Python pygame 游戏开发 系列文章 赛车项目

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()

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