3.6.5版python 写"12岁少年教你写python小游戏"

# 1 - Import library
import pygame
from pygame.locals import *
from sys import exit
import math
import random

# 2 - Initialize the game
pygame.init()
width, height = 640, 480
#设置全屏(FULLSCREEN) 分辨率可设置
screen=pygame.display.set_mode((width, height))
#screen = pygame.display.set_mode((width, height), FULLSCREEN, 32)
pygame.display.set_caption("game start")

keys = [False, False, False, False]
#playerpos表示玩家的位置
playerpos=[100,100]

acc=[0,0]#跟踪玩家的精度
arrows=[]#跟踪箭头

badtimer=100
badtimer1=0

badguys=[[640,100]]
badspeed = 3
healthvalue=194
pygame.mixer.init()

#3 - Load images
#调用screen.blit()来实现给游戏添加背景
#这里的地址一定要和程序在同一个文件夹下
player = pygame.image.load("resources/images/dude.png")
grass = pygame.image.load("resources/images/grass.png")
castle = pygame.image.load("resources/images/castle.png")
arrow = pygame.image.load("resources/images/bullet.png")
badguyimg1 = pygame.image.load("resources/images/badguy.png")
badguyimg=badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover.png")
youwin = pygame.image.load("resources/images/youwin.png")
# 3.1 - Load audio
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
hit.set_volume(0.05)
enemy.set_volume(0.05)
shoot.set_volume(0.05)
pygame.mixer.music.load('resources/audio/moonlight.wav')
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)
 
# 4 - keep looping through
running = 1
exitcode = 0
while running:
    badtimer-=1
    
    # 5 - clear the screen before drawing it again
    screen.fill(0)
    
    # 6 - draw the screen elements
    #screen.blit(player, playerpos)
    #先是依次通过x进行循环,再依次通过y的循环并且根据循环里x和y的值来画上草的效果
    for x in range(width//grass.get_width()+1):
        for y in range(height//grass.get_height()+1):
            screen.blit(grass,(x*100,y*100))
    #在屏幕上画城堡
    screen.blit(castle,(0,30))
    screen.blit(castle,(0,135))
    screen.blit(castle,(0,240))
    screen.blit(castle,(0,345 ))
    
    #6.1 - Set player position and rotation
    position = pygame.mouse.get_pos()
    angle = math.atan2(position[1] - (playerpos[1] + 32), position[0] - (playerpos[0] + 26))
    playerrot = pygame.transform.rotate(player, 360 - angle * 57.29)
    playerpos1 = (playerpos[0] - playerrot.get_rect().width // 2, playerpos[1] - playerrot.get_rect().height // 2)
    screen.blit(playerrot, playerpos1)
    # 6.2 - Draw arrows
    for bullet in arrows:
        index = 0
        velx = math.cos(bullet[0])*10
        vely = math.sin(bullet[0])*10
        bullet[1]+=velx
        bullet[2]+=vely
        if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:
            arrows.pop(index)
        index+=1
        for projectile in arrows:
            arrow1=pygame.transform.rotate(arrow, 360-projectile[0]*57.29)
            screen.blit(arrow1, (projectile[1], projectile[2]))
    # 6.3 - Draw badgers
    if badtimer==0:
        badguys.append([640, random.randint(50,430)])
        badtimer = 100 - (badtimer1 * 2)
        if badtimer1 >= 35:
            badtimer1 = 35
        else:
            badtimer1 += 5
    index=0
    for badguy in badguys:
        if badguy[0] < -64:
            badguys.pop(index)
        badguy[0]-= badspeed
        # 6.3.1 - Attack castle
        badrect=pygame.Rect(badguyimg.get_rect())
        badrect.top=badguy[1]
        badrect.left=badguy[0]
        if badrect.left < 64:
            healthvalue -= random.randint(5,5*badspeed)
            badguys.pop(index)
        #6.3.2 - Check for collisions
        index1=0
        for bullet in arrows:
            bullrect=pygame.Rect(arrow.get_rect())
            bullrect.left=bullet[1]
            bullrect.top=bullet[2]
            #检查箭头是否与坏蛋相遇
            if badrect.colliderect(bullrect):
                acc[0] += 1
                badguys.pop(index)
                arrows.pop(index1)
            index1 += 1
            
        # 6.3.3 - Next bad guy
        index += 1
    for badguy in badguys:
        screen.blit(badguyimg, badguy)
        
    # 6.4 - Draw clock
    font = pygame.font.Font(None, 24)
    survivedtext = font.render(str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000-pygame.time.get_ticks()) // 1000%60).zfill(2), True, (0,0,0))
    textRect = survivedtext.get_rect()
    textRect.topright = [635,5]
    screen.blit(survivedtext, textRect)
     # 6.5 - Draw health bar
    screen.blit(healthbar, (5,5))
    for health1 in range(healthvalue):
        screen.blit(health, (health1+8,8))
    # 7 - update the screen
    pygame.display.flip()
    
    # 8 - loop through the events
    for event in pygame.event.get():
        #check if the event is the X button
        if event.type == QUIT:
            exit()
            # 定义玩家wasd四个按键用来控制方向
        if event.type == pygame.KEYDOWN:
            if event.key == K_w:
                keys[0] = True
            elif event.key == K_a:
                keys[1] = True
            elif event.key == K_s:
                keys[2] = True
            elif event.key == K_d:
                keys[3] = True
            # 9-Move player
            if keys[0] and playerpos[1] > 10:
                playerpos[1] -= 5
            elif keys[2] and playerpos[1] < height - 10:
                playerpos[1] += 5
            elif keys[1] and playerpos[0] > 10:
                playerpos[0] -= 5
            elif keys[3] and playerpos[0] < width - 10:
                playerpos[0] += 5
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_w:
                keys[0] = False
            elif event.key == pygame.K_a:
                keys[1] = False
            elif event.key == pygame.K_s:
                keys[2] = False
            elif event.key == pygame.K_d:
                keys[3] = False
        

    # 跟踪箭头
    if event.type == pygame.MOUSEBUTTONDOWN:
        position = pygame.mouse.get_pos()
        acc[1] += 1
        arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])
            
#10 - Win/Lose check
    if pygame.time.get_ticks() >= 90000:
        running = 0
        exitcode = 1
    if healthvalue <= 0:
        running = 0
        exitcode = 0
    if acc[1]!=0: 
        accuracy=acc[0] * 1.0 // acc[1] * 100
    else:
        accuracy = 0
# 11 - Win/lose display        
if exitcode == 0:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: " + str(accuracy) + "%", True, (255,0,0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery + 24
    screen.blit(gameover, (0,0))
    screen.blit(text, textRect)
else:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: " + str(accuracy) + "%", True, (0,255,0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(youwin, (0,0))
    screen.blit(text, textRect)
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
    pygame.display.flip()
主要容易犯错误的地方是两个版本的不同,"/""//"在3.6.5中的含义不一样,大部分代码与源码一样
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