PyGame游戏开发(入门知识+组件拆分+历史存档/回放+人机策略)

前言:

     本章实现游戏组件的复用解耦,以及使用配置文件替代原有硬编码形式,进而只需要改动配置文件即可实现整个游戏的难度和地图变化,同时增加历史记录功能,在配置文件开启后即可保存每一局的记录为json形式作为后续强化学习的数据源,同时也可通过json复现渲染之前保存的游戏记录,并编写函数作为初期人机对抗策略。(之前写的pygame文档上了热榜,在此感谢各位的支持,也特此加更代码,更新本章,改成了更适合面向对象/java开发体质的代码,甚至导师那边的事情都放了放 bushi)PyGame游戏开发(含源码+演示视频+开结题报告+设计文档)-CSDN博客https://blog.csdn.net/wlf2030/article/details/147878665?spm=1001.2014.3001.5502源码链接如下(持续更新,欢迎star):

wlf728050719/BallGamehttps://github.com/wlf728050719/BallGame


入门知识:

        其实pygame作为早期的二维游戏开发库,上手比较简单,只需要掌握以下几点即可。

1.渲染和物理分离,

可以将一张图片看作游戏中的一个object,其surface对象负责渲染,其rect负责物理逻辑的判断。

获取两个对象一般使用下面的方式:

load加载路径图片获取surface,并用surface.get_rect获取rect对象,获取的rect大小默认和surface大小相同,且由于传入图片为矩形,所以rect对象也为矩形。

2.位置绑定

尽管surface对象和rect负责职责不同,但可以理解surface对象作为一个贴图始终跟随rect对象移动,所以只需要关注rect的位置即可。同时注意x,y轴增加的方向如下。

3.循环监听

游戏的渲染和逻辑一定是放在一个死循环中,非阻塞监听键盘事件并执行对应逻辑。

4.渲染覆盖

后渲染的图片会覆盖在先渲染的图片上,同时由于pygame不会自动清空已经渲染的画面,所以每一帧开始或结束需要重新使用背景图覆盖原有画面。


快速开始:

下载解压源码文件后,目录如下,其中history为创建的存储游玩记录的目录,origin为之前的代码,功能健全,(启动后,使用l,m,h三个按键选择难度,1,2,3选择地图,按enter进入游戏,双方使用ws和上下控制,空格暂停,esc退出。)但由于没有拆分组件几乎不能二次开发。

remake1目录下为改进后代码,入口pve,pvp,replay分别对应三种模式,pve,pvp只需要修改对应的json配置文件即可创建完全不同的游戏进程,同时replay也可加载不同的历史记录。

配置文件如下:(可选择组件图片,游戏模式,组件速度,分数上限,是否保存,保存路径,人机策略等)

{
  "background_image": "../resources/img/page/game.png",
  "ball_images":
  [
  "../resources/img/component/ball/ball_0.png",
  "../resources/img/component/ball/ball_1.png",
  "../resources/img/component/ball/ball_2.png",
  "../resources/img/component/ball/ball_3.png",
  "../resources/img/component/ball/ball_4.png"
  ],
  "paddle_image": "../resources/img/component/paddle/paddle.png",
  "fps": 30,
  "mode": "PVE",
  "strategy_right": 5,
  "max_scores": 1,
  "ball_speed": 5,
  "paddle_speed": 5,
  "render": true,
  "save": true,
  "save_dir": "../history/pve"
}

组件:

将渲染和物理逻辑进行拆分方便后续不渲染画面快速获取游戏记录。并添加导出和加载状态的接口,从而实现记录保存和回放。

Ball:

import pygame.image


class Ball:
    def __init__(self, images, x, y, speedx, speedy):
        self.origin_x = x
        self.origin_y = y
        self.origin_speedx = speedx
        self.origin_speedy = speedy
        self.surfaces = []
        for img_path in images:
            try:
                surface = pygame.image.load(img_path)
                self.surfaces.append(surface)
            except pygame.error as e:
                print(f"无法加载图片 {img_path}: {e}")
        self.rect = self.surfaces[0].get_rect()
        self.rect.x = x
        self.rect.y = y
        self.speedx = speedx
        self.speedy = speedy

    def move(self):
        self.rect.x += self.speedx
        self.rect.y += self.speedy

