Pygame是一个开源的跨平台的Python多媒体库,用于开发2D游戏和多媒体应用程序。它基于Simple DirectMedia Layer(SDL)库,提供了一系列用于图形、音频和输入处理的函数和类。Pygame能够使用硬件加速,使得游戏开发更加高效和快速。
import random
import pygame
WIDTH, HEIGHT = 410, 750
ENEMY_BORN = pygame.USEREVENT + 10000
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, start_x, gm, speed=12):
super().__init__(image_name)
self.image = pygame.transform.flip(self.image, False, True)
self.rect.bottom = 0
self.rect.left = start_x
self.speed = speed
self.gm = gm
def update(self):
self.rect.top += self.speed
if self.rect.top > HEIGHT:
self.kill()
self.gm.ui_manage.add_score()
class EnemyManage:
def __init__(self, gm):
self.gm = gm
self.enemy_group = pygame.sprite.Group()
def born(self):
image_name = random.choice(["./car/car1.png", "./car/car2.png", "./car/car3.png", "./car/car4.png"])
start_x = random.randint(0, WIDTH - 100)
self.enemy = EnemySprite(image_name, start_x, self.gm)
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()
print(len(self.enemy_group.sprites()))
class PlayerSprite(BaseSprite):
def __init__(self, image_name, speed=10):
super().__init__(image_name)
self.rect.center = (WIDTH / 2, HEIGHT - 150)
self.speed = speed
def update(self):
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_LEFT] or key_pressed[pygame.K_a]:
self.rect.left -= self.speed
if self.rect.left < 0:
self.rect.left = 0
elif key_pressed[pygame.K_RIGHT] or key_pressed[pygame.K_d]:
self.rect.right += self.speed
if self.rect.right > WIDTH:
self.rect.right = WIDTH
class PlayerManage:
def __init__(self, gm):
self.gm = gm
self.player_group = pygame.sprite.Group()
def born(self):
self.player = PlayerSprite("./car/car1.png")
self.player.add(self.player_group)
def die(self):
self.player.kill()
def update(self):
self.player_group.draw(self.gm.screen)
self.player_group.update()
class BgSprite(BaseSprite):
def __init__(self, image_name, start_y, speed=5):
super().__init__(image_name)
self.rect.top = start_y
self.speed = speed
def update(self):
self.rect.top += self.speed
if self.rect.top > HEIGHT:
self.rect.top = -HEIGHT
class BgManage:
def __init__(self, gm):
self.gm = gm
self.ready_group = pygame.sprite.Group()
self.bg0 = BgSprite("./car/road.png", 0, 0)
self.bg0.add(self.ready_group)
self.gaming_group = pygame.sprite.Group()
self.bg1 = BgSprite("./car/road.png", 0, 5)
self.bg1.add(self.gaming_group)
self.bg2 = BgSprite("./car/road.png", -HEIGHT, 5)
self.bg2.add(self.gaming_group)
self.end_group = pygame.sprite.Group()
self.bg3 = BgSprite("./car/road.png", 0, 0)
self.bg3.add(self.end_group)
def update(self):
if self.gm.game_state == "ready":
self.ready_group.draw(self.gm.screen)
self.ready_group.update()
elif self.gm.game_state == "gaming":
self.gaming_group.draw(self.gm.screen)
self.gaming_group.update()
elif self.gm.game_state == "end":
self.end_group.draw(self.gm.screen)
self.end_group.update()
class UISprite(BaseSprite):
def __init__(self, image_name, center):
super().__init__(image_name)
self.rect.center = center
def is_collide(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
return True
class GIFSprite(BaseSprite):
def __init__(self, image_names):
super().__init__(image_names[0])
self.rect.center = (80, 80)
self.images = [pygame.image.load(image_name) for image_name in image_names]
self.current_index = 0
def update(self):
self.current_index += 1
if self.current_index == len(self.images) * 2:
self.current_index = 0
self.image = self.images[self.current_index // 2]
self.image = pygame.transform.scale(self.image, (50, 50))
class UIManage:
def __init__(self, gm):
self.gm = gm
self.ready_group = pygame.sprite.Group()
self.start_btn = UISprite("./car/start.png", (WIDTH / 2, HEIGHT - 200))
self.start_btn.add(self.ready_group)
self.gaming_group = pygame.sprite.Group()
self.head_img = GIFSprite([f"./car/role/{i}.jpg" for i in range(1, 17)])
self.head_img.image = pygame.transform.scale(self.head_img.image, (50, 50))
self.head_img.add(self.gaming_group)
self.score_value = 0
self.font = pygame.font.Font("./car/font/font.ttf", size=20)
self.score_label = self.font.render(f"Score: {self.score_value}", True, "red")
self.end_group = pygame.sprite.Group()
self.restart_btn = UISprite("./car/restart.png", (WIDTH / 2, HEIGHT - 400))
self.restart_btn.add(self.end_group)
def add_score(self):
self.score_value += 1
self.score_label = self.font.render(f"Score: {self.score_value}", True, "red")
def update(self):
if self.gm.game_state == "ready":
self.ready_group.draw(self.gm.screen)
self.ready_group.update()
elif self.gm.game_state == "gaming":
self.gaming_group.draw(self.gm.screen)
self.gaming_group.update()
self.gm.screen.blit(self.score_label, (250, 30))
elif self.gm.game_state == "end":
self.end_group.draw(self.gm.screen)
self.end_group.update()
self.gm.screen.blit(self.score_label, (WIDTH / 2 - 100, HEIGHT - 600))
def check_click(self):
if self.gm.game_state == "ready":
if self.start_btn.is_collide():
self.gm.game_state = "gaming"
self.gm.player_manage.born()
pygame.time.set_timer(ENEMY_BORN, 3000)
elif self.gm.game_state == "end":
if self.restart_btn.is_collide():
self.gm.game_state = "ready"
class GameManage:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
self.clock = pygame.time.Clock()
self.game_state = "ready"
self.ui_manage = UIManage(self)
self.bg_manage = BgManage(self)
self.enemy_manage = EnemyManage(self)
self.player_manage = PlayerManage(self)
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_j and self.game_state == "ready":
self.game_state = "gaming"
self.player_manage.born()
pygame.time.set_timer(ENEMY_BORN, 3000)
elif event.key == pygame.K_k and self.game_state == "gaming":
self.game_state = "end"
self.player_manage.die()
self.enemy_manage.clear()
pygame.time.set_timer(ENEMY_BORN, 0)
elif event.key == pygame.K_l and self.game_state == "end":
self.game_state = "ready"
if event.type == pygame.MOUSEBUTTONUP:
self.ui_manage.check_click()
if event.type == ENEMY_BORN:
self.enemy_manage.born()
print(f"生成敌人")
def update_draw(self):
self.screen.fill("grey")
self.bg_manage.update()
self.ui_manage.update()
if self.game_state == "gaming":
self.enemy_manage.update()
self.player_manage.update()
pygame.display.flip()
def check_collide(self):
r = pygame.sprite.spritecollide(self.player_manage.player, self.enemy_manage.enemy_group, True)
if r:
self.game_state = "end"
self.player_manage.die()
self.enemy_manage.clear()
pygame.time.set_timer(ENEMY_BORN, 0)
def run(self):
while True:
self.clock.tick(20)
self.check_event()
self.update_draw()
if self.game_state == "gaming":
self.check_collide()
gm = GameManage()
gm.run()