利用python中的pygame模块来进行2D游戏开发。
Pygame 是跨平台 Python 模块,专为电子游戏设计。包含图像、声音。创建在 SDL 基础上,允许实时电子游戏研发而无需被低级语言,如 C 语言或是更低级的汇编语言束缚。基于这样一个设想,所有需要的游戏功能和理念都完全简化位游戏逻辑本身,所有的资源结构都可以由高级语言提供,如 Python
本次实验为验证性作业,代码为老师所给. 开发坏境:Python3.8.0 + Pygame1.9.6 开发工具:PyCharm 2019.3.3 x64
基础
安装pygame,在安装好python的基础上在cmd指令中输入
pip install pygame
安装完毕,打开pycharm
from pygame.locals import *
import sys
def hellow_world():
pygame.init()
pygame.display.set_mode((640, 480))
pygame.display.set_caption("hellow world!")
while True:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
pygame.display.update()
if __name__ == "__main__":
hellow_world()
执行结果:
坦克大战
通过键盘操控坦克进行移动,使用pygame来进行开发的游戏。
代码如下:
import os, sys, pygame
from pygame.locals import *
# 控制坦克移动
def control_tank(event):
speed = [x, y] = [0, 0]
speed_offset = 1
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
speed[0] -= speed_offset
if event.key == pygame.K_RIGHT:
speed[0] = speed_offset
if event.key == pygame.K_UP:
speed[1] -= speed_offset
if event.key == pygame.K_DOWN:
speed[1] = speed_offset
if event.type == pygame.KEYUP:
if event.type in [pygame.K_UP, pygame.K_DOWN, pygame.K_RIGHT, pygame.K_LEFT]:
speed = [0, 0]
return speed
# 设置各项参数,开始游戏
def play_tank():
pygame.init()
window_size = Rect(0, 0, 700, 650)
speed = [1, 1]
color_white = (255, 255, 255)
screen = pygame.display.set_mode(window_size.size)
pygame.display.set_caption('坦克大战')
tank_image = pygame.image.load('images\\tankD.bmp')
back_image = pygame.image.load('images\\back_image.jpg')
tank_rect = tank_image.get_rect()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
cur_speed = control_tank(event)
tank_rect = tank_rect.move(cur_speed).clamp(window_size)
screen.blit(back_image, (0, 0))
screen.blit(tank_image, tank_rect)
pygame.display.update()
if __name__ == '__main__':
play_tank()
执行结果:
精灵类
在游戏开发中,通常把显示图像的对象叫做精灵Sprite。精灵就是一个具有大小,颜色,图案,可以移动的图形,并且可以与其他图形对象交互。 坦克精灵(代码):
import pygame, sys
pygame.init()
class Tank(pygame.sprite.Sprite):
def __init__(self, filename, initial_position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(filename)
self.rect = self.image.get_rect()
self.rect.bottomright = initial_position
screen = pygame.display.set_mode((640, 480))
screen.fill([255, 255, 255])
fi = 'images/tankD.bmp'
b = Tank(fi, [150, 100])
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.blit(b.image, b.rect)
pygame.display.update()
执行结果:
精灵测试代码:
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self, target):
pygame.sprite.Sprite.__init__(self)
self.target_surface = target
self.image = None
self.master_image = None
self.rect = None
self.topleft = 0, 0
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
def load(self,filename,width,height,columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = 0, 0, width, height
self.columns = columns
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=60):
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = (frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
pygame.init()
screen = pygame.display.set_mode((800, 600), 0, 32)
pygame.display.set_caption("精灵类测试")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()
cat = MySprite(screen)
cat.load("images\\sprite2.png", 92, 95, 4)
group = pygame.sprite.Group()
group.add(cat)
while True:
