内容简介:作者 | 李秋键
作者 | 李秋键
责编 | Carol
封图 | CSDN 下载自视觉中国
近几年来Python语言得到了快速发展,而Pygame作为Python开发应用和游戏必备的库更是展现了Python的优越性。
而今天我们就将借助Pygame建立吃豆人游戏。
吃豆人是电子游戏历史上的经典街机游戏,由Namco公司的岩谷彻设计并由Midway Games在1980年发行 。Pac-Man被认为是80年代最经典的街机游戏之一,游戏的主角小精灵的形象甚至被作为一种大众文化符号,或是此产业的代表形象。
而Pygame模块是跨平台Python模块,专为电子游戏设计,包含图像、声音。建立在SDL基础上,允许实时电子游戏研发而无需被低级语言(如机器语言和汇编语言)束缚。
最终游戏效果如下可见:
一、实验前的准备
首先我们使用的python版本是3.6.5所用到的模块是pygame模块,用来创建游戏框架。Random模块用来随机生成方向。
素材准备
首先我们将图片放到images目录下,背景音乐放到sounds目录下。
如下图可见:
游戏搭建
1、定义一些精灵:
整体的类变量定义包括墙类,通过pygame的图片填充作为墙类的加载;同理还包括食物类和角色。而怪物的随机运动使用random产生随机运动方向。
其对应的代码如下:
import random import pygame '''墙类''' class Wall(pygame.sprite.Sprite): def __init__(self, x, y, width, height, color, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(color) self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y '''食物类''' class Food(pygame.sprite.Sprite): def __init__(self, x, y, width, height, color, bg_color, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(bg_color) self.image.set_colorkey(bg_color) pygame.draw.ellipse(self.image, color, [0, 0, width, height]) self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y '''角色类''' class Player(pygame.sprite.Sprite): def __init__(self, x, y, role_image_path): pygame.sprite.Sprite.__init__(self) self.role_name = role_image_path.split('/')[-1].split('.')[0] self.base_image = pygame.image.load(role_image_path).convert() self.image = self.base_image.copy() self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y self.prev_x = x self.prev_y = y self.base_speed = [30, 30] self.speed = [0, 0] self.is_move = False self.tracks = [] self.tracks_loc = [0, 0] '''改变速度方向''' def changeSpeed(self, direction): if direction[0] < 0: self.image = pygame.transform.flip(self.base_image, True, False) elif direction[0] > 0: self.image = self.base_image.copy() elif direction[1] < 0: self.image = pygame.transform.rotate(self.base_image, 90) elif direction[1] > 0: self.image = pygame.transform.rotate(self.base_image, -90) self.speed = [direction[0] * self.base_speed[0], direction[1] * self.base_speed[1]] return self.speed '''更新角色位置''' def update(self, wall_sprites, gate_sprites): if not self.is_move: return False x_prev = self.rect.left y_prev = self.rect.top self.rect.left += self.speed[0] self.rect.top += self.speed[1] is_collide = pygame.sprite.spritecollide(self, wall_sprites, False) if gate_sprites is not None: if not is_collide: is_collide = pygame.sprite.spritecollide(self, gate_sprites, False) if is_collide: self.rect.left = x_prev self.rect.top = y_prev return False return True '''生成随机的方向''' def randomDirection(self): return random.choice([[-0.5, 0], [0.5, 0], [0, 0.5], [0, -0.5]])
2、游戏关卡定义:
在这里设置好了关卡一。关卡的定义必须包括墙的位置,不同关卡墙的位置和怪物的位置不同。更多关卡可以参照设置
对应代码如下:
import pygame from Sprites import * NUMLEVELS = 1 '''关卡一''' class Level1(): def __init__(self): self.info = 'level1' '''创建墙''' def setupWalls(self, wall_color): self.wall_sprites = pygame.sprite.Group() wall_positions = [[0, 0, 6, 600], [0, 0, 600, 6], [0, 600, 606, 6], [600, 0, 6, 606], [300, 0, 6, 66], [60, 60, 186, 6], [360, 60, 186, 6], [60, 120, 66, 6], [60, 120, 6, 126], [180, 120, 246, 6], [300, 120, 6, 66], [480, 120, 66, 6], [540, 120, 6, 126], [120, 180, 126, 6], [120, 180, 6, 126], [360, 180, 126, 6], [480, 180, 6, 126], [180, 240, 6, 126], [180, 360, 246, 6], [420, 240, 6, 126], [240, 240, 42, 6], [324, 240, 42, 6], [240, 240, 6, 66], [240, 300, 126, 6], [360, 240, 6, 66], [0, 300, 66, 6], [540, 300, 66, 6], [60, 360, 66, 6], [60, 360, 6, 186], [480, 360, 66, 6], [540, 360, 6, 186], [120, 420, 366, 6], [120, 420, 6, 66], [480, 420, 6, 66], [180, 480, 246, 6], [300, 480, 6, 66], [120, 540, 126, 6], [360, 540, 126, 6]] for wall_position in wall_positions: wall = Wall(*wall_position, wall_color) self.wall_sprites.add(wall) return self.wall_sprites '''创建门''' def setupGate(self, gate_color): self.gate_sprites = pygame.sprite.Group() self.gate_sprites.add(Wall(282, 242, 42, 2, gate_color)) return self.gate_sprites '''创建角色''' def setupPlayers(self, hero_image_path, ghost_images_path): self.hero_sprites = pygame.sprite.Group() self.ghost_sprites = pygame.sprite.Group() self.hero_sprites.add(Player(287, 439, hero_image_path)) for each in ghost_images_path: role_name = each.split('/')[-1].split('.')