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 pygame
ide
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: