i + j) % 2], (PIXEL * j, PIXEL * i)) # 數值顯示 if map.map[i][j] != 0: map_text = map_font.render(str(map.map[i][j]), True, (106, 90, 205)) text_rect = map_text.get_rect() text_rect.center = (PIXEL * j + PIXEL / 2, PIXEL * i + PIXEL / 2) screen.blit(map_text, text_rect) # 分數顯示 screen.blit(score_block, (0, PIXEL * SIZE)) score_text = score_font.render((map.over() and "Game over with score " or "Score: ") + str(map.score), True, (106, 90, 205)) score_rect = score_text.get_rect() score_rect.center = (PIXEL * SIZE / 2, PIXEL * SIZE + SCORE_PIXEL / 2) screen.blit(score_text, score_rect) pygame.display.update() map = Map(SIZE) pygame.init() screen = pygame.display.set_mode((PIXEL * SIZE, PIXEL * SIZE + SCORE_PIXEL)) pygame.display.set_caption("2048") block = [pygame.Surface((PIXEL, PIXEL)) for i in range(4)] # 設置顏色 block[0].fill((152, 251, 152)) block[1].fill((240, 255, 255)) block[2].fill((0, 255, 127)) block[3].fill((225, 255, 255)) score_block = pygame.Surface((PIXEL * SIZE, SCORE_PIXEL)) score_block.fill((245, 245, 245)) # 設置字體 map_font = pygame.font.Font(None, PIXEL) score_font = pygame.font.Font(None, SCORE_PIXEL) clock = pygame.time.Clock() show(map) while not map.over(): # 12爲實驗參數 clock.tick(12) for event in pygame.event.get(): if event.type == QUIT: sys.exit() # 接收玩家操做 pressed_keys = pygame.key.get_pressed() if pressed_keys[K_w] or pressed_keys[K_UP]: map.moveUp() elif pressed_keys[K_s] or pressed_keys[K_DOWN]: map.moveDown() elif pressed_keys[K_a] or pressed_keys[K_LEFT]: map.moveLeft() elif pressed_keys[K_d] or pressed_keys[K_RIGHT]: map.moveRight() show(map) # 遊戲結束 pygame.time.delay(3000)
運行結果: