Python實(shí)現(xiàn)滑雪小游戲
本文實(shí)例為大家分享了Python實(shí)現(xiàn)滑雪小游戲的具體代碼,供大家參考,具體內(nèi)容如下

源碼分享:
import sys
import cfg
import pygame
import random
'''滑雪者類'''
class SkierClass(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# 滑雪者的朝向(-2到2)
self.direction = 0
self.imagepaths = cfg.SKIER_IMAGE_PATHS[:-1]
self.image = pygame.image.load(self.imagepaths[self.direction])
self.rect = self.image.get_rect()
self.rect.center = [320, 100]
self.speed = [self.direction, 6-abs(self.direction)*2]
'''改變滑雪者的朝向. 負(fù)數(shù)為向左,正數(shù)為向右,0為向前'''
def turn(self, num):
self.direction += num
self.direction = max(-2, self.direction)
self.direction = min(2, self.direction)
center = self.rect.center
self.image = pygame.image.load(self.imagepaths[self.direction])
self.rect = self.image.get_rect()
self.rect.center = center
self.speed = [self.direction, 6-abs(self.direction)*2]
return self.speed
'''移動(dòng)滑雪者'''
def move(self):
self.rect.centerx += self.speed[0]
self.rect.centerx = max(20, self.rect.centerx)
self.rect.centerx = min(620, self.rect.centerx)
'''設(shè)置為摔倒?fàn)顟B(tài)'''
def setFall(self):
self.image = pygame.image.load(cfg.SKIER_IMAGE_PATHS[-1])
'''設(shè)置為站立狀態(tài)'''
def setForward(self):
self.direction = 0
self.image = pygame.image.load(self.imagepaths[self.direction])
'''
Function:
障礙物類
Input:
img_path: 障礙物圖片路徑
location: 障礙物位置
attribute: 障礙物類別屬性
'''
class ObstacleClass(pygame.sprite.Sprite):
def __init__(self, img_path, location, attribute):
pygame.sprite.Sprite.__init__(self)
self.img_path = img_path
self.image = pygame.image.load(self.img_path)
self.location = location
self.rect = self.image.get_rect()
self.rect.center = self.location
self.attribute = attribute
self.passed = False
'''移動(dòng)'''
def move(self, num):
self.rect.centery = self.location[1] - num
'''創(chuàng)建障礙物'''
def createObstacles(s, e, num=10):
obstacles = pygame.sprite.Group()
locations = []
for i in range(num):
row = random.randint(s, e)
col = random.randint(0, 9)
location = [col*64+20, row*64+20]
if location not in locations:
locations.append(location)
attribute = random.choice(list(cfg.OBSTACLE_PATHS.keys()))
img_path = cfg.OBSTACLE_PATHS[attribute]
obstacle = ObstacleClass(img_path, location, attribute)
obstacles.add(obstacle)
return obstacles
'''合并障礙物'''
def AddObstacles(obstacles0, obstacles1):
obstacles = pygame.sprite.Group()
for obstacle in obstacles0:
obstacles.add(obstacle)
for obstacle in obstacles1:
obstacles.add(obstacle)
return obstacles
'''顯示游戲開始界面'''
def ShowStartInterface(screen, screensize):
screen.fill((255, 255, 255))
tfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//5)
cfont = pygame.font.Font(cfg.FONTPATH, screensize[0]//20)
title = tfont.render(u'滑雪游戲', True, (255, 0, 0))
content = cfont.render(u'按任意鍵開始游戲', True, (0, 0, 255))
trect = title.get_rect()
trect.midtop = (screensize[0]/2, screensize[1]/5)
crect = content.get_rect()
crect.midtop = (screensize[0]/2, screensize[1]/2)
screen.blit(title, trect)
screen.blit(content, crect)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
return
pygame.display.update()
'''顯示分?jǐn)?shù)'''
def showScore(screen, score, pos=(10, 10)):
font = pygame.font.Font(cfg.FONTPATH, 30)
score_text = font.render("Score: %s" % score, True, (0, 0, 0))
screen.blit(score_text, pos)
'''更新當(dāng)前幀的游戲畫面'''
def updateFrame(screen, obstacles, skier, score):
screen.fill((255, 255, 255))
obstacles.draw(screen)
screen.blit(skier.image, skier.rect)
showScore(screen, score)
pygame.display.update()
'''主程序'''
def main():
# 游戲初始化
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.set_volume(0.4)
pygame.mixer.music.play(-1)
# 設(shè)置屏幕
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('滑雪游戲 —— 九歌')
# 游戲開始界面
ShowStartInterface(screen, cfg.SCREENSIZE)
# 實(shí)例化游戲精靈
# --滑雪者
skier = SkierClass()
# --創(chuàng)建障礙物
obstacles0 = createObstacles(20, 29)
obstacles1 = createObstacles(10, 19)
obstaclesflag = 0
obstacles = AddObstacles(obstacles0, obstacles1)
# 游戲clock
clock = pygame.time.Clock()
# 記錄滑雪的距離
distance = 0
# 記錄當(dāng)前的分?jǐn)?shù)
score = 0
# 記錄當(dāng)前的速度
speed = [0, 6]
# 游戲主循環(huán)
while True:
# --事件捕獲
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT or event.key == pygame.K_a:
speed = skier.turn(-1)
elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
speed = skier.turn(1)
# --更新當(dāng)前游戲幀的數(shù)據(jù)
skier.move()
distance += speed[1]
if distance >= 640 and obstaclesflag == 0:
obstaclesflag = 1
obstacles0 = createObstacles(20, 29)
obstacles = AddObstacles(obstacles0, obstacles1)
if distance >= 1280 and obstaclesflag == 1:
obstaclesflag = 0
distance -= 1280
for obstacle in obstacles0:
obstacle.location[1] = obstacle.location[1] - 1280
obstacles1 = createObstacles(10, 19)
obstacles = AddObstacles(obstacles0, obstacles1)
for obstacle in obstacles:
obstacle.move(distance)
# --碰撞檢測
hitted_obstacles = pygame.sprite.spritecollide(skier, obstacles, False)
if hitted_obstacles:
if hitted_obstacles[0].attribute == "tree" and not hitted_obstacles[0].passed:
score -= 50
skier.setFall()
updateFrame(screen, obstacles, skier, score)
pygame.time.delay(1000)
skier.setForward()
speed = [0, 6]
hitted_obstacles[0].passed = True
elif hitted_obstacles[0].attribute == "flag" and not hitted_obstacles[0].passed:
score += 10
obstacles.remove(hitted_obstacles[0])
# --更新屏幕
updateFrame(screen, obstacles, skier, score)
clock.tick(cfg.FPS)
'''run'''
if __name__ == '__main__':
main();
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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