游戏玩法
根据神庙逃亡,实现一个人躲避僵尸的小游戏,主要的是精灵、精灵组之间相撞、相交的处理。
游戏开始随机出现一定的僵尸,随机移动,玩家在一位置上,如果僵尸靠近玩家一定距离,则玩家持续掉血。玩家通过上下左右移动躲避僵尸,屏幕会随机刷新一个加血包,玩家吃了就会加一定的血,并在此刷新血包。
property()
这个函数在类中返回新的属性
property(get,set,del,doc)
参数如上所示,get、set、del分别是获取设值删除调用的,doc是描述的。
精灵类
在原来的精灵类中添加方向和属性即可。
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
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.classification = "玩家"
def load(self, filename, width, height, columns, direction, classification="玩家"):
# 精灵的属性
self.classification = classification
# 方向
self.direction = direction
# 载入图片
# 780 * 300
self.master_image = pygame.image.load(filename).convert_alpha() # 载入图片
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30): # current_time 更新频率 为30
if current_time > self.last_time + rate: # 如果当前事件 大于 最后的时间 + 当前的节奏
self.frame += 1 # 当前的帧数加一
if self.frame > self.last_frame: # 当前最后一帧 则从第一帧开始
self.frame = self.first_frame # 从0开始
self.last_time = current_time # 将最后帧值为30
# build current frame only if it changed
if self.frame != self.old_frame: # 当前帧数不等于老的一帧
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = (frame_x, frame_y, self.frame_width, self.frame_height) # 更新对应的位置
self.image = self.master_image.subsurface(rect) # 循环箱已有的方向
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)
初始画面
和原来一样,先建立简单的画面。
import mySprite1
import pygame, sys, random
from pygame.locals import *
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
# 设置窗口
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("勇闯后半夜")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
key = pygame.key.get_pressed()
if key[K_ESCAPE]:
sys.exit()
screen.fill((50, 50, 100))
pygame.display.update()
精灵移动函数
如果是僵尸遇到墙壁自动反方向走,根据方向改变对应的位置。
def reversal_direction(mySprite):
direction = mySprite.direction
if direction == 0:
direction = 4
elif direction == 2:
direction = 6
elif direction == 4:
direction = 0
elif direction == 6:
direction = 2
mySprite.direction = direction
def increment(mySprite, offset=1):
# 上下左右
direction = mySprite.direction
rect = mySprite.rect
if direction == 0:
rect.y -= offset
elif direction == 2:
rect.x += offset
elif direction == 4:
rect.y += offset
elif direction == 6:
rect.x -= offset
# 超出边界的处理
# 超出边界flg
boundary = False
if rect.x < 0:
rect.x = 0
boundary = True
if rect.x + mySprite.frame_width > 800:
rect.x = 800 - mySprite.frame_width
boundary = True
if rect.y < 0:
rect.y = 0
boundary = True
if rect.y + mySprite.frame_height > 600:
rect.y = 600 - mySprite.frame_height
boundary = True
# 如果超出边界而且是僵尸的话 则反转方向
if boundary and mySprite.classification == "僵尸":
reversal_direction(mySprite)
加载玩家
这个是素材的图,如上所示,奇数行便是对应的方向移动。文件大小是768 * 768,可以分为96 * 96的8张。
加载玩家
# 玩家
play_group = pygame.sprite.Group()
play = mySprite1()
play.load("farmer walk.png", 96, 96, 8)
play.direction = -1
play_group.rect.x = 96
play_group.rect.y = 96
play_group.add(play)
play_group.update(ticks, 50)
screen.fill((50, 50, 100))
play_group.draw(screen)
pygame.display.update()
通过改变帧数修改,根据游戏的结束或是否移动,改变对应的事件
if not game_over:
play.first_frame = play.direction * play.columns
play.last_frame = play.first_frame + play.columns - 1
if play.frame < play.first_frame:
play.frame = play.first_frame
if not play_moving:
play.frame = play.first_frame = play.last_frame
else:
increment(play)
控制交互
if key[K_ESCAPE]:
sys.exit()
elif key[K_UP]:
play.direction = 0
play_moving = True
elif key[K_DOWN]:
play.direction = 4
play_moving = True
elif key[K_LEFT]:
play.direction = 6
play_moving = True
elif key[K_RIGHT]:
play.direction = 2
play_moving = True
else:
play_moving = False
添加僵尸
# 随机生成20个僵尸
for n in range(0, 10):
zombie = MySprite()
random_direction = random.randint(0, 3) * 2
zombie.load("zombie walk.png", 96, 96, 8, random_direction, "僵尸")
zombie.rect.x = random.randint(0, 600)
zombie.rect.y = random.randint(0, 500)
print(zombie.rect)
zombie_group.add(zombie)
# 设置僵尸
for z in zombie_group:
z.first_frame = z.direction * z.columns
z.last_frame = z.first_frame + z.columns - 1
if z.frame < z.first_frame:
z.frame = z.first_frame
increment(z)
添加血包
血包就是单纯的一个图的展示。
health = MySprite()
health.load("health.png", 32, 32, 1)
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
health_group.add(health)
精灵相互碰撞事件
主要是僵尸和人 、人和血包之间的相撞事件
# 相撞事件
attack = None
attack = pygame.sprite.spritecollideany(play, zombie_group)
