黄金矿工-Python

首先做这个项目之前得清楚需要的材料和这个项目的结构,我自己感觉这个游戏项目的难点就在于钩子摆动的问题,它需要利用到三角函数来实现出来,我利用了pygame.transform.rotate()方法来实现钩字摇摆的问题,用sin和cos的方法来计算出钩字旋转的角度,对于目前的自己来说这就是最难的部分!这个项目我一共写了6个部分完成的,接下来就是代码部分!

项目管理代码

import mining
import pygame
from pygame.locals import *
import time


class A():
    def __init__(self):
        # pygame初始化  否则找不到字体文件
        pygame.init()


def main(screen):
    # 创建窗口
    # screen = pygame.display.set_mode((1400, 900))
    # 创建背景图片
    background = pygame.image.load("./material/dabeijing.png")
    # 创建玩家人物对象
    miner = mining.Miner(screen)
    # # 创建管理石头对象
    manage_kuang = mining.Manage_kuang(screen)
    # 创建钩子对象
    crash = mining.Hook(screen)

    music = mining.GameSound()

    music.playBackgroundMusic()

    while True:
        # 将背景贴到界面中
        screen.blit(background, (0, 0))
        # 调用人物的显示功能
        miner.display()
        # 调用钩子的显示功能
        crash.hook_display()
        # 调用钩子旋转功能
        crash.hook_rotate()
        # 钩子检测按键
        a = crash.control()
        if a:
            music.playHookSound()
        # 钩子移动功能
        crash.move()
        # 钩子越界检测
        crash.scope()
        crash.scope2()
        crash.scope3()
        # 检测钩子碰撞
        crash.pengzhuang(manage_kuang)
        # 将钩子和物体一起向回拉
        crash.move2()

        # 随机石头

        manage_kuang.random_fond()
        for fond1 in manage_kuang.fonds:
            fond1.display()
            # fond1.move()

        # 显示界面
        pygame.display.update()
        time.sleep(0.002)


def one():
    # 创建窗口
    screen = pygame.display.set_mode((1400, 900), 0, 32)
    # 创建背景图片
    background1 = pygame.image.load("9999.png")
    # background = pygame.image.load("./material/dabeijing.png")

    while True:
        screen.blit(background1, (0, 0))

        # a = input()
        # if a == "a":
        #     break

        for event in pygame.event.get():
            print(event.type)
            # print(pygame.K_SPACE)
            # 判断是否是点击了退出按钮
            if event.type == 12:
                print("exit")
                exit()  # 让整个程序结束,return让   函数结束,break让循环结束
            elif event.type == 3:
                print(3333333333333333)
                return screen

        pygame.display.update()

        # break


screen = one()
main(screen)

钩子碰撞

from math import sin, cos, pi
import pygame
from pygame.locals import *
import time


class Hook(pygame.sprite.Sprite):
    """钩子类"""

    def __init__(self, screen):
        pygame.sprite.Sprite.__init__(self)
        self.rawimage = pygame.image.load("./material/gouzi3.png")  # 原始图片
        self.image = self.rawimage  # 旋转后的图形,初始值就是原始图
        self.rect = self.rawimage.get_rect()  # 获取原始图形的矩形.
        # self.aaa = pygame.image.load("./material/钩子.png")  # 原始图片
        self.x = 1400
        self.y = 950
        self.screen = screen
        self.rect.topleft = [self.rect.x, self.rect.y]
        # 定义一个变量用来进行使
        self.a = True
        self.b = False
        self.c = False
        self.d = False
        self.num1 = False
        self.num2 = True
        self.hook_rotate_flag = True
        self.speed = 5
        # 转角
        self.corner = 0
        self.num = 2
        self.speed = []
        self.v = 10
        self.aaa = False
        # self.font = pygame.font.SysFont(" ", 40)  # 格式, 大小
        # 文本, 有没有抗锯齿, 颜色, 背景(可不写)
        # self.text_surface = self.font.render("***** ", True, (200, 255, 255))

    def hook_display(self):
        """显示功能"""
        self.screen.blit(self.image, self.rect)
        # self.screen.blit(self.aaa, (700, 0))