    def render(self, frame, screen):
        screen.blit(self.surfaces[(frame % len(self.surfaces))], self.rect)

    def is_hit(self, other_rect):
        return self.rect.colliderect(other_rect)

    def set_position(self, x, y):
        self.rect.x = x
        self.rect.y = y

    def set_speed(self, speedx, speedy):
        self.speedx = speedx
        self.speedy = speedy

    def reset(self):
        self.set_position(self.origin_x, self.origin_y)
        self.set_speed(self.origin_speedx, self.origin_speedy)

    def get_state(self):
        return {
            'x': self.rect.x,
            'y': self.rect.y,
            'speedx': self.speedx,
            'speedy': self.speedy
        }

    def load_state(self, state):
        self.rect.x = state["x"]
        self.rect.y = state["y"]
        self.speedx = state["speedx"]
        self.speedy = state["speedy"]

Paddle:

import pygame

from remake1.constant.enums import Direction


class Paddle:
    def __init__(self, image, x, y, speed,height):
        self.surface = pygame.image.load(image)
        self.rect = self.surface.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.speed = speed
        self.height = height
    def move(self, direction):
        if direction == Direction.UP:
            self.rect.y -= self.speed
        elif direction == Direction.DOWN:
            self.rect.y += self.speed
        if self.rect.top < 0:
            self.rect.top = 0
        if self.rect.bottom > self.height:
            self.rect.bottom = self.height
    def render(self, screen):
        screen.blit(self.surface, self.rect)

    def set_position(self, y):
        self.rect.y = y

    def set_speed(self, speed):
        self.speed = speed

    def get_state(self):
        return {
            'x': self.rect.x,
            'y': self.rect.y,
            'speed': self.speed
        }

    def load_state(self, state):
        self.rect.x = state["x"]
        self.rect.y = state["y"]
        self.speed = state["speed"]

输入工具类:

规范允许输入按键,对长按和短按键进行区分。

class InputUtil:
    def __init__(self, allowed_keys):
        self.allowed_keys = set(allowed_keys)   #支持的输入按键
        self.pressed_keys = set()   #所有按下
        self.released_keys = set()  #所有释放
        self.just_pressed = set()   #最新按下
        self.just_released = set()  #最新释放
    def press(self, key):
        if key in self.allowed_keys:
            if key not in self.pressed_keys:
                self.pressed_keys.add(key)
                self.just_pressed.add(key)
            if key in self.released_keys:
                self.released_keys.remove(key)
    def release(self, key):
        if key in self.allowed_keys:
            if key in self.pressed_keys:
                self.pressed_keys.remove(key)
                self.just_released.add(key)
            self.released_keys.add(key)
    def is_pressed(self, key):
        return key in self.pressed_keys
    def is_released(self, key):
        return key in self.released_keys
    def was_just_pressed(self, key):
        return key in self.just_pressed
    def was_just_released(self, key):
        return key in self.just_released
    def update(self):
        self.just_pressed.clear()
        self.just_released.clear()
    def get_pressed_keys(self):
        return self.pressed_keys.copy()

回放工具类:

import json

import pygame

from remake1.component.ball import Ball
from remake1.component.paddle import Paddle
from remake1.config import Config


class Replay:
    def __init__(self, filepath):
        with open(filepath, 'r') as f:
            self.data = json.load(f)

        # 从保存的数据还原Config
        self.config = Config()
        self.config.__dict__ = self.data["config"]

        # 初始化游戏窗口
        self.width, self.height = pygame.image.load(self.config.background_image).get_size()
        self.screen = pygame.display.set_mode((self.width, self.height))
        self.fps = self.config.fps

        # 初始化游戏对象
        self.ball = Ball(self.config.ball_images, 0, 0, 0, 0)
        self.paddles = [
            Paddle(self.config.paddle_image, 0, 0, 0, self.height),
            Paddle(self.config.paddle_image, 0, 0, 0, self.height)
        ]

    def load_frame(self, frame_data):
        self.ball.load_state(frame_data["ball"])
        self.paddles[0].load_state(frame_data["paddle1"])
        self.paddles[1].load_state(frame_data["paddle2"])

    def play(self):
        clock = pygame.time.Clock()
        for frame in self.data["frames"]:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    return

