Pygame制作简单的跑酷游戏

今天我们来看看如何使用Pygame框架制作一个简单的跑酷游戏。这个游戏包含了基本的游戏元素,如玩家角色、障碍物、背景、音效等,可以作为入门Pygame游戏开发的一个不错的示例。

游戏概述

这是一个简单的横版跑酷游戏,玩家控制一个忍者角色,通过跳跃来躲避迎面而来的各种障碍物(汽车、飞机、外星人等)。游戏有三个状态:准备、游戏中和结束。

主要的游戏元素包括:

玩家角色(忍者)
障碍物(汽车、飞机等)  
滚动背景
音效和背景音乐
计分系统
游戏UI(开始、结束界面等)

代码结构

游戏的主要代码结构如下:
class AudioManage:  # 音频管理
class BaseSprite:   # 基础精灵类
class EnemySprite:  # 敌人精灵  
class EnemyManage:  # 敌人管理
class PlayerSprite: # 玩家精灵
class PlayerManage: # 玩家管理 
class BGSprite:     # 背景精灵
class BGManage:     # 背景管理
class UISprite:     # UI精灵
class UIManage:     # UI管理
class GameManage:   # 游戏主管理类

关键实现

1. 玩家控制

玩家通过上键控制忍者跳跃:

def is_jump(self):
    if self.jump_count > 0:
        AudioManage().set_sound_music(5)
        self.jump_count -= 1
        self.velocity_y = -12
    self.jump()

2. 障碍物生成

通过定时器事件定期生成新的障碍物:

pygame.time.set_timer(ENEMY_BORN, BORN_RATE)

# 在事件循环中
if event.type == ENEMY_BORN:
    self.enemy.broth()

3. 碰撞检测

使用pygame的sprite collision检测玩家与障碍物的碰撞:
 

r = pygame.sprite.groupcollide(self.enemy.enemy_group, self.player.player_group, False, False)
if r:
    # 处理碰撞后的游戏结束逻辑

4. 背景滚动

通过不断移动两个背景图片实现无缝滚动:

def update(self):
    self.rect.left -= self.speed
    if self.rect.left <= -WIDTH:
        self.rect.left = WIDTH

完整代码

这里我把我的代码放在这里,给大家做个参考,里面还有很多不完善的地方,图片素材什么的也需要大家自行寻找,我的素材大多数都是使用 " 非常糟糕的城市 " 这个游戏的图片素材。

import random

import pygame

WIDTH, HEIGHT = 500, 500
ENEMY_BORN = pygame.USEREVENT + 1
BORN_RATE = 3000


class AudioManage:

    @staticmethod
    def playing_bg_music():
        pygame.mixer.music.load("./music/紧张.mp3")
        pygame.mixer.music.play(loops=True)
        pygame.mixer.music.set_volume(0.3)

    @staticmethod
    def ready_bg_music():
        pygame.mixer.music.load("./music/split.mp3")
        pygame.mixer.music.play(loops=True)
        pygame.mixer.music.set_volume(0.3)

    @staticmethod
    def end_bg_music():
        pygame.mixer.music.load("./music/沮丧.mp3")
        pygame.mixer.music.play(loops=True)
        pygame.mixer.music.set_volume(0.3)

    @staticmethod
    def set_sound_music(i):
        l0 = ["./music/汽车.mp3", "./music/直升机.mp3", "./music/飞机.mp3",
              "./music/降落伞.mp3", "./music/外星人.mp3", "./music/跳跃.mp3",
              "./music/失败.mp3"]
        pygame.mixer.Sound(l0[i]).play()


class BaseSprite(pygame.sprite.Sprite):
    def __init__(self, image_name):
        super().__init__()
        self.image = pygame.image.load(image_name)
        self.rect = self.image.get_rect()


class EnemySprite(BaseSprite):
    def __init__(self, image_name, em, speed=5):
        super().__init__(image_name)
        self.em = em
        self.image_name = image_name
        self.image = pygame.transform.flip(self.image, True, False)
        self.set_pos()
        self.speed = speed

    def set_pos(self):
        self.rect.left = WIDTH
        if self.image_name in ["./image/car1.png", "./image/car2.png", "./image/car3.png"]:
            AudioManage().set_sound_music(0)
            self.rect.bottom = 300
        elif self.image_name in ["./image/plan.png"]:
            AudioManage().set_sound_music(2)
            self.rect.bottom = 225
        elif self.image_name in ["./image/滑翔伞.png", "./image/直升机.png"]:
            if self.image_name == "./image/滑翔伞.png":
                AudioManage().set_sound_music(3)
            else:
                AudioManage().set_sound_music(1)
            self.rect.bottom = 150
        elif self.image_name in ["./image/外星人1.png", "./image/外星人2.png"]:
            AudioManage().set_sound_music(4)
            self.rect.bottom = 75