        # self.screen.blit(self.text_surface, (self.rect.x, self.rect.y))

    def hook_rotate(self):
        """旋转功能"""
        self.right_rotate()

    def detection(self):
        """检测按键功能"""
        # 获取事件,比如按键等
        for event in pygame.event.get():
            # 判断是否是点击了退出按钮
            if event.type == QUIT:
                print("exit")
                exit()  # 让整个程序结束,return让函数结束,break让循环结束

    def right_rotate(self):
        """旋转"""
        if self.a:
            if self.corner > -90:
                self.corner -= self.num
                self.image = pygame.transform.rotate(self.rawimage, self.corner)
                self.rect = self.image.get_rect()
                self.rect.x = self.x // 2 - self.rect.w // 2
                self.rect.y = self.y - 730 - self.rect.h // 2

                if self.corner == -90:
                    self.num = -2
                    self.corner = -88

                if self.corner >= 90:
                    self.num = 2
                    self.corner = 88

            self.rect.topleft = [self.rect.x, self.rect.y]
            self.speed = [-int(self.v * sin(self.corner * pi / 180)), -int(self.v * cos(self.corner * pi / 180))]

    def control(self):
        """检测键盘,调用对应的功能"""
        # 获取事件,比如按键等
        for event in pygame.event.get():
            # 判断是否是点击了退出按钮
            if event.type == QUIT:
                print("exit")
                exit()  # 让整个程序结束,return让函数结束,break让循环结束

        # 判断连续按键,注意下面要使用if,不能使用elif,否则当一起按下2个键的时候,只能处理一个键,另外的那个不处理
        key = pygame.key.get_pressed()

        # 判断是否要发射子弹
        if key[K_SPACE]:
            print('space')
            self.a = False
            self.b = True
            return True

    def move(self):
        # if self.corner > 0:
        if self.b:
            self.rect.x -= self.speed[0]
            self.rect.y -= self.speed[1]
            # print(self.rect.y, self.rect.x)
            self.rect.topleft = [self.rect.x, self.rect.y]
        if self.rect.x < 0:
            self.c = True
            self.b = False
            self.aaa = True
        elif self.rect.x > 1330:
            self.d = True
            self.b = False
            self.aaa = True
        elif self.rect.y > 810:
            self.num1 = True
            self.b = False
            self.aaa = True

    def pengzhuang(self, stones):
        """碰撞检测"""

        # 如果放钩子,则碰撞检测
        if self.aaa == False:
            for stone in stones.fonds:
                if pygame.sprite.collide_mask(self, stone):
                    stone.a = False
                    self.aaa = True  # 表示拉取钩子
                    self.b = False
                    # while True:
                    stone.y = self.rect.y
                    stone.x = self.rect.x
                    # if self.move2():
                    #     stone.fonds.remove(stone)

                    # 如果碰到了一个黄金,则不再继续判断碰撞,意味着每次只获取一个黄金
                    # return stone
                    self.obj = stone
                    # 从列表中删除
                    stones.fonds.remove(stone)

                    break

    def move2(self):
        global stones
        if self.aaa is True:
            self.rect.x += self.speed[0]
            self.rect.y += self.speed[1]
            self.rect.topleft = [self.rect.x, self.rect.y]

            try:
                if self.obj:
                    self.obj.x += self.speed[0]
                    self.obj.y += self.speed[1]
                    self.obj.rect.topleft = [self.obj.x, self.obj.y]
                    self.obj.screen.blit(self.obj.image, (self.obj.x, self.obj.y))
                    print("-----黄金正在被拉取中---")
            except:
                print(123)