framerate.tick(10)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
key = pygame.key.get_pressed()
if key[pygame.K_ESCAPE]:
exit()
screen.fill((0, 0, 255))
cat.update(ticks)
screen.blit(cat.image, cat.rect)
pygame.display.update()
调试结果:
贪吃蛇
通过键盘的按键输入控制贪吃蛇的移动吃食物,党贪吃蛇碰到外界墙壁时,游戏结束。
代码如下:
from pygame.locals import *
pygame.init()
fpsClock = pygame.time.Clock()
playSurface = pygame.display.set_mode((640, 480))
pygame.display.set_caption('贪吃蛇游戏')
# 定义一些颜色
redColor = pygame.Color(255, 0, 0)
blackColor = pygame.Color(0, 0, 0)
whiteColor = pygame.Color(255, 255, 255)
greyColor = pygame.Color(150, 150, 150)
# 初始化了一些程序中用到的变量
snakePosition = [100, 100]
snakeSegments = [[100, 100], [80, 100], [60, 100]]
raspberryPosition = [300, 300] # 树莓位置
raspberrySpawned = 1 # 是否吃到树莓,1为没有吃到,0是吃到
direction = 'right'
changeDirection = direction
def gameOver():
gameOverFont = pygame.font.Font('images\\simfang.ttf', 72)
gameOverSurf = gameOverFont.render('Game Over', True, greyColor)
gameOverRect = gameOverSurf.get_rect()
gameOverRect.midtop = (320, 10)
playSurface.blit(gameOverSurf, gameOverRect)
pygame.display.flip()
time.sleep(5)
pygame.quit()
sys.exit()
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RIGHT or event.key == ord('d'):
changeDirection = 'right'
if event.key == K_LEFT or event.key == ord('a'):
changeDirection = 'left'
if event.key == K_UP or event.key == ord('w'):
changeDirection = 'up'
if event.key == K_DOWN or event.key == ord('s'):
changeDirection = 'down'
if event.key == K_ESCAPE:
pygame.event.post(pygame.event.Event(QUIT))
if changeDirection == 'right' and not direction == 'left':
direction = changeDirection
if changeDirection == 'left' and not direction == 'right':
direction = changeDirection
if changeDirection == 'up' and not direction == 'down':
direction = changeDirection
if changeDirection == 'down' and not direction == 'up':
direction = changeDirection
if direction == 'right':
snakePosition[0] += 20
if direction == 'left':
snakePosition[0] -= 20
if direction == 'up':
snakePosition[1] -= 20
if direction == 'down':
snakePosition[1] += 20
# 将蛇的身体增加一节,同时将这节放在蛇的头部
snakeSegments.insert(0, list(snakePosition))
# 检查蛇头部的X和Y坐标是否等于树莓(玩家的目标点)的坐标
if snakePosition[0] == raspberryPosition[0] and snakePosition[1] == raspberryPosition[1]:
raspberrySpawned = 0
else:
snakeSegments.pop()
# 增加一个新的树莓到游戏界面中:
if raspberrySpawned == 0:
x = random.randrange(1, 32)
y = random.randrange(1, 24)
raspberryPosition = [int(x*20), int(y*20)]
raspberrySpawned = 1
playSurface.fill(blackColor)
for position in snakeSegments:
pygame.draw.rect(playSurface, whiteColor, Rect(position[0], position[1], 20, 20))
pygame.draw.rect(playSurface, redColor, Rect(raspberryPosition[0], raspberryPosition[1], 20, 20))
pygame.display.flip()
if snakePosition[0] > 620 or snakePosition[0] < 0:
gameOver()
if snakePosition[1] > 460 or snakePosition[1] < 0:
gameOver()
for snakeBody in snakeSegments[1:]:
if snakePosition[0] == snakeBody[0] and snakePosition[1] == snakeBody[1]:
gameOver()
fpsClock.tick(10)
调试结果:
飞机大战
代码如下:
from sys import exit
from pygame.locals import *
import random
# 定义类
SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800
TYPE_SMALL = 1
TYPE_MIDDLE = 2
TYPE_BIG = 3
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, bullet_img, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.rect = self.image.get_rect()