            # 渲染背景
            self.screen.blit(pygame.image.load(self.config.background_image), (0, 0))
            self.load_frame(frame)

            # 渲染对象
            self.ball.render(frame["frame"], self.screen)
            self.paddles[0].render(self.screen)
            self.paddles[1].render(self.screen)

            pygame.display.flip()
            clock.tick(self.fps)

游戏主类:

import json
import os
import sys

from datetime import datetime

import pygame.image

from remake1.component.ball import Ball
from remake1.component.paddle import Paddle
from remake1.constant.enums import Direction
from remake1.strategy.stragety import Strategy
from remake1.util.input_util import InputUtil

class Game:
    def __init__(self,config):
        self.config = config
        self.width,self.height = pygame.image.load(config.background_image).get_size()
        self.paddle_height,self.paddle_width = pygame.image.load(config.paddle_image).get_size()
        self.screen = pygame.display.set_mode((self.width, self.height))
        self.ball = Ball(config.ball_images,self.width//2,10,config.ball_speed,config.ball_speed)
        self.paddles = [
            Paddle(config.paddle_image,5,self.height//2,config.paddle_speed,self.height),
            Paddle(config.paddle_image,self.width-5,self.height//2,config.paddle_speed,self.height),
        ]
        self.game_history = []
        self.left_score = 0
        self.right_score = 0
    def save_state(self,direction1,direction2,frame):
        state = {
            'frame': frame,
            'ball': self.ball.get_state(),
            'paddle1': self.paddles[0].get_state(),
            'paddle2': self.paddles[1].get_state(),
            'actions': {
                'paddle1': direction1.name,
                'paddle2': direction2.name
            }
        }
        self.game_history.append(state)
    def update(self,direction1,direction2,frame):
        #更新物理位置
        self.ball.move() #更新球的位置
        self.paddles[0].move(direction1)
        self.paddles[1].move(direction2)
        #碰撞逻辑
        #挡板碰撞
        if self.ball.is_hit(self.paddles[0].rect):
            self.ball.rect.left = self.paddles[0].rect.right
            self.ball.speedx = -self.ball.speedx
        if self.ball.is_hit(self.paddles[1].rect):
            self.ball.rect.right = self.paddles[1].rect.left
            self.ball.speedx = -self.ball.speedx
        #上下边界碰撞
        if self.ball.rect.top < 0 or self.ball.rect.bottom > self.height:
            self.ball.speedy = -self.ball.speedy
        #左右边界计分
        if self.ball.rect.right < 0:
            self.ball.reset()
            self.right_score += 1
        if self.ball.rect.left > self.width:
            self.ball.reset()
            self.left_score += 1
        #渲染
        if self.config.render:
            self.ball.render(frame,self.screen)
            self.paddles[0].render(self.screen)
            self.paddles[1].render(self.screen)
    def winer(self):
        if self.right_score >= self.config.max_scores:
            return 1    #右边玩家win
        elif self.left_score >= self.config.max_scores:
            return -1   #左边玩家win
        else:
            return 0    #游戏继续
    def export_history(self):
        # 创建保存目录
        os.makedirs(self.config.save_dir, exist_ok=True)
        # 时间戳命名文件
        timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
        filename = f"game_{timestamp}.json"
        filepath = os.path.join(self.config.save_dir, filename)
        save_data = {
            "config": self.config.__dict__,
            "frames": self.game_history,
        }
        # 保存为json格式
        try:
            with open(filepath, 'w') as f:
                json.dump(save_data, f, indent=2)
            return True
        except Exception as e:
            print(f"Error saving game data: {e}")
            return False
    def start(self):
        pygame.init()
        clock = pygame.time.Clock()
        if self.config.mode == "PVE":
            input_listener = InputUtil([pygame.K_w, pygame.K_s])
        elif self.config.mode == "PVP":
            input_listener = InputUtil([pygame.K_w, pygame.K_s, pygame.K_UP, pygame.K_DOWN])
        else:
            input_listener = None
        frame = 0
        direction1 = Direction.IDLE
        direction2 = Direction.IDLE
        while True:
            if self.config.render:
                self.screen.blit(pygame.image.load(self.config.background_image),(0,0))
            for event in pygame.event.get():
                #按键监听
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == pygame.KEYDOWN:
                    input_listener.press(event.key)
                if event.type == pygame.KEYUP:
                    input_listener.release(event.key)
            if self.config.mode == "PVP":
                #player1
                if input_listener.is_pressed(pygame.K_w):  # 多键输入优先向上
                    direction1 = Direction.UP
                elif input_listener.is_pressed(pygame.K_s):
                    direction1 = Direction.DOWN
                else:
                    direction1 = Direction.IDLE
                #player2
                if input_listener.is_pressed(pygame.K_UP):  # 多键输入优先向上
                    direction2 = Direction.UP
                elif input_listener.is_pressed(pygame.K_DOWN):
                    direction2 = Direction.DOWN
                else:
                    direction2 = Direction.IDLE
            elif self.config.mode == "PVE":
                # player1
                if input_listener.is_pressed(pygame.K_w):  # 多键输入优先向上
                    direction1 = Direction.UP
                elif input_listener.is_pressed(pygame.K_s):
                    direction1 = Direction.DOWN
                else:
                    direction1 = Direction.IDLE
                # ai
                if self.config.strategy_right == 1:
                    direction2 = Strategy.simple_ai(self.ball.get_state(), self.paddles[1].get_state())
                elif self.config.strategy_right == 2:
                    direction2 = Strategy.medium_ai(self.ball.get_state(), self.paddles[1].get_state(),self.paddle_height)
                elif self.config.strategy_right == 3:
                    direction2 = Strategy.advanced_ai(self.ball.get_state(), self.paddles[1].get_state(),self.width,self.paddle_height)
                elif self.config.strategy_right == 4:
                    direction2 = Strategy.expert_ai(self.ball.get_state(), self.paddles[1].get_state(),self.width,self.paddle_height)
                elif self.config.strategy_right == 5:
                    direction2 = Strategy.reactive_ai(self.ball.get_state(), self.paddles[1].get_state(),self.paddle_height)
            if self.config.save:
                self.save_state(direction1,direction2,frame)
            self.update(direction1,direction2,frame)
            if self.winer() != 0:
                if self.config.save:
                    self.export_history()
                break
            frame += 1
            pygame.display.update()
            clock.tick(self.config.fps)