if attack is not None:
if pygame.sprite.collide_rect_ratio(0.5)(play, attack):
play_health -= 10
attack.rect.x = random.randint(0, 600)
attack.rect.y = random.randint(0, 500)
else:
attack = None
if pygame.sprite.collide_rect_ratio(0.5)(play, health):
play_health += 30
if play_health > 100:
play_health = 100
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
if play_health <= 0:
game_over = True
# 显示血量
pygame.draw.rect(screen, (100, 200, 100, 180), Rect(300, 575, 200, 25))
pygame.draw.rect(screen, (50, 150, 150, 180), Rect(300, 575, play_health * 2, 25))
完整代码
import pygame, sys, random
from pygame.locals import *
from mySprite1 import *
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
def reversal_direction(mySprite):
direction = mySprite.direction
if direction == 0:
direction = 4
elif direction == 2:
direction = 6
elif direction == 4:
direction = 0
elif direction == 6:
direction = 2
mySprite.direction = direction
def increment(mySprite, offset=1):
# 上下左右
direction = mySprite.direction
rect = mySprite.rect
if direction == 0:
rect.y -= offset
elif direction == 2:
rect.x += offset
elif direction == 4:
rect.y += offset
elif direction == 6:
rect.x -= offset
# 超出边界的处理
# 超出边界flg
boundary = False
if rect.x < 0:
rect.x = 0
boundary = True
if rect.x + mySprite.frame_width > 800:
rect.x = 800 - mySprite.frame_width
boundary = True
if rect.y < 0:
rect.y = 0
boundary = True
if rect.y + mySprite.frame_height > 600:
rect.y = 600 - mySprite.frame_height
boundary = True
# 如果超出边界而且是僵尸的话 则反转方向
if boundary and mySprite.classification == "僵尸":
reversal_direction(mySprite)
# 设置窗口
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("勇闯后半夜")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
game_over = False
# 玩家
play_group = pygame.sprite.Group()
play = MySprite()
play.load("farmer walk.png", 96, 96, 8, 4)
play.rect.x = 96
play.rect.y = 96
play_moving = False
play_group.add(play)
play_health = 100
# 僵尸
zombie_group = pygame.sprite.Group()
# 随机生成20个僵尸
for n in range(0, 10):
zombie = MySprite()
random_direction = random.randint(0, 3) * 2
zombie.load("zombie walk.png", 96, 96, 8, random_direction, "僵尸")
zombie.rect.x = random.randint(0, 600)
zombie.rect.y = random.randint(0, 500)
print(zombie.rect)
zombie_group.add(zombie)
# 血包
health_group = pygame.sprite.Group()
health = MySprite()
health.load("health.png", 32, 32, 1)
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
health_group.add(health)
while True:
# 设置执行的频率
timer.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
key = pygame.key.get_pressed()
if key[K_ESCAPE]:
sys.exit()
elif key[K_UP]:
play.direction = 0
play_moving = True
elif key[K_DOWN]:
play.direction = 4
play_moving = True
elif key[K_LEFT]:
play.direction = 6
play_moving = True
elif key[K_RIGHT]:
play.direction = 2
play_moving = True
else:
play_moving = False
if not game_over:
# 设置玩家
play.first_frame = play.direction * play.columns
play.last_frame = play.first_frame + play.columns - 1
if play.frame < play.first_frame:
play.frame = play.first_frame
# 设置僵尸
for z in zombie_group:
z.first_frame = z.direction * z.columns
z.last_frame = z.first_frame + z.columns - 1
if z.frame < z.first_frame:
z.frame = z.first_frame
increment(z)
if not play_moving:
play.frame = play.first_frame = play.last_frame
else:
increment(play)
# 相撞事件
attack = None
attack = pygame.sprite.spritecollideany(play, zombie_group)
if attack is not None:
if pygame.sprite.collide_rect_ratio(0.5)(play, attack):
play_health -= 10
attack.rect.x = random.randint(0, 600)
attack.rect.y = random.randint(0, 500)
else:
attack = None
if pygame.sprite.collide_rect_ratio(0.5)(play, health):
play_health += 30
if play_health > 100:
play_health = 100
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
if play_health <= 0:
game_over = True
play_group.update(ticks, 50)
zombie_group.update(ticks, 50)
health_group.update(ticks, 50)
screen.fill((50, 50, 100))
play_group.draw(screen)
zombie_group.draw(screen)
health_group.draw(screen)
# 显示血量
pygame.draw.rect(screen, (100, 200, 100, 180), Rect(300, 575, 200, 25))
pygame.draw.rect(screen, (50, 150, 150, 180), Rect(300, 575, play_health * 2, 25))
if game_over:
print_text(font, 300, 100, "GAME OVER!!!")
pygame.display.update()