[0] if role_name == 'Blinky': player = Player(287, 199, each) player.is_move = True player.tracks = [[0, -0.5, 4], [0.5, 0, 9], [0, 0.5, 11], [0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 11], [0, 0.5, 3], [0.5, 0, 15], [0, -0.5, 15], [0.5, 0, 3], [0, -0.5, 11], [-0.5, 0, 3], [0, -0.5, 11], [-0.5, 0, 3], [0, -0.5, 3], [-0.5, 0, 7], [0, -0.5, 3], [0.5, 0, 15], [0, 0.5, 15], [-0.5, 0, 3], [0, 0.5, 3], [-0.5, 0, 3], [0, -0.5, 7], [-0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 11], [0, -0.5, 7], [0.5, 0, 5]] self.ghost_sprites.add(player) elif role_name == 'Clyde': player = Player(319, 259, each) player.is_move = True player.tracks = [[-1, 0, 2], [0, -0.5, 4], [0.5, 0, 5], [0, 0.5, 7], [-0.5, 0, 11], [0, -0.5, 7], [-0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 7], [0, 0.5, 15], [0.5, 0, 15], [0, -0.5, 3], [-0.5, 0, 11], [0, -0.5, 7], [0.5, 0, 3], [0, -0.5, 11], [0.5, 0, 9]] self.ghost_sprites.add(player) elif role_name == 'Inky': player = Player(255, 259, each) player.is_move = True player.tracks = [[1, 0, 2], [0, -0.5, 4], [0.5, 0, 10], [0, 0.5, 7], [0.5, 0, 3], [0, -0.5, 3], [0.5, 0, 3], [0, -0.5, 15], [-0.5, 0, 15], [0, 0.5, 3], [0.5, 0, 15], [0, 0.5, 11], [-0.5, 0, 3], [0, -0.5, 7], [-0.5, 0, 11], [0, 0.5, 3], [-0.5, 0, 11], [0, 0.5, 7], [-0.5, 0, 3], [0, -0.5, 3], [-0.5, 0, 3], [0, -0.5, 15], [0.5, 0, 15], [0, 0.5, 3], [-0.5, 0, 15], [0, 0.5, 11], [0.5, 0, 3], [0, -0.5, 11], [0.5, 0, 11], [0, 0.5, 3], [0.5, 0, 1]] self.ghost_sprites.add(player) elif role_name == 'Pinky': player = Player(287, 259, each) player.is_move = True player.tracks = [[0, -1, 4], [0.5, 0, 9], [0, 0.5, 11], [-0.5, 0, 23], [0, 0.5, 7], [0.5, 0, 3], [0, -0.5, 3], [0.5, 0, 19], [0, 0.5, 3], [0.5, 0, 3], [0, 0.5, 3], [0.5, 0, 3], [0, -0.5, 15], [-0.5, 0, 7], [0, 0.5, 3], [-0.5, 0, 19], [0, -0.5, 11], [0.5, 0, 9]] self.ghost_sprites.add(player) return self.hero_sprites, self.ghost_sprites '''创建食物''' def setupFood(self, food_color, bg_color): self.food_sprites = pygame.sprite.Group() for row in range(19): for col in range(19): if (row == 7 or row == 8) and (col == 8 or col == 9 or col == 10): continue else: food = Food(30*col+32, 30*row+32, 4, 4, food_color, bg_color) is_collide = pygame.sprite.spritecollide(food, self.wall_sprites, False) if is_collide: continue is_collide = pygame.sprite.spritecollide(food, self.hero_sprites, False) if is_collide: continue self.food_sprites.add(food) return self.food_sprites
3、游戏创建:
在通过关卡定义墙等位置后以及精灵自身属性怪物运动、食物定义等后,通过调用已经创建好的类达到搭建游戏的目的。
具体如下可见:
import os import sys import pygame import Levels '''定义一些必要的参数''' BLACK = (0, 0, 0) WHITE = (255, 255, 255) BLUE = (0, 0, 255) GREEN = (0, 255, 0) RED = (255, 0, 0) YELLOW = (255, 255, 0) PURPLE = (255, 0, 255) SKYBLUE = (0, 191, 255) BGMPATH = os.path.join(os.getcwd(), 'resources/sounds/bg.mp3') ICONPATH = os.path.join(os.getcwd(), 'resources/images/icon.png') FONTPATH = os.path.join(os.getcwd(), 'resources/font/ALGER.TTF') HEROPATH = os.path.join(os.getcwd(), 'resources/images/pacman.png') BlinkyPATH = os.path.join(os.getcwd(), 'resources/images/Blinky.png') ClydePATH = os.path.join(os.getcwd(), 'resources/images/Clyde.png') InkyPATH = os.path.join(os.getcwd(), 'resources/images/Inky.png') PinkyPATH = os.path.join(os.getcwd(), 'resources/images/Pinky.png') '''开始某一关游戏''' def startLevelGame(level, screen, font): clock = pygame.time.Clock() SCORE = 0 wall_sprites = level.setupWalls(SKYBLUE) gate_sprites = level.setupGate(WHITE) hero_sprites, ghost_sprites = level.setupPlayers(HEROPATH, [BlinkyPATH, ClydePATH, InkyPATH, PinkyPATH]) food_sprites = level.setupFood(YELLOW, WHITE) is_clearance = False