Python--pygame遊戲開發

利用python中的pygame模塊來進行2D遊戲開發。python

Pygame 是跨平臺 Python 模塊,專爲電子遊戲設計。包含圖像、聲音。建立在 SDL 基礎上,容許實時電子遊戲研發而無需被低級語言,如 C 語言或是更低級的彙編語言束縛。基於這樣一個設想,全部須要的遊戲功能和理念都徹底簡化位遊戲邏輯自己,全部的資源結構均可以由高級語言提供,如 Python併發

本次實驗爲驗證性做業,代碼爲老師所給. 開發壞境:Python3.8.0 + Pygame1.9.6 開發工具:PyCharm 2019.3.3 x64app

基礎

安裝pygame,在安裝好python的基礎上在cmd指令中輸入dom

pip install pygameide

安裝完畢,打開pycharm工具

from pygame.locals import *
import sys

def hellow_world():
    pygame.init()
    pygame.display.set_mode((640, 480))
    pygame.display.set_caption("hellow world!")
    while True:
        for event in pygame.event.get():
            if event.type==QUIT:
                pygame.quit()
                sys.exit()
        pygame.display.update()

if __name__ == "__main__":
    hellow_world()

執行結果: post

坦克大戰開發工具

經過鍵盤操控坦克進行移動,使用pygame來進行開發的遊戲。測試

代碼以下:字體

import os, sys, pygame
from pygame.locals import *

# 控制坦克移動
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

# 設置各項參數,開始遊戲
def play_tank():
    pygame.init()
    window_size = Rect(0, 0, 700, 650)
    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('images\\tankD.bmp')
    back_image = pygame.image.load('images\\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()

執行結果:

精靈類

在遊戲開發中,一般把顯示圖像的對象叫作精靈Sprite。精靈就是一個具備大小,顏色,圖案,能夠移動的圖形,而且能夠與其餘圖形對象交互。 坦克精靈(代碼):

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 = 'images/tankD.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()

執行結果:

精靈測試代碼:

from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
    def __init__(self, target):
        pygame.sprite.Sprite.__init__(self)
        self.target_surface = target
        self.image = None
        self.master_image = None
        self.rect = None
        self.topleft = 0, 0
        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 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 = 0, 0, width, height
        self.columns = columns
        rect = self.master_image.get_rect()
        self.last_frame = (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_frame:
            self.frame = self.first_frame
            self.last_time = current_time
        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 = (frame_x, frame_y, self.frame_width, self.frame_height)
            self.image = self.master_image.subsurface(rect)
            self.old_frame = 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("images\\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()

調試結果:

貪吃蛇

經過鍵盤的按鍵輸入控制貪吃蛇的移動吃食物,黨貪吃蛇碰到外界牆壁時,遊戲結束。

代碼以下:

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')
# 定義一些顏色
redColor = pygame.Color(255, 0, 0)
blackColor = pygame.Color(0, 0, 0)
whiteColor = pygame.Color(255, 255, 255)
greyColor = pygame.Color(150, 150, 150)
# 初始化了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
raspberrySpawned = 1              # 是否吃到樹莓,1爲沒有吃到,0是吃到
direction = 'right'
changeDirection = direction

def gameOver():
    gameOverFont = pygame.font.Font('images\\simfang.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,同時將這節放在蛇的頭部
    snakeSegments.insert(0, list(snakePosition))
    # 檢查蛇頭部的X和Y座標是否等於樹莓(玩家的目標點)的座標
    if snakePosition[0] == raspberryPosition[0] and snakePosition[1] == raspberryPosition[1]:
        raspberrySpawned = 0
    else:
        snakeSegments.pop()
    # 增長一個新的樹莓到遊戲界面中:
    if raspberrySpawned == 0:
        x = random.randrange(1, 32)
        y = random.randrange(1, 24)
        raspberryPosition = [int(x*20), int(y*20)]
    raspberrySpawned = 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(raspberryPosition[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)

調試結果:

飛機大戰

代碼以下:

from sys import exit
from pygame.locals import *
import random

# 定義類
SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800

TYPE_SMALL = 1
TYPE_MIDDLE = 2
TYPE_BIG = 3

# 子彈類
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

# 玩家類
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.img_index = 0                              # 玩家精靈圖片索引
        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

# 敵人類
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
        self.down_index = 0

    def move(self):
        self.rect.top += self.speed

# 初始化遊戲
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('飛機大戰')

# 載入遊戲音樂
bullet_sound = pygame.mixer.Sound('resources/sound/bullet.wav')
enemy1_down_sound = pygame.mixer.Sound('resources/sound/enemy1_down.wav')
game_over_sound = pygame.mixer.Sound(’resources/sound/game_over.wav')
bullet_sound.set_volume(0.3)
enemy1_down_sound.set_volume(0.3)
game_over_sound.set_volume(0.3)
pygame.mixer.music.load('resources/sound/game_music.wav')
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)