self.rect.midbottom = init_pos
self.speed = 10
def move(self):
self.rect.top -= self.speed
# 玩家类
class Player(pygame.sprite.Sprite):
def __init__(self, plane_img, player_rect, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = [] # 用来存储玩家飞机图片的列表
for i in range(len(player_rect)):
self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
self.rect = player_rect[0] # 初始化图片所在的矩形
self.rect.topleft = init_pos # 初始化矩形的左上角坐标
self.speed = 8 # 初始化玩家飞机速度,这里是一个确定的值
self.bullets = pygame.sprite.Group() # 玩家飞机所发射的子弹的集合
self.img_index = 0 # 玩家精灵图片索引
self.is_hit = False # 玩家是否被击中
# 发射子弹
def shoot(self, bullet_img):
bullet = Bullet(bullet_img, self.rect.midtop)
self.bullets.add(bullet)
# 向上移动,需要判断边界
def moveUp(self):
if self.rect.top <= 0:
self.rect.top = 0
else:
self.rect.top -= self.speed
# 向下移动,需要判断边界
def moveDown(self):
if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
else:
self.rect.top += self.speed
# 向左移动,需要判断边界
def moveLeft(self):
if self.rect.left <= 0:
self.rect.left = 0
else:
self.rect.left -= self.speed
# 向右移动,需要判断边界
def moveRight(self):
if self.rect.left >= SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left += self.speed
# 敌人类
class Enemy(pygame.sprite.Sprite):
def __init__(self, enemy_img, enemy_down_imgs, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = enemy_img
self.rect = self.image.get_rect()
self.rect.topleft = init_pos
self.down_imgs = enemy_down_imgs
self.speed = 2
self.down_index = 0
def move(self):
self.rect.top += self.speed
# 初始化游戏
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('飞机大战')
# 载入游戏音乐
bullet_sound = pygame.mixer.Sound('resources/sound/bullet.wav')
enemy1_down_sound = pygame.mixer.Sound('resources/sound/enemy1_down.wav')
game_over_sound = pygame.mixer.Sound(’resources/sound/game_over.wav')
bullet_sound.set_volume(0.3)
enemy1_down_sound.set_volume(0.3)
game_over_sound.set_volume(0.3)
pygame.mixer.music.load('resources/sound/game_music.wav')
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)
# 载入背景图
background = pygame.image.load('resources/image/background.png').convert()
game_over = pygame.image.load('resources/image/gameover.png')
filename = 'resources/image/shoot.png' # 也可以这样载入,同上一句一个意思
plane_img = pygame.image.load(filename)
# 设置玩家相关参数
player_rect = []
player_rect.append(pygame.Rect(0, 99, 102, 126)) # 玩家精灵图片区域
player_rect.append(pygame.Rect(165, 360, 102, 126))
player_rect.append(pygame.Rect(165, 234, 102, 126)) # 玩家爆炸精灵图片区域
player_rect.append(pygame.Rect(330, 624, 102, 126))
player_rect.append(pygame.Rect(330, 498, 102, 126))
player_rect.append(pygame.Rect(432, 624, 102, 126))
player_pos = [200, 600]
player = Player(plane_img, player_rect, player_pos)
# 定义子弹对象使用的surface相关参数
bullet_rect = pygame.Rect(1004, 987, 9, 21)
bullet_img = plane_img.subsurface(bullet_rect)
# 定义敌机对象使用的surface相关参数
enemy1_rect = pygame.Rect(534, 612, 57, 43)
enemy1_img = plane_img.subsurface(enemy1_rect)
enemy1_down_imgs = []
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267, 347, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873, 697, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267, 296, 57, 43)))
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930, 697, 57, 43)))
enemies1 = pygame.sprite.Group()
