用pygame学习初级python(二) 15.5.11
闲得无聊,对第一版的东西做了一些修改,让它更像一个游戏,也具有一些可玩性。
项目的github地址:https://github.com/lfkdsk/BrainHole_pygame1.人物类进行了一些修改,添加了怪物类的生成机制:
__author__ = 'Administrator'
import pygame Window_width = 1365
Window_height = 768
screen = pygame.display.set_mode((Window_width, Window_height))
first_location = [screen.get_width() / 2, screen.get_height() / 2]
Player_image_up = ['resources/image/up-1.png', 'resources/image/up-2.png', 'resources/image/up-3.png',
'resources/image/up-4.png']
Player_image_down = ['resources/image/down-1.png', 'resources/image/down-2.png', 'resources/image/down-3.png',
'resources/image/down-4.png']
Player_image_left = ['resources/image/left-1.png', 'resources/image/left-2.png', 'resources/image/left-3.png',
'resources/image/left-4.png']
Player_image_right = ['resources/image/right-1.png', 'resources/image/right-2.png', 'resources/image/right-3.png',
'resources/image/right-4.png']
Enemy_image = ["resources/image/zm-1.png", "resources/image/zm-2.png"]
Bullets = [] class Enemy(pygame.sprite.Sprite):
def __init__(self, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("resources/image/zm-2.png")
self.rect = self.image.get_rect()
self.rect.topleft = init_pos
self.speed = 2
self.down_index = 0
self.walk = 0 def move(self):
topleft = self.rect.topleft
if self.walk > 40:
self.walk = 0
self.image = pygame.image.load("resources/image/zm-2.png")
if self.walk == 20:
self.image = pygame.image.load("resources/image/zm-1.png")
self.rect = self.image.get_rect()
self.rect.topleft = topleft
self.walk += 1
self.rect.centerx -= self.speed class Bullet(pygame.sprite.Sprite):
def __init__(self, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('resources/image/bullet.png')
self.rect = self.image.get_rect()
self.rect.midtop = init_pos
self.speed = 10
self.walk = 0 def move(self, button_flag):
if button_flag == 1:
self.rect.centerx -= self.speed
elif button_flag == 0:
self.rect.centerx += self.speed
elif button_flag == 2:
self.rect.centery += self.speed
elif button_flag == 3:
self.rect.centery -= self.speed
# self.rect.centery += self.speed
# screen.blit(self.image,self.rect)
# pygame.display.update() class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('resources/image/down-1.png')
self.rect = self.image.get_rect()
self.rect.center = first_location
self.is_hit = False
self.speed = 15
self.down = 0
self.left = 0
self.right = 0
self.up = 0
# print self.rect.center def turn(self, distance):
center = self.rect.center
if distance == 2:
if self.down > 3:
self.down = 0
self.image = pygame.image.load(Player_image_down[self.down])
self.rect = self.image.get_rect()
self.rect.center = center
self.down += 1
# screen.blit(player.image, player.rect)
elif distance == 0:
if self.left > 3:
self.left = 0
self.image = pygame.image.load(Player_image_left[self.left])
self.rect = self.image.get_rect()
self.rect.center = center
self.left += 1
elif distance == 3:
if self.up > 3:
self.up = 0
self.image = pygame.image.load(Player_image_up[self.up])
self.rect = self.image.get_rect()
self.rect.center = center
self.up += 1
elif distance == 1:
if self.right > 3:
self.right = 0
self.image = pygame.image.load(Player_image_right[self.right])
self.rect = self.image.get_rect()
self.rect.center = center
self.right += 1 def move(self, temper):
temper = int(temper)
if temper == 0:
for temp in range(1, 10):
self.rect.centerx -= 3
print self.rect.centerx, self.rect.centery
if temper == 1:
self.rect.centerx += self.speed
print self.rect.centery
if temper == 2:
self.rect.centery -= self.speed
print self.rect.centerx, self.rect.centery
if temper == 3:
self.rect.centery += self.speed
if 0 > self.rect.centerx or self.rect.centerx > screen.get_width():
self.rect.centerx = -self.rect.centerx
