《Python游戏编程入门》7.4习题

1、修改本章的游戏,以便每次玩家跳过火箭而没有被击中的时候,都给他计分

2、进一步修改游戏,使得当按下空格键更长时间的时候,可以让玩家跳的更高。

3、最后,给MySprite类添加一个新的功能。可以是想要让他更完善的任何新功能。

 添加了分数,添加了小人按下空格不松手会跳的更高,主要是检测如果小人已经跳起并且键盘空格仍然按下则会给跳起的速度加上适当的值。

#is the player jumping?
    if player_jumping:
        player.Y += jump_vel
        jump_vel += 0.5
        if player.Y > player_start_y:
            player_jumping = False
            player.Y = player_start_y
            jump_vel = 0.0
    key_pressed = pygame.key.get_pressed()
    if key_pressed[pygame.K_SPACE]:
        jump_vel-=0.3

另外添加了小人按下“A”“D”可以左右移动,为了游戏平衡增加了小人被火焰击中三次后游戏结束。

值得一说的是源码给出的是元组而不是列表来进行位置的定义,为了能让小人移动需要先转化为列表修改后再转化为元组,避免了过多的修改源码。

keys = pygame.key.get_pressed()
    if keys[K_ESCAPE]: sys.exit()
    elif keys[K_SPACE]:
        if not player_jumping:
            player_jumping = True
            jump_vel = -8.0
    elif keys[K_d]:
        lst=list(player.position)
        lst[0]+=5
        player.position=tuple(lst)
    elif keys[K_a]:
        lst=list(player.position)
        lst[0]-=5
        player.position=tuple(lst)

有个小想法就是多添加几枚子弹,笔者的想法是把子弹专门定义一个类来生成,毕竟雷电那种游戏满屏子弹不能每个都全局定义吧,欢迎大佬交流。

# Escape The Dragon Game
# Chapter 7

import sys, time, random, math, pygame
from pygame.locals import *

class MySprite(pygame.sprite.Sprite):
    def __init__(self, target):
        pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
        self.master_image = None
        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
        self.score=0

    #X property
    def _getx(self): return self.rect.x
    def _setx(self,value): self.rect.x = value
    X = property(_getx,_setx)

    #Y property
    def _gety(self): return self.rect.y
    def _sety(self,value): self.rect.y = value
    Y = property(_gety,_sety)

    #position property
    def _getpos(self): return self.rect.topleft
    def _setpos(self,pos): self.rect.topleft = pos
    position = property(_getpos,_setpos)
        

    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 = Rect(0,0,width,height)
        self.columns = columns
        #try to auto-calculate total frames
        rect = self.master_image.get_rect()
        self.last_frame = (rect.width // width) * (rect.height // height) - 1

    def update(self, current_time, rate=30):
        #update animation frame number
        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

        #build current frame only if it changed
        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 = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
            self.image = self.master_image.subsurface(rect)
            self.old_frame = self.frame

    def __str__(self):
        return str(self.frame) + "," + str(self.first_frame) + \
               "," + str(self.last_frame) + "," + str(self.frame_width) + \
               "," + str(self.frame_height) + "," + str(self.columns) + \
               "," + str(self.rect)


def print_text(font, x, y, text, color=(255,255,255)):
    imgText = font.render(text, True, color)
    screen.blit(imgText, (x,y))

def reset_arrow():
    y = random.randint(250,350)
    arrow.position = 800,y

#main program begins
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Escape The Dragon Game")
font = pygame.font.Font(None, 18)
font1 = pygame.font.Font(None, 38)
framerate = pygame.time.Clock()

#load bitmaps
bg = pygame.image.load("background.png").convert_alpha()

#create a sprite group
group = pygame.sprite.Group()

#create the dragon sprite
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)


#create the player sprite
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
player.score=0
player.life=3
group.add(player)

#create the arrow sprite
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800,320
group.add(arrow)

arrow_vel = 10.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y

#repeating loop
while True:
    framerate.tick(30)
    ticks = pygame.time.get_ticks()

    for event in pygame.event.get():
        if event.type == QUIT: sys.exit()
    keys = pygame.key.get_pressed()
    if keys[K_ESCAPE]: sys.exit()
    elif keys[K_SPACE]:
        if not player_jumping:
            player_jumping = True
            jump_vel = -8.0
    elif keys[K_d]:
        lst=list(player.position)
        lst[0]+=5
        player.position=tuple(lst)
    elif keys[K_a]:
        lst=list(player.position)
        lst[0]-=5
        player.position=tuple(lst)      

    #update the arrow
    if not game_over:
        arrow.X -= arrow_vel
        if arrow.X < -40: reset_arrow()

    #did arrow hit player?
    if pygame.sprite.collide_rect(arrow, player):
        reset_arrow()
        player.life-=1
        player.X -= 10

    #did arrow hit dragon?
    if pygame.sprite.collide_rect(arrow, dragon):
        reset_arrow()
        dragon.X -= 10
        player.score+=10
    
    #did the play died?
    if player.life ==0:
        game_over=True

    #did dragon eat the player?
    if pygame.sprite.collide_rect(player, dragon):
        game_over = True

    #did the dragon get defeated?
    if dragon.X < -100:
        you_win = True
        game_over = True

    #is the player jumping?
    if player_jumping:
        player.Y += jump_vel
        jump_vel += 0.5
        if player.Y > player_start_y:
            player_jumping = False
            player.Y = player_start_y
            jump_vel = 0.0
    key_pressed = pygame.key.get_pressed()
    if key_pressed[pygame.K_SPACE]:
        jump_vel-=0.3


    #draw the background
    screen.blit(bg, (0,0))

    print_text(font1, 320, 160, "Your score:"+str(player.score))
    #update sprites
    if not game_over:
        group.update(ticks, 50)

    #draw sprites
    group.draw(screen)

    print_text(font, 350, 560, "Press SPACE to jump!")
    
    if game_over:
        print_text(font, 360, 100, "G A M E   O V E R")
        if you_win:
            print_text(font, 330, 130, "YOU BEAT THE DRAGON!")
        else:
            print_text(font, 330, 130, "THE DRAGON GOT YOU!")

    
    pygame.display.update()
    

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