# 存储被击毁的飞机,用来渲染击毁精灵动画
enemies_down = pygame.sprite.Group()
shoot_frequency = 0
enemy_frequency = 0
player_down_index = 16
score = 0
clock = pygame.time.Clock()
running = True
while running:
# 控制游戏最大帧率为60
clock.tick(60)
# 控制发射子弹频率,并发射子弹
if not player.is_hit:
if shoot_frequency % 15 == 0:
bullet_sound.play()
player.shoot(bullet_img)
shoot_frequency += 1
if shoot_frequency >= 15:
shoot_frequency = 0
# 生成敌机
if enemy_frequency % 50 == 0:
enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0]
enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos)
enemies1.add(enemy1)
enemy_frequency += 1
if enemy_frequency >= 100:
enemy_frequency = 0
# 移动子弹,若超出窗口范围则删除
for bullet in player.bullets:
bullet.move()
if bullet.rect.bottom < 0:
player.bullets.remove(bullet)
# 移动敌机,若超出窗口范围则删除
for enemy in enemies1:
# 移动敌机
enemy.move()
# 判断玩家是否被击中
if pygame.sprite.collide_circle(enemy, player):
enemies_down.add(enemy)
enemies1.remove(enemy)
player.is_hit = True
game_over_sound.play()
break
# 移动出屏幕后删除敌人
if enemy.rect.top > SCREEN_HEIGHT:
enemies1.remove(enemy)
# 将被击中的敌机对象添加到击毁敌机 Group 中,用来渲染击毁动画
enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
for enemy_down in enemies1_down:
enemies_down.add(enemy_down)
# 绘制背景
screen.fill(0)
screen.blit(background, (0, 0))
# 绘制玩家飞机
if not player.is_hit:
screen.blit(player.image[player.img_index], player.rect) # 将正常飞机画出来
# 更换图片索引使飞机有动画效果
player.img_index = shoot_frequency // 8
else:
# 玩家飞机被击中后的效果处理
player.img_index = player_down_index // 8
screen.blit(player.image[player.img_index], player.rect) # 将爆炸的飞机画出来
player_down_index += 1
if player_down_index > 47:
running = False
# 绘制击毁动画
for enemy_down in enemies_down:
if enemy_down.down_index == 0:
enemy1_down_sound.play()
if enemy_down.down_index > 7:
enemies_down.remove(enemy_down)
score += 10
continue
screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect) # 将爆炸的敌机画出来
enemy_down.down_index += 1
# 绘制子弹和敌机
player.bullets.draw(screen)
enemies1.draw(screen)
# 绘制得分
score_font = pygame.font.Font(None, 36)
score_text = score_font.render('score: '+str(score), True, (128, 128, 128))
text_rect = score_text.get_rect()
text_rect.topleft = [10, 10]
screen.blit(score_text, text_rect)
# 更新屏幕
pygame.display.update()
# 处理游戏退出
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# 监听键盘事件
key_pressed = pygame.key.get_pressed()
# 若玩家被击中,则无效
if not player.is_hit:
if key_pressed[K_w] or key_pressed[K_UP]:
player.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]:
player.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]:
player.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
player.moveRight()
# 游戏GameOver后显示最终得分
font = pygame.font.Font(None, 64)
text = font.render('Final Score: '+str(score), True, (255, 0, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery + 24
screen.blit(game_over, (0, 0))
screen.blit(text, text_rect)
# 显示得分并处理游戏退出
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
pygame.display.update()
调试结果:
2048
这个游戏我们都玩过,通过拖动屏幕来实现数字的倍乘,两个相同的数字叠加可以成为倍数,最终只要有方块是2048 那么游戏胜利。
代码如下:
import random
import sys
import pygame
from pygame.locals import *
PIXEL = 150
SCORE_PIXEL = 100
SIZE = 4
# 地图的类
class Map:
def __init__(self, size):
self.size = size
self.score = 0
self.map = [[0 for i in range(size)] for i in range(size)]
self.add()