            # self.rect.x += self.speed[0]
            # self.rect.y += self.speed[1]
            print(222)
            if self.rect.y <= 150:
                self.a = True
                self.aaa = False  # 当已经成功的将黄金拉回来,则修改这个判断,表示下一次的放钩子
                self.obj = None
                print("------黄金已经被收取成功--------")

                # return True

    def scope(self):
        if self.c:
            self.rect.x += self.speed[0]
            self.rect.y += self.speed[1]
            if self.rect.x >= 650:
                self.a = True
                self.c = False

    def scope2(self):
        if self.d:
            self.rect.x += self.speed[0]
            self.rect.y += self.speed[1]
            if self.rect.x <= 650:
                self.a = True
                self.d = False

    def scope3(self):
        if self.num1:
            self.rect.x += self.speed[0]
            self.rect.y += self.speed[1]
            if self.rect.y < 120:
                self.a = True
                self.num1 = False


def main():
    clock = pygame.time.Clock()
    # 创建窗口
    screen = pygame.display.set_mode((1400, 900))
    hook = Hook(screen)
    # 创建一个对象
    # enemy_plane = EnemyPlane2(screen)
    background = pygame.image.load("./material/背景.png")
    # stars = mineral.Manage_kuang(screen)

    while True:
        screen.blit(background, (0, 0))
        # screen.fill((0, 100, 255))
        # 显示钩子
        hook.hook_display()
        # 检测按键
        # hook.detection()
        # 旋转功能
        hook.hook_rotate()
        # 检测按键
        hook.control()
        # 移动功能
        hook.move()
        # hook.pengzhuang()
        # 越界检测
        hook.scope()
        hook.scope2()
        hook.scope3()

        # 调用目标
        # enemy_plane.display()

        # 显示界面
        pygame.display.update()
        # time.sleep(0.02)
        clock.tick(50)


if __name__ == "__main__":
    main()

# pygame.mouse.get_pressed()

分数代码

import mining
import pygame
from pygame.locals import *
import time


class HeroPlane(pygame.sprite.Sprite):
    def __init__(self, screen):
        # 调用父类初始化方法
        # pygame.sprite.Sprite.__init__(self)
        super().__init__()
        # 窗口
        self.screen = screen
        # 一个玩家飞机图片
        self.image = pygame.image.load('./feiji/feiji.png')
        # 飞机矩形区域对象
        self.rect = self.image.get_rect()
        # 左上角坐标
        self.rect.topleft = [512 / 2 - 116 / 2, 600]

        def drawText(self, text, x, y, textHeight=30, fontColor=(255, 255, 255), backgroudColor=None):
            # 通过字体文件获得字体对象  参数1 字体文件 参数2 字体大小
            font_obj = pygame.font.Font('./feiji/baddf.ttf', textHeight)
            # 1文字  2是否抗锯齿 3文字颜色 4背景颜色
            text_obj = font_obj.render(text, True, fontColor, backgroudColor)  # 配置要显示的文字
            # 获得要显示的对象的rect
            text_rect = text_obj.get_rect()
            # 设置显示对象的坐标
            text_rect.topleft = (x, y)
            # 绘制字 到指定区域  参1是文字对象 参2 矩形对象
            self.screen.blit(text_obj, text_rect)

任务图形代码

import pygame
from pygame.locals import *
import time
# import random


class Miner(object):
    """人物类"""
    def __init__(self, screen):
        # 定义人物的位置
        self.x = 600
        self.y = 40
        # 定义玩家图片
        self.image = pygame.image.load("./material/renwu3.png")
        # 存储需要显示玩家的对象引用
        self.screen = screen
        self.speed = 1
        self.direction = "right"
        self.direction2 = "down"
        self.bombed_flag = False

        self.rect = self.image.get_rect()

        self.rect.topleft = [self.x, self.y]

    def display(self):
        """显示玩家"""
        self.screen.blit(self.image, (self.x, self.y))

    def control(self):
        """检测键盘,调用相对应的功能"""
        # 判断是否是点击了退出按钮
        for event in pygame.event.get():
            if event.type == QUIT:
                print("exit")
                exit()  # 让整个程序结束