if 0 > self.rect.centery or self.rect.centery > screen.get_height():
self.rect.centery = -self.rect.centery def shoot(self):
bullet = Bullet(self.rect.midtop)
Bullets.append(bullet)
__author__ = 'Administrator'
import pygame Window_width = 1365
Window_height = 768
screen = pygame.display.set_mode((Window_width, Window_height))
first_location = [screen.get_width() / 2, screen.get_height() / 2]
Player_image_up = ['resources/image/up-1.png', 'resources/image/up-2.png', 'resources/image/up-3.png',
'resources/image/up-4.png']
Player_image_down = ['resources/image/down-1.png', 'resources/image/down-2.png', 'resources/image/down-3.png',
'resources/image/down-4.png']
Player_image_left = ['resources/image/left-1.png', 'resources/image/left-2.png', 'resources/image/left-3.png',
'resources/image/left-4.png']
Player_image_right = ['resources/image/right-1.png', 'resources/image/right-2.png', 'resources/image/right-3.png',
'resources/image/right-4.png']
Enemy_image = ["resources/image/zm-1.png", "resources/image/zm-2.png"]
Bullets = []
首先,初始化了屏幕的大小,并且设置了图片资源。
class Enemy(pygame.sprite.Sprite):
def __init__(self, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("resources/image/zm-2.png")
self.rect = self.image.get_rect()
self.rect.topleft = init_pos
self.speed = 2
self.down_index = 0
self.walk = 0 def move(self):
topleft = self.rect.topleft
if self.walk > 40:
self.walk = 0
self.image = pygame.image.load("resources/image/zm-2.png")
if self.walk == 20:
self.image = pygame.image.load("resources/image/zm-1.png")
self.rect = self.image.get_rect()
self.rect.topleft = topleft
self.walk += 1
self.rect.centerx -= self.speed
怪物类设置了一个move函数,在初始化里设定了一个walk的值,能让在自增的过程中,不断的切换图片。
就是这样的两张图片。
class Bullet(pygame.sprite.Sprite):
def __init__(self, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('resources/image/bullet.png')
self.rect = self.image.get_rect()
self.rect.midtop = init_pos
self.speed = 10
self.walk = 0 def move(self, button_flag):
if button_flag == 1:
self.rect.centerx -= self.speed
elif button_flag == 0:
self.rect.centerx += self.speed
elif button_flag == 2:
self.rect.centery += self.speed
elif button_flag == 3:
self.rect.centery -= self.speed
子弹类添加了在不同移动方向上的不同移动方法,可以向左右两个方向发射。
(发射飞剑!)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('resources/image/down-1.png')
self.rect = self.image.get_rect()
self.rect.center = first_location
self.is_hit = False
self.speed = 15
self.down = 0
self.left = 0
self.right = 0
self.up = 0
# print self.rect.center def turn(self, distance):
center = self.rect.center
if distance == 2:
if self.down > 3:
self.down = 0
self.image = pygame.image.load(Player_image_down[self.down])
self.rect = self.image.get_rect()
self.rect.center = center
self.down += 1
# screen.blit(player.image, player.rect)
elif distance == 0:
if self.left > 3:
self.left = 0
self.image = pygame.image.load(Player_image_left[self.left])
self.rect = self.image.get_rect()
self.rect.center = center
self.left += 1
elif distance == 3:
if self.up > 3:
self.up = 0
self.image = pygame.image.load(Player_image_up[self.up])
self.rect = self.image.get_rect()
self.rect.center = center
self.up += 1
elif distance == 1:
if self.right > 3:
self.right = 0
self.image = pygame.image.load(Player_image_right[self.right])
self.rect = self.image.get_rect()
self.rect.center = center
self.right += 1 def move(self, temper):
temper = int(temper)
if temper == 0:
for temp in range(1, 10):
self.rect.centerx -= 3
print self.rect.centerx, self.rect.centery
if temper == 1:
self.rect.centerx += self.speed
print self.rect.centery
if temper == 2:
self.rect.centery -= self.speed
print self.rect.centerx, self.rect.centery
if temper == 3:
self.rect.centery += self.speed
if 0 > self.rect.centerx or self.rect.centerx > screen.get_width():