# 載入背景圖
background = pygame.image.load('resources/image/background.png').convert()
game_over = pygame.image.load('resources/image/gameover.png')

filename = 'resources/image/shoot.png'  # 也能夠這樣載入,同上一句一個意思
plane_img = pygame.image.load(filename)

# 設置玩家相關參數
player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126))        # 玩家精靈圖片區域
player_rect.append(pygame.Rect(165, 360, 102, 126))
player_rect.append(pygame.Rect(165, 234, 102, 126))     # 玩家爆炸精靈圖片區域
player_rect.append(pygame.Rect(330, 624, 102, 126))
player_rect.append(pygame.Rect(330, 498, 102, 126))
player_rect.append(pygame.Rect(432, 624, 102, 126))
player_pos = [200, 600]
player = Player(plane_img, player_rect, player_pos)

# 定義子彈對象使用的surface相關參數
bullet_rect = pygame.Rect(1004, 987, 9, 21)
bullet_img = plane_img.subsurface(bullet_rect)

# 定義敵機對象使用的surface相關參數
enemy1_rect = pygame.Rect(534, 612, 57, 43)
enemy1_img = plane_img.subsurface(enemy1_rect)
enemy1_down_imgs = []
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267, 347, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873, 697, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267, 296, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930, 697, 57, 43)))

enemies1 = pygame.sprite.Group()

# 存儲被擊毀的飛機,用來渲染擊毀精靈動畫
enemies_down = pygame.sprite.Group()

shoot_frequency = 0
enemy_frequency = 0

player_down_index = 16

score = 0

clock = pygame.time.Clock()

running = True

while running:
    # 控制遊戲最大幀率爲60
    clock.tick(60)

    # 控制發射子彈頻率,併發射子彈
    if not player.is_hit:
        if shoot_frequency % 15 == 0:
            bullet_sound.play()
            player.shoot(bullet_img)
        shoot_frequency += 1
        if shoot_frequency >= 15:
            shoot_frequency = 0

    # 生成敵機
    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

    # 移動子彈,若超出窗口範圍則刪除
    for bullet in player.bullets:
        bullet.move()
        if bullet.rect.bottom < 0:
            player.bullets.remove(bullet)

    # 移動敵機,若超出窗口範圍則刪除
    for enemy in enemies1:
        # 移動敵機
        enemy.move()
        # 判斷玩家是否被擊中
        if pygame.sprite.collide_circle(enemy, player):
            enemies_down.add(enemy)
            enemies1.remove(enemy)
            player.is_hit = True
            game_over_sound.play()
            break
        # 移動出屏幕後刪除敵人
        if enemy.rect.top > SCREEN_HEIGHT:
            enemies1.remove(enemy)

    # 將被擊中的敵機對象添加到擊毀敵機 Group 中,用來渲染擊毀動畫
    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[player.img_index], player.rect)   # 將正常飛機畫出來
        # 更換圖片索引使飛機有動畫效果
        player.img_index = shoot_frequency // 8
    else:
        # 玩家飛機被擊中後的效果處理
        player.img_index = player_down_index // 8
        screen.blit(player.image[player.img_index], player.rect)    # 將爆炸的飛機畫出來
        player_down_index += 1
        if player_down_index > 47:
            running = False

    # 繪製擊毀動畫
    for enemy_down in enemies_down:
        if enemy_down.down_index == 0:
            enemy1_down_sound.play()
        if enemy_down.down_index > 7:
            enemies_down.remove(enemy_down)
            score += 10
            continue
        screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)    # 將爆炸的敵機畫出來
        enemy_down.down_index += 1

    # 繪製子彈和敵機
    player.bullets.draw(screen)
    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)

    # 更新屏幕
    pygame.display.update()

    # 處理遊戲退出
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()

    # 監聽鍵盤事件
    key_pressed = pygame.key.get_pressed()

    # 若玩家被擊中,則無效
    if not player.is_hit:
        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GameOver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 True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()
    pygame.display.update()

調試結果:

2048

這個遊戲咱們都玩過,經過拖動屏幕來實現數字的倍乘,兩個相同的數字疊加能夠成爲倍數,最終只要有方塊是2048 那麼遊戲勝利。

代碼以下:

import random
import sys
import pygame
from pygame.locals import *

PIXEL = 150
SCORE_PIXEL = 100
SIZE = 4


# 地圖的類
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)

調試結果:

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