    def update(self):
        self.rect.left -= self.speed
        if self.rect.right < 0:
            self.kill()
            self.em.gm.ui.update_lab()


class EnemyManage:
    def __init__(self, gm_):
        self.gm = gm_
        self.init_enemy()

    def init_enemy(self):
        self.enemy_group = pygame.sprite.Group()
        self.enemy = EnemySprite("./image/car1.png", self)
        self.enemy.add(self.enemy_group)

    def broth(self):
        em_img_name = random.choice(
            ["./image/car1.png", "./image/car2.png", "./image/car3.png", "./image/外星人1.png", "./image/外星人2.png",
             "./image/滑翔伞.png", "./image/直升机.png", "./image/plan.png"])
        self.enemy = EnemySprite(em_img_name, self)
        self.enemy.add(self.enemy_group)

    def clear(self):
        self.enemy_group.empty()

    def update(self):
        self.enemy_group.draw(self.gm.screen)
        self.enemy_group.update()


class PlayerSprite(pygame.sprite.Sprite):
    def __init__(self, image_names):
        super().__init__()
        self.index = 0
        self.images = [pygame.image.load(image) for image in image_names]
        self.image = self.images[self.index]
        self.rect = self.image.get_rect()
        self.rect.bottom = 300
        self.rect.left = 100
        self.velocity_y = 0
        self.jump_count = 2

    def jump(self):
        if self.rect.bottom >= 300:
            self.jump_count = 2

    def is_jump(self):
        if self.jump_count > 0:
            AudioManage().set_sound_music(5)
            self.jump_count -= 1
            self.velocity_y = -12
        self.jump()

    def update(self):
        self.index += 1
        if self.index >= len(self.images) * 10:
            self.index = 0
        self.image = self.images[self.index // 10]

        self.velocity_y += 0.5
        self.rect.y += self.velocity_y
        self.jump()
        if self.rect.bottom > 300:
            self.rect.bottom = 300
        elif self.rect.top < 0:
            self.rect.top = 0



class PlayerManage:
    def __init__(self, gm_):
        self.gm = gm_
        self.init_player()

    def init_player(self):
        self.player_group = pygame.sprite.Group()
        self.images = [f"./image/忍者{i}.png" for i in range(1, 3)]
        self.player = PlayerSprite(self.images)
        self.player.add(self.player_group)

    def broth(self):
        self.player = PlayerSprite([f"./image/忍者{i}.png" for i in range(1, 3)])
        self.player.add(self.player_group)

    def clear(self):
        self.player_group.empty()

    def update(self):
        if not self.player_group:
            self.broth()
        self.player.update()
        self.player_group.draw(self.gm.screen)


class BGSprite(BaseSprite):
    def __init__(self, image_name, start_x, speed=3):
        super().__init__(image_name)
        self.rect.left = start_x
        self.speed = speed

    def update(self):
        self.rect.left -= self.speed
        if self.rect.left <= -WIDTH:
            self.rect.left = WIDTH


class BGManage:
    def __init__(self, gm_):
        self.gm = gm_
        self.init_bg()

    def init_bg(self):
        self.bg_gaming_group = pygame.sprite.Group()
        self.bg1 = BGSprite("./image/load.png", 0)
        self.bg1.add(self.bg_gaming_group)
        self.bg2 = BGSprite("./image/load.png", WIDTH)
        self.bg2.add(self.bg_gaming_group)
        self.bg_ready_group = pygame.sprite.Group()
        self.bg3 = BGSprite("./image/background.png", 0)
        self.bg3.add(self.bg_ready_group)

    def update(self):
        if self.gm.game_state == "gaming":
            self.bg_gaming_group.draw(self.gm.screen)
            self.bg_gaming_group.update()
        else:
            self.bg_ready_group.draw(self.gm.screen)


class UISprite(BaseSprite):
    def __init__(self, image_name, yes_no="yes", start_x=0, start_y=0):
        super().__init__(image_name)
        self.y_n = yes_no
        if self.y_n == "yes":
            self.rect.center = (WIDTH / 2, HEIGHT / 2)
        else:
            self.rect.left = start_x
            self.rect.top = start_y

    def is_collide(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            return True


class UIManage:
    def __init__(self, gm_ui):
        self.gm = gm_ui

        self.init_ready()
        self.init_end()
        self.font = pygame.font.Font("./font/幼圆.TTF", size=24)
        self.set_lab()