self.rect.centerx = -self.rect.centerx
if 0 > self.rect.centery or self.rect.centery > screen.get_height():
self.rect.centery = -self.rect.centery def shoot(self):
bullet = Bullet(self.rect.midtop)
Bullets.append(bullet)
修改了turn函数让图片不断切换的,在字符数组里不断的进行切换图片,做出人物(李逍遥)走路的样子。
(利用图片的反复切换)
2.主函数体的修改:
import random __author__ = 'Administrator' from pygame.locals import *
from Class import *
from sys import exit background_image_filename = 'resources/image/gamestart.png'
start_image = 'resources/image/bg2.png'
dead_image = 'resources/image/dead.png' Score = 0
x = 0
y = 0
pygame.init()
pygame.mixer.init()
background = pygame.image.load(background_image_filename).convert()
pygame.key.set_repeat(100, 100)
clock = pygame.time.Clock() pygame.mixer.music.load("resources/music/butterflylove.mp3")# 初始化背景音乐
pygame.mixer.music.set_volume(0.3)
pygame.mixer.music.play(-1) button_music = pygame.mixer.Sound("resources/music/bullet.wav")# 初始化发射音乐
button_music.set_volume(10)
# music def Waitkey():
while True:
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE: # pressing escape quits
exit()
if event.key == K_RETURN:
return
# font
flag = 0
button_flag = 0
enemies = []
enemies_down = []
enemy_frequency = 0
running = True
while running:
clock.tick(60) # 强置设定为不超过60帧每秒
if enemy_frequency % 50 == 0:
enemy1_pos = [screen.get_width(), random.randint(0, screen.get_height())]# 在屏幕的右侧随机生成怪物
enemy1 = Enemy(enemy1_pos)
enemies.append(enemy1)
enemy_frequency += 1
if enemy_frequency >= 100:
enemy_frequency = 0
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
if flag == 0:
if event.key == pygame.K_1:
background = pygame.image.load(start_image).convert()
player = Player()
print screen.get_width()
print screen.get_height()
flag = 1
elif event.key == pygame.K_4:
exit()
elif event.key == pygame.K_RIGHT: # 分别有不同的移动方向
if flag == 1:
player.turn(1)
player.move(1)
button_flag = 0
# flag == 1
print "buttonflag" and button_flag
elif event.key == pygame.K_LEFT:
if flag == 1:
player.turn(0)
player.move(0)
button_flag = 1
print "buttonflag" and button_flag
elif event.key == pygame.K_UP:
if flag == 1:
player.turn(3)
player.move(2)
button_flag = 3
# flag == 1
elif event.key == pygame.K_DOWN:
if flag == 1:
player.turn(2)
player.move(3)
button_flag = 2
elif event.key == pygame.K_x:
if flag == 1:
player.shoot()
button_music.play()
print("shoot")
screen.blit(background, (x, y))
if flag == 1:
score_font = pygame.font.Font(None, 50) # 初始化在左上角的score分数
score_surf = score_font.render("Score: " + str(Score), 1, (0, 0, 0))
screen.blit(score_surf, [10, 10])
screen.blit(player.image, player.rect)
for enemy in enemies:
enemy.move()
screen.blit(enemy.image, enemy.rect)
if enemy.rect.left < 0:
enemies.remove(enemy)
break
if pygame.sprite.collide_circle(enemy, player):
enemies_down.append(enemy)
enemies.remove(enemy)
# player.is_hit = True
Score -= 1 # 每次人物和怪物碰撞的时候分数就会-1
# Game_Over()
break
for bullet in Bullets:
bullet.move(button_flag)
screen.blit(bullet.image, bullet.rect)
for enemy in enemies:
if pygame.sprite.collide_circle(bullet, enemy):
enemies_down.append(enemy)
enemies.remove(enemy)
Bullets.remove(bullet)
Score += 1 # 然后只要子弹和怪物碰撞子弹会消失然后怪物消失,分数+1
break
if bullet is not None:
if bullet.rect.bottom < 0 or bullet.rect.centerx > screen.get_width() or bullet.rect.centerx < 0:
Bullets.remove(bullet)
if Score < -10:
background_dead = pygame.image.load(dead_image).convert() # -10分以下就会播放失败图片然后退出
screen.blit(background_dead, (x, y))
pygame.display.update()
if flag == 0:
pygame.display.update()
(死亡的界面)
注释里写的很详细了哦,这次改完之后会出现可随按键移动的子弹类似飞剑的效果哦!
好了第二篇就是这样,喜欢就点赞吧,=-=!
项目的github地址: https://github.com/lfkdsk/BrainHole_pygame用pygame学习初级python(二) 15.5.11的更多相关文章
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