    def auto_move(self):
        """控制玩家人物的自由移动"""
        if self.bombed_flag is False:
            if self.direction2 == "down":
                self.y += self.speed
                if self.y > 60:
                    self.direction2 = "up"
            elif self.direction2 == "up":
                self.y -= self.speed
                if self.y < 30:
                    self.direction2 = "down"

            self.rect.topleft = [self.x, self.y]


def main():
    # 创建界面
    screen = pygame.display.set_mode((1400, 900))
    # 创建背景图片
    background = pygame.image.load("./huang_jin_kuang_gong/Inkedsnipaste20181122_083528_LI.jpg")
    # 创建玩家人物对象
    miner = Miner(screen)

    while True:
        # 将背景贴到界面中
        screen.blit(background, (0, 0))
        # 调用玩家的显示功能
        miner.display()
        # 调用玩家的键盘检测功能
        miner.control()
        miner.auto_move()

        # 显示界面
        pygame.display.update()
        time.sleep(0.01)


if __name__ == "__main__":
    main()

界面代码

import pygame
from pygame.locals import *
import time
# import random


class A(object):
    """界面类"""
    def __init__(self, screen):
        self.start = True
        self.over = False
        self.image1 = pygame.image.load("./黄金矿工/timg.png")
        # self.image2 = pygame.image.load("./feiji/gameover2.png")
        self.image3 = pygame.image.load("./黄金矿工/beijin.png")
        self.screen = screen
        self.flag = False

    def display(self):
        if self.flag is False:
            if self.start:
                self.screen.blit(self.image1, (0, 0))

        else:
            self.screen.blit(self.image3, (0, 0))
        if self.over:
            self.screen.blit(self.image2, (0, 0))

    def b(self):
        key = pygame.key.get_pressed()
        if key[K_SPACE]:
            self.over = True

    def mouse_info(self):
        image = pygame.image.load("./黄金矿工/start.jpg").convert_alpha()
        image.blit(image, (0, 0))
        again_rect = image.get_rect()

        if pygame.mouse.get_pressed()[0]:
            # 获取鼠标坐标
            pos = pygame.mouse.get_pos()
            # 如果用户点击“开始游戏”
            if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:
                # 调用main函数,开始游戏
                # main()
                self.flag = True


def main():
    # 初始化游戏
    pygame.init()

    # 创建一个窗口
    screen = pygame.display.set_mode((1400, 900))

    a = A(screen)

    while True:

        # 获取事件,比如按键等
        for event in pygame.event.get():
            # 判断是否是点击了退出按钮
            if event.type == QUIT:
                print("exit")
                exit()

        a.display()

        a.mouse_info()

        a.b()

        # 显示界面
        pygame.display.update()

        time.sleep(0.01)


if __name__ == '__main__':
    main()

矿石代码

import pygame
from pygame.locals import *
import time
import random


class Fond(pygame.sprite.Sprite):
    def __init__(self, screen, x, y):
        pygame.sprite.Sprite.__init__(self)
        # 定义石头默认显示的位置
        self.x = x
        self.y = y
        self.speed = 1  # 敌机移动速度
        self.speed2 = 10
        # 定义玩家图片
        self.image = pygame.image.load("./material/huangjin4.png")
        # 存储将来要显示的窗口对象引用
        self.screen = screen
        self.dic = "right"
        self.fenshu = 3000
        self.rect = self.image.get_rect()
        self.a = True
        # 定义一个变量来影响钩子的速度
        self.sudu = 1
        self.rect.topleft = [self.x, self.y]

    def display(self):
        """
        显示石头
        :return:
        """
        self.screen.blit(self.image, (self.x, self.y))
        self.rect.topleft = [self.x, self.y]

    def move(self):
        if self.a:
            if self.dic == "left":
                # self.y += self.speed
                self.x -= self.speed2
                if self.x <= 0:
                    self.dic = "right"
            elif self.dic == "right":
                self.x += self.speed2
                if self.x >= 1200:
                    self.dic = "left"
            self.rect.topleft = [self.x, self.y]