    def init_ready(self):
        self.ready_group = pygame.sprite.Group()
        self.ready_btn = UISprite("./image/ready.png")
        self.ready_btn.add(self.ready_group)


    def init_end(self):
        self.end_group = pygame.sprite.Group()

        self.end_btn = UISprite("./image/game_over.png")
        self.end_btn.add(self.end_group)
        self.con_btn = UISprite("./image/继续.png", "no", WIDTH - 180, HEIGHT - 88)
        self.con_btn.add(self.end_group)

    def set_lab(self):
        self.score_value = 0
        self.labile = self.font.render(f"score:{self.score_value}",
                                       True, "red")

    def update_lab(self):
        self.score_value += 1
        self.labile = self.font.render(f"score:{self.score_value}",
                                       True, "red")

    def check_collision(self):
        if self.gm.game_state == "ready":
            if self.ready_btn.is_collide():
                self.gm.game_state = "gaming"
                self.gm.set_time()
                AudioManage().playing_bg_music()
        elif self.gm.game_state == "end":
            if self.con_btn.is_collide():
                self.gm.game_state = "ready"
                AudioManage().ready_bg_music()

    def update(self):
        if self.gm.game_state == "ready":
            self.ready_group.draw(self.gm.screen)
        elif self.gm.game_state == "gaming":
            self.gm.screen.blit(self.labile, (200, 10))
        elif self.gm.game_state == "end":
            self.gm.screen.blit(self.labile, (210, 200))
            self.end_group.draw(self.gm.screen)


class GameManage:
    def __init__(self):
        pygame.init()
        pygame.display.set_caption("小城跑酷")
        self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
        self.game_state = "ready"

        self.ui = UIManage(self)
        self.bg = BGManage(self)
        self.player = PlayerManage(self)
        self.enemy = EnemyManage(self)
        self.clock = pygame.time.Clock()
        AudioManage().ready_bg_music()

    def set_time(self):
        pygame.time.set_timer(ENEMY_BORN, BORN_RATE)

    def check_event(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()
            if event.type == pygame.KEYUP:

                if event.key == pygame.K_UP or event.key == pygame.K_w:
                    if self.game_state == "gaming":
                        self.player.player.is_jump()


            if event.type == ENEMY_BORN:
                self.enemy.broth()

            if event.type == pygame.MOUSEBUTTONUP:
                if event.button == 1:
                    self.ui.check_collision()

    def update_draw(self):
        self.bg.update()
        if self.game_state == "ready":
            self.ui.update()
            self.reset_score()
        elif self.game_state == "gaming":
            self.ui.update()
            self.player.update()
            self.enemy.update()
        elif self.game_state == "end":
            self.ui.update()

        pygame.display.flip()

    def check_collider(self):
        # pass
        r = pygame.sprite.groupcollide(self.enemy.enemy_group, self.player.player_group, False, False)
        if r:
            for players in r.values():
                for player in players:
                    player.kill()
                    self.game_state = "end"
                    self.enemy.clear()
                    pygame.time.set_timer(ENEMY_BORN, 0)
                    AudioManage().set_sound_music(6)
                    AudioManage().end_bg_music()

    def reset_score(self):
        self.ui.score_value = -1
        self.ui.update_lab()

    def run(self):
        while True:
            self.clock.tick(60)
            self.check_event()
            self.update_draw()
            self.check_collider()


gm = GameManage()
gm.run()

部分游戏截图:

总结

这个简单的跑酷游戏涵盖了游戏开发的许多基本要素。通过这个项目,我们可以学习到:

- Pygame的基本使用
- 精灵(Sprite)的概念和应用
- 游戏循环的实现
- 用户输入处理
- 碰撞检测
- 音效和音乐的添加
- 简单的游戏UI实现

希望这个示例能帮助你更好地理解游戏开发的基本概念,并为你的Pygame学习之旅提供一个良好的起点。通过修改和扩展这个基础代码,你可以添加更多的游戏特性,如:

- 多种玩家角色
- 更复杂的障碍物模式
- 道具系统
- 关卡设计
- 更精美的图形和动画
- 存档和读档功能
- 多人游戏模式

记住,游戏开发是一个需要不断学习和实践的过程。从这个简单的项目开始,逐步提高你的技能,你将能够创造出更加复杂和有趣的游戏。

最后,建议你深入研究Pygame的官方文档,参与开源游戏项目,并在实践中不断总结经验。祝你在游戏开发的道路上取得成功!

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