while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(-1) pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: for hero in hero_sprites: hero.changeSpeed([-1, 0]) hero.is_move = True elif event.key == pygame.K_RIGHT: for hero in hero_sprites: hero.changeSpeed([1, 0]) hero.is_move = True elif event.key == pygame.K_UP: for hero in hero_sprites: hero.changeSpeed([0, -1]) hero.is_move = True elif event.key == pygame.K_DOWN: for hero in hero_sprites: hero.changeSpeed([0, 1]) hero.is_move = True if event.type == pygame.KEYUP: if (event.key == pygame.K_LEFT) or (event.key == pygame.K_RIGHT) or (event.key == pygame.K_UP) or (event.key == pygame.K_DOWN): hero.is_move = False screen.fill(BLACK) for hero in hero_sprites: hero.update(wall_sprites, gate_sprites) hero_sprites.draw(screen) for hero in hero_sprites: food_eaten = pygame.sprite.spritecollide(hero, food_sprites, True) SCORE += len(food_eaten) wall_sprites.draw(screen) gate_sprites.draw(screen) food_sprites.draw(screen) for ghost in ghost_sprites: # 幽灵随机运动(效果不好且有BUG) ''' res = ghost.update(wall_sprites, None) while not res: ghost.changeSpeed(ghost.randomDirection()) res = ghost.update(wall_sprites, None) ''' # 指定幽灵运动路径 if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]: ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2]) ghost.tracks_loc[1] += 1 else: if ghost.tracks_loc[0] < len(ghost.tracks) - 1: ghost.tracks_loc[0] += 1 elif ghost.role_name == 'Clyde': ghost.tracks_loc[0] = 2 else: ghost.tracks_loc[0] = 0 ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2]) ghost.tracks_loc[1] = 0 if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]: ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2]) else: if ghost.tracks_loc[0] < len(ghost.tracks) - 1: loc0 = ghost.tracks_loc[0] + 1 elif ghost.role_name == 'Clyde': loc0 = 2 else: loc0 = 0 ghost.changeSpeed(ghost.tracks[loc0][0: 2]) ghost.update(wall_sprites, None) ghost_sprites.draw(screen) score_text = font.render("Score: %s" % SCORE, True, RED) screen.blit(score_text, [10, 10]) if len(food_sprites) == 0: is_clearance = True break if pygame.sprite.groupcollide(hero_sprites, ghost_sprites, False, False): is_clearance = False break pygame.display.flip() clock.tick(10) return is_clearance '''显示文字''' def showText(screen, font, is_clearance, flag=False): clock = pygame.time.Clock() msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!' positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]] surface = pygame.Surface((400, 200)) surface.set_alpha(10) surface.fill((128, 128, 128)) screen.blit(surface, (100, 200)) texts = [font.render(msg, True, WHITE), font.render('Press ENTER to continue or play again.', True, WHITE), font.render('Press ESCAPE to quit.', True, WHITE)] while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: if is_clearance: if not flag: return else: main(initialize()) else: main(initialize()) elif event.key == pygame.K_ESCAPE: sys.exit() pygame.quit() for idx, (text, position) in enumerate(zip(texts, positions)): screen.blit(text, position) pygame.display.flip() clock.tick(10) '''初始化''' def initialize(): pygame.init() icon_image = pygame.image.load(ICONPATH) pygame.display.set_icon(icon_image) screen = pygame.display.set_mode([606, 606]) pygame.display.set_caption('吃豆人') return screen '''主函数''' def main(screen): pygame.mixer.init() pygame.mixer.music.load(BGMPATH) pygame.mixer.music.play(-1, 0.0) pygame.font.init() font_small = pygame.font.Font(FONTPATH, 18) font_big = pygame.font.Font(FONTPATH, 24) for num_level in range(1, Levels.NUMLEVELS+1): if num_level == 1: level = Levels.Level1() is_clearance = startLevelGame(level, screen, font_small) if num_level == Levels.NUMLEVELS: showText(screen, font_big, is_clearance, True) else: showText(screen, font_big, is_clearance)
最终运行程序结果如下:
源码地址:
https://pan.baidu.com/s/128id8L-PDPgGOPuH-5uHDg
提取码:rj9f
作者简介:
李秋键,CSDN博客专家,CSDN达人课作者。硕士在读于中国矿业大学,开发有taptap竞赛获奖等等。
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