人机策略类:

import json

import pygame

from remake1.component.ball import Ball
from remake1.component.paddle import Paddle
from remake1.config import Config


class Replay:
    def __init__(self, filepath):
        with open(filepath, 'r') as f:
            self.data = json.load(f)

        # 从保存的数据还原Config
        self.config = Config()
        self.config.__dict__ = self.data["config"]

        # 初始化游戏窗口
        self.width, self.height = pygame.image.load(self.config.background_image).get_size()
        self.screen = pygame.display.set_mode((self.width, self.height))
        self.fps = self.config.fps

        # 初始化游戏对象
        self.ball = Ball(self.config.ball_images, 0, 0, 0, 0)
        self.paddles = [
            Paddle(self.config.paddle_image, 0, 0, 0, self.height),
            Paddle(self.config.paddle_image, 0, 0, 0, self.height)
        ]

    def load_frame(self, frame_data):
        self.ball.load_state(frame_data["ball"])
        self.paddles[0].load_state(frame_data["paddle1"])
        self.paddles[1].load_state(frame_data["paddle2"])

    def play(self):
        clock = pygame.time.Clock()
        for frame in self.data["frames"]:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    return

            # 渲染背景
            self.screen.blit(pygame.image.load(self.config.background_image), (0, 0))
            self.load_frame(frame)

            # 渲染对象
            self.ball.render(frame["frame"], self.screen)
            self.paddles[0].render(self.screen)
            self.paddles[1].render(self.screen)

            pygame.display.flip()
            clock.tick(self.fps)

最后:

尽管目前看来相比最初版代码变多了但功能反而少了,但实际上组件的拆分会大大加快开发的效率,但目前暂时不打算做丰富游戏功能的工作,毕竟游戏开发有那么多引擎何必纠结于pygame,只能作为一个了解代码逻辑的工具,以及pygame更多确实是用于强化学习方面的训练,后续会往这方面改,毕竟时代潮流在此,但参考目前代码框架想要二开应该难度不大,各位小伙伴可以自行尝试。

评论
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