class Mouse(pygame.sprite.Sprite):
    def __init__(self, screen, x, y):
        pygame.sprite.Sprite.__init__(self)
        # 定义玩家默认显示的位置
        self.x = x
        self.y = y
        self.speed = 1  # 敌机移动速度
        self.speed2 = 10
        # 定义玩家图片
        self.image = pygame.image.load("./material/huangjin4.png")
        # 存储将来要显示的窗口对象引用
        self.screen = screen
        self.dic = "left"
        self.fenshu = 8000
        self.rect = self.image.get_rect()
        # 定义一个变量来影响钩子的速度
        self.sudu = 1
        self.a = True
        self.rect.topleft = [self.x, self.y]


    def display(self):
        """
        显示老鼠
        :return:
        """
        self.screen.blit(self.image, (self.x, self.y))
        self.rect.topleft = [self.x, self.y]

    def move(self):
        if self.a:
            if self.dic == "left":
                # self.y += self.speed
                self.x -= self.speed2
                if self.x <= 0:
                    self.dic = "right"
            elif self.dic == "right":
                self.x += self.speed2
                if self.x >= 1250:
                    self.dic = "left"
            self.rect.topleft = [self.x, self.y]


class Dog(pygame.sprite.Sprite):
    def __init__(self, screen, x, y):
        pygame.sprite.Sprite.__init__(self)
        # 定义玩家默认显示的位置
        self.x = x
        self.y = y
        self.speed = 1  # 敌机移动速度
        self.speed2 = 6
        # 定义玩家图片
        self.image = pygame.image.load("./material/huangjin4.png")
        # 存储将来要显示的窗口对象引用
        self.screen = screen
        self.dic = "left"
        self.fenshu = 30000
        self. sudu = 1
        self.rect = self.image.get_rect()
        self.rect.topleft = [self.x, self.y]
        # 定义一个变量来影响钩子的速度
        self.sudu = 30
        self.a = True

    def display(self):
        """
        显示狗
        :return:
        """
        self.screen.blit(self.image, (self.x, self.y))
        self.rect.topleft = [self.x, self.y]

    def move(self):
        if self.a:
            if self.dic == "left":
                # self.y += self.speed
                self.x -= self.speed2
                if self.x <= -50:
                    self.dic = "right"
            elif self.dic == "right":
                self.x += self.speed2
                if self.x >= 1150:
                    self.dic = "left"
            self.rect.topleft = [self.x, self.y]


class Cat(pygame.sprite.Sprite):
    def __init__(self, screen, x, y):
        pygame.sprite.Sprite.__init__(self)
        # 定义玩家默认显示的位置
        self.x = x
        self.y = y
        self.speed = 1  # 敌机移动速度
        self.speed2 = 6
        # 定义图
        self.image = pygame.image.load("./tututu/shitou4.png")
        # 存储将来要显示的窗口对象引用
        self.screen = screen
        self.dic = "left"
        self.fenshu = 100000
        self.rect = self.image.get_rect()
        self.a = True  # 定义一个变量来影响钩子的速度
        self.sudu = 1
        self.rect.topleft = [self.x, self.y]

    def display(self):
        """
        显示猫
        :return:
        """
        self.screen.blit(self.image, (self.x, self.y))
        self.rect.topleft = [self.x, self.y]