self.add()
# 新增2或4,有1/4概率产生4
def add(self):
while True:
p = random.randint(0, self.size * self.size - 1)
if self.map[p // self.size][p % self.size] == 0:
x = random.randint(0, 3) > 0 and 2 or 4
self.map[p // self.size][p % self.size] = x
self.score += x
break
# 地图向左靠拢,其他方向的靠拢可以通过适当旋转实现,返回地图是否更新
def adjust(self):
changed = False
for a in self.map:
b = []
last = 0
for v in a:
if v != 0:
if v == last:
b.append(b.pop() << 1)
last = 0
else:
b.append(v)
last = v
b += [0] * (self.size - len(b))
for i in range(self.size):
if a[i] != b[i]:
changed = True
a[:] = b
return changed
# 逆时针旋转地图90度
def rotate90(self):
self.map = [[self.map[c][r] for c in range(self.size)] for r in reversed(range(self.size))]
# 判断游戏结束
def over(self):
for r in range(self.size):
for c in range(self.size):
if self.map[r][c] == 0:
return False
for r in range(self.size):
for c in range(self.size - 1):
if self.map[r][c] == self.map[r][c + 1]:
return False
for r in range(self.size - 1):
for c in range(self.size):
if self.map[r][c] == self.map[r + 1][c]:
return False
return True
def moveUp(self):
self.rotate90()
if self.adjust():
self.add()
self.rotate90()
self.rotate90()
self.rotate90()
def moveRight(self):
self.rotate90()
self.rotate90()
if self.adjust():
self.add()
self.rotate90()
self.rotate90()
def moveDown(self):
self.rotate90()
self.rotate90()
self.rotate90()
if self.adjust():
self.add()
self.rotate90()
def moveLeft(self):
if self.adjust():
self.add()
# 更新屏幕
def show(map):
for i in range(SIZE):
for j in range(SIZE):
# 背景颜色块
screen.blit(map.map[i][j] == 0 and block[(i + j) % 2] or block[2 + (i + j) % 2], (PIXEL * j, PIXEL * i))
# 数值显示
if map.map[i][j] != 0:
map_text = map_font.render(str(map.map[i][j]), True, (106, 90, 205))
text_rect = map_text.get_rect()
text_rect.center = (PIXEL * j + PIXEL / 2, PIXEL * i + PIXEL / 2)
screen.blit(map_text, text_rect)
# 分数显示
screen.blit(score_block, (0, PIXEL * SIZE))
score_text = score_font.render((map.over() and "Game over with score " or "Score: ") + str(map.score), True,
(106, 90, 205))
score_rect = score_text.get_rect()
score_rect.center = (PIXEL * SIZE / 2, PIXEL * SIZE + SCORE_PIXEL / 2)
screen.blit(score_text, score_rect)
pygame.display.update()
map = Map(SIZE)
pygame.init()
screen = pygame.display.set_mode((PIXEL * SIZE, PIXEL * SIZE + SCORE_PIXEL))
pygame.display.set_caption("2048")
block = [pygame.Surface((PIXEL, PIXEL)) for i in range(4)]
# 设置颜色
block[0].fill((152, 251, 152))
block[1].fill((240, 255, 255))
block[2].fill((0, 255, 127))
block[3].fill((225, 255, 255))
score_block = pygame.Surface((PIXEL * SIZE, SCORE_PIXEL))
score_block.fill((245, 245, 245))
# 设置字体
map_font = pygame.font.Font(None, PIXEL)
score_font = pygame.font.Font(None, SCORE_PIXEL)
clock = pygame.time.Clock()
show(map)
while not map.over():
# 12为实验参数
clock.tick(12)
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
# 接收玩家操作
pressed_keys = pygame.key.get_pressed()
if pressed_keys[K_w] or pressed_keys[K_UP]:
map.moveUp()
elif pressed_keys[K_s] or pressed_keys[K_DOWN]:
map.moveDown()
elif pressed_keys[K_a] or pressed_keys[K_LEFT]:
map.moveLeft()
elif pressed_keys[K_d] or pressed_keys[K_RIGHT]:
map.moveRight()
show(map)
# 游戏结束
pygame.time.delay(3000)
调试结果:
来源:oschina
链接:https://my.oschina.net/u/4460461/blog/3196136