python pygame实现简单的网游

此示例为简单的实现游戏服务器端和客户端的消息同步,使用自定定义协议,引入了twisted网络框架,还有诸多不足(其实就是半成品)。

资源下载地址:

http://download.csdn.net/download/jailman/10194853

截图

 

服务器端:

 

# coding=utf8


'''
Game server
'''

import threading
from random import randint as rint

import pygame
import queue
from pygame.locals import *
from twisted.internet import reactor
from twisted.internet.protocol import Protocol, Factory

ctrl_q = queue.Queue()
enemy_q = queue.Queue()
player_pos_q = queue.LifoQueue()

'''
The game
'''


class MySprite(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        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.direction = 0
        self.velocity = Point(0.0, 0.0)

    # 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)


# Point class


class Point(object):
    def __init__(self, x, y):
        self.__x = x
        self.__y = y

    # X property
    def getx(self): return self.__x

    def setx(self, x): self.__x = x

    x = property(getx, setx)

    # Y property
    def gety(self): return self.__y

    def sety(self, y): self.__y = y

    y = property(gety, sety)

    def __str__(self):
        return "{X:" + "{:.0f}".format(self.__x) + \
               ",Y:" + "{:.0f}".format(self.__y) + "}"


def rungame():
    pygame.init()
    playerHealth = 100
    keys = [False, False, False, False]
    skybg = pygame.image.load("resources/images/skybg.png")
    missile = pygame.image.load("resources/images/bullet2.png")
    screen = pygame.display.set_mode((1024, 600))
    pygame.display.set_caption("ChopperGun Server")
    timer = pygame.time.Clock()
    # warship sprite
    warship_group = pygame.sprite.Group()
    # enemy sprite
    chopper_group = pygame.sprite.Group()
    # player sprite
    player_group = pygame.sprite.Group()
    player = MySprite()
    player.load("resources/images/playerchopper.png", 173, 58, 4)
    player.position = 0, 350
    player_group.add(player)
    # player missile sprite
    missile_group = pygame.sprite.Group()
    # enemy missile sprite
    enemy_missile_group = pygame.sprite.Group()
    # warship missile group
    warship_missile_group = pygame.sprite.Group()
    # flame sprite
    flame_group = pygame.sprite.Group()

    def addNewFlame(position):
        flame = MySprite()
        flame.load("resources/images/flame.png", 64, 64, 4)
        flame.position = position
        flame_group.add(flame)

    # warship flame
    warship_flame_group = pygame.sprite.Group()

    def addNewWarshipFlame(position):
        warship_flame = MySprite()
        warship_flame.load("resources/images/warship_flame.png", 64, 64, 4)
        warship_flame.position = position
        warship_flame_group.add(warship_flame)

    badtimer = 100
    badtimer1 = 0
    missile_launched = 0
    missile_hit = 0
    missile_hit_warship = 0
    total_enemy_showedup = 0
    enemy_missile_launched = 0
    warship_health = 10
    # to make autopilot missile launch interval
    tickstart = []
    tickstart.append(pygame.time.get_ticks())
    # player move speed
    player_move_speed = 5
    while True:
        # start game ticks
        timer.tick(60)
        ticks = pygame.time.get_ticks()
        screen.fill(0)
        # draw background sky
        screen.blit(skybg, (0, 0))
        # add warship sprite (only one warship on the screen)
        if len(warship_group) == 0:
            warship = MySprite()
            warship.load("resources/images/warship.png", 350, 70, 1)
            warship.position = 1024, 500
            warship_group.add(warship)
        # adjust warship to come close to player
        if warship.X < player.X + 200:
            warship.X += 1
        elif warship.X > player.X + 200:
            warship.X -= 1
        # draw warship
        warship_group.update(ticks)
        warship_group.draw(screen)

        # warship launch missile
        for warship in warship_group:
            if len(warship_missile_group) == 0:
                if warship.X < 800:
                    warship_missile = MySprite()
                    warship_missile.load(
                        "resources/images/warship_missile.png", 32, 121, 1)
                    warship_missile.position = warship.X + 160, warship.Y - 60
                    warship_missile_group.add(warship_missile)

        # guide missile & change missile position
        for warship_missilex in warship_missile_group:
            warship_missilex.Y -= 1
            if warship_missilex.Y < -121:
                warship_missile_group.remove(warship_missilex)
            # warship missile & enemy collision detect
            collision = None
            collision = pygame.sprite.spritecollideany(
                warship_missilex, chopper_group)
            if collision != None:
                if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
                    chopper_group.remove(collision)
                    flameposition = warship_missilex.position
                    addNewFlame(flameposition)
            # warship missile & enemy missile collision detect
            collision = None
            collision = pygame.sprite.spritecollideany(
                warship_missilex, enemy_missile_group)
            if collision != None:
                if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
                    enemy_missile_group.remove(collision)
                    flameposition = warship_missilex.position
                    addNewFlame(flameposition)
            # warship missile & player missile collision detect
            collision = None
            collision = pygame.sprite.spritecollideany(
                warship_missilex, missile_group)
            if collision != None:
                if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
                    missile_group.remove(collision)
                    flameposition = warship_missilex.position
                    addNewFlame(flameposition)
            # warship missile & player collision detect
            collision = None
            collision = pygame.sprite.spritecollideany(
                warship_missilex, player_group)
            if collision != None:
                if pygame.sprite.collide_circle_ratio(0.65)(warship_missilex, collision):
                    playerHealth -= 10
                    warship_missile_group.remove(warship_missilex)
                    flameposition = warship_missilex.position
                    addNewFlame(flameposition)

        # add random enenmy chopper
        badtimer -= 1
        if badtimer == 0:
            chopper = MySprite()
            chopper.load("resources/images/enemychopper.pn
  • 6
    点赞
  • 13
    收藏
    觉得还不错? 一键收藏
  • 6
    评论
评论 6
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值