    # def move(self):
    #     if self.a:
    #         if self.dic == "left":
    #             # self.y += self.speed
    #             self.x -= self.speed2
    #             if self.x <= 0:
    #                 self.dic = "right"
    #         elif self.dic == "right":
    #             self.x += self.speed2
    #             if self.x >= 1000:
    #                 self.dic = "left"
    #         self.rect.topleft = [self.x, self.y]


class Manage_kuang(object):
    """管理石头类"""
    def __init__(self, screen):
        self.screen = screen
        self.fonds = list()  # 存储所有的石头
        self.x_list1 = list()
        self.x_list2 = list()
        self.x_list3 = list()
        self.x_list4 = list()

    def random_fond(self):
        """随机生成石头"""
        x = random.randint(200, 1200)
        y = random.randint(400, 500)
        if len(self.x_list1) < 1:
            fond = Fond(self.screen, x, y)
            self.fonds.append(fond)
            self.x_list1.append(x)
        if len(self.x_list1) < 3 and (x >= self.x_list1[-1]+300 or x <= self.x_list1[-1]-300):
            fond = Fond(self.screen, x, y)
            self.fonds.append(fond)
            self.x_list1.append(x)
            self.x_list1.sort()
        x1 = random.randint(200, 1200)
        y1 = random.randint(300, 700)
        if len(self.x_list2) < 1:
            mouse = Mouse(self.screen, x1, y1)
            self.fonds.append(mouse)
            self.x_list2.append(x1)
        elif len(self.x_list2) < 3 and (x1 >= self.x_list3[-1]+300 or x1 <= self.x_list3[-1]-300):
            mouse = Mouse(self.screen, x1, y1)
            self.fonds.append(mouse)
            self.x_list2.append(x1)
            self.x_list2.sort()
        x2 = random.randint(200, 1200)
        y2 = random.randint(500, 750)
        if len(self.x_list3) < 1:
            dog = Dog(self.screen, x2, y2)
            self.fonds.append(dog)
            self.x_list3.append(x2)
        elif len(self.x_list3) < 2 and (x2 >= self.x_list3[0]+300 or x2 <= self.x_list3[0]-300):
            dog = Dog(self.screen, x2, y2)
            self.fonds.append(dog)
            self.x_list3.append(x2)
            self.x_list3.sort()
        x3 = random.randint(200, 1100)
        y3 = random.randint(500, 700)
        if len(self.x_list4) < 1:
            cat = Cat(self.screen, x3, y3)
            self.fonds.append(cat)
            self.x_list4.append(x3)
        elif len(self.x_list4) < 1 and (x3 >= self.x_list3[-1]+300 or x3 <= self.x_list3[-1]-300):
            cat = Cat(self.screen, x3, y3)
            self.fonds.append(cat)
            self.x_list4.append(x3)
            self.x_list4.sort()


def main():
    # 创建一个窗口
    screen = pygame.display.set_mode((1400, 900))
    # 创建一个背景图片
    background = pygame.image.load("./material/back.png")

    # 创建一个图片,当做飞机
    hero_plane = pygame.image.load("./feiji/hero1.png")
    # 显示石头
    manage_kuang = Manage_kuang(screen)

    while True:
        # 随机石头
        manage_kuang.random_fond()
        for fond1 in manage_kuang.fonds:
            fond1.display()
            fond1.move()
        for mouse1 in manage_kuang.mouse:
            mouse1.display()
            mouse1.move()
        for dog1 in manage_kuang.dogs:
            dog1.display()
            dog1.move()
        for cat1 in manage_kuang.cats:
            cat1.display()
            cat1.move()

        # 获取事件,比如按键等
        for event in pygame.event.get():

            # 判断是否是点击了退出按钮
            if event.type == QUIT:
                print("exit")
                exit()  # 让整个程序结束,return让函数结束,break让循环结束
            # 判断是否是按下了键
            elif event.type == KEYDOWN:
                # 检测按键是否是a或者left
                if event.key == K_a or event.key == K_LEFT:
                    print('left')

                # 检测按键是否是d或者right
                elif event.key == K_d or event.key == K_RIGHT:
                    print('right')

                # 检测按键是否是空格键
                elif event.key == K_SPACE:
                    print('space')

        # 显示界面
        pygame.display.update()

        time.sleep(0.01)


if __name__ == '__main__':
    main()

以上就是全部完整的项目代码,目前有一个BUG尚未解决,但是程序能正常运行。

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