• Pygame入门 2022 (3)


    增加游戏的可玩性

    [外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-kH6jWBxo-1661269465814)(assets/2022-08-22-15-54-51.png)]
    上一节的游戏太过单调了,我们继续给游戏增加一些可玩性内容。

    • 显示分数
    • 游戏的进入界面和结算界面
    • 让敌人的逻辑不那么单调
    • 让角色的动作更生动

    显示分数

    这里我们将分数设置为玩家坚持的时间,每过一秒,分数+1。
    具体实现时用到了pygame.time.get_ticks()获取时间。
    相关代码:

    def display_score():
        current = pygame.time.get_ticks() // 1000 - start_time
        score_surf = test_font.render(f"Score:{current}", False, (64,64,64))
        screen.blit(score_surf,score_surf.get_rect(center=(400,50)))
        return current
    
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    进入界面和结算界面

    在游戏开始时,提示玩家玩法。
    在游戏结束时,进入结算界面,显示玩家得分。
    为了实现上述目的,我们需要设置一个全局变量game_activate来记录游戏状态。并且在游戏主循环中,(使用if~else)根据状态进行不同的显示。
    相关代码:

    game_activate = False
    
    while True:
        ...
        if game_activate :
            # 正常游戏
            ...
        else:
            # 显示游戏结束界面
            ...
    
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    让敌人的逻辑不那么单调

    只是一只蜗牛重复的跑,未免太单调了。
    我们创建一个列表,存放多个敌人。显示和碰撞检测也对列表进行操作。
    并且利用 random.randint()给敌人的种类和位置增加随机性。

    相关代码:

    obstacle_rect_list = []
    
    def collisions(player , obstacles):
        if obstacles:
            for obstacle_rect in obstacles:
                if player.colliderect(obstacle_rect):
                    return  True
        return False
    
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    此外,为了定时生成敌人,用到了定时器Timer,其作用是每间隔一定时间,就生成一个pygame.event。

    # Timer
    obstacle_timer = pygame.USEREVENT + 1
    pygame.time.set_timer(obstacle_timer, 1500)
    
    
    for event in pygame.event.get():
        if game_activate:
            ...
            if event.type == obstacle_timer:
                if random.randint(0,2):
                    obstacle_rect_list.append(snail_surf.get_rect(bottomright=(random.randint(900, 1100), 300)))
            ...
    
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    让角色的动作更生动

    通过两种图片的快速切换,可以制造出动画的效果:
    [外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-qDPjsXeu-1661269465816)(assets/snai_move.gif)]

    利用这个原理,让人物的腿起来:
    [外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-7sh4kUO7-1661269465817)(assets/player_move.gif)]

    player_walk_1 = pygame.image.load('graphics/Player/player_walk_1.png').convert_alpha()
    player_walk_2 = pygame.image.load('graphics/Player/player_walk_2.png').convert_alpha()
    player_walk = [player_walk_1, player_walk_2]
    player_index = 0
    player_jump = pygame.image.load('graphics/Player/jump.png').convert_alpha()
    
    player_surf = player_walk[player_index]
    player_rect = player_surf.get_rect(midbottom=(80, 300))
    
    
    def player_animation():
        global player_surf, player_index
    
        if player_rect.bottom <300:
            # jump
            player_surf = player_jump
        else:
            player_index  += 0.1  # 我们不想腿变换的频率太快
            if player_index >= len(player_walk): player_index = 0
            player_surf = player_walk[int(player_index)]
    
    
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    对于蜗牛和苍蝇,我们使用timer 来更新动画。
    每次Timer触发,所有的蜗牛和苍蝇都会更新。(蜗牛和苍蝇有各自的timer)。
    (为什么这里要用Timer呢?为蜗牛和苍蝇分别设置各自的timer,方便我们分别控制蜗牛和苍蝇动画更新的频率。如果你乐意,也可以把人物动画用timer实现)

    snail_animation_timer = pygame.USEREVENT + 2
    pygame.time.set_timer(snail_animation_timer,800)
    
    fly_animation_timer = pygame.USEREVENT + 3
    pygame.time.set_timer(fly_animation_timer,200)
    
    # 获取用户输入
    for event in pygame.event.get():
        if event.type == snail_animation_timer:
            snail_frames_index =  ~snail_frames_index
            snail_surf = snail_frames[snail_frames_index]
        if event.type == fly_animation_timer:
            fly_frames_index = ~fly_frames_index
            fly_surf = fly_frames[fly_frames_index]
            
    
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    最终效果:
    [外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-vEfyDcj2-1661269465817)(assets/final_1.gif)]

    完整代码:

    import random
    import pygame
    from sys import exit
    
    
    def display_score():
        # 显示分数
        current = pygame.time.get_ticks() // 1000 - start_time
        score_surf = test_font.render(f"Score:{current}", False, (64, 64, 64))
        screen.blit(score_surf, score_surf.get_rect(center=(400, 50)))
        return current
    
    
    def player_animation():
        # 播放主角跑步和跳跃的动画
        global player_surf, player_index
    
        if player_rect.bottom < 300:
            # jump
            player_surf = player_jump
        else:
            player_index += 0.1  # 我们不想腿变换的频率太快
            if player_index >= len(player_walk): player_index = 0
            player_surf = player_walk[int(player_index)]
    
    
    # 初始化 引擎
    pygame.init()
    # 设置屏幕
    screen = pygame.display.set_mode((800, 400))  # 宽度800,高度400
    pygame.display.set_caption('Runner')  # 设置标题
    # 时钟
    clock = pygame.time.Clock()
    # 字体
    test_font = pygame.font.Font('font/Pixeltype.ttf', 50)
    # 背景
    sky_surf = pygame.image.load('graphics/Sky.png').convert()
    ground_surf = pygame.image.load('graphics/ground.png').convert()
    # 得分
    score_surf = test_font.render("My game", False, 'Black')
    score_rect = score_surf.get_rect(center=(400, 50))
    # 游戏简介
    game_name_surf = test_font.render("Runner", False, 'Black')
    game_name_rect = game_name_surf.get_rect(center=(400, 80))
    game_message_surf = test_font.render("Press space to run", False, (111, 196, 169))
    game_message_rect = game_message_surf.get_rect(center=(400, 320))
    
    # Obstacles (障碍,有蜗牛和苍蝇)
    snail_frame_1 = pygame.image.load('graphics/snail/snail1.png').convert_alpha()
    snail_frame_2 = pygame.image.load('graphics/snail/snail2.png').convert_alpha()
    snail_frames = [snail_frame_1, snail_frame_2]
    snail_frames_index = 0
    snail_surf = snail_frames[snail_frames_index]
    
    fly_frame_1 = pygame.image.load('graphics/Fly/Fly1.png').convert_alpha()
    fly_frame_2 = pygame.image.load('graphics/Fly/Fly2.png').convert_alpha()
    fly_frames = [fly_frame_1, fly_frame_2]
    fly_frames_index = 0
    fly_surf = fly_frames[fly_frames_index]
    
    obstacle_rect_list = []
    
    # 人物
    player_walk_1 = pygame.image.load('graphics/Player/player_walk_1.png').convert_alpha()
    player_walk_2 = pygame.image.load('graphics/Player/player_walk_2.png').convert_alpha()
    player_walk = [player_walk_1, player_walk_2]
    player_index = 0
    player_jump = pygame.image.load('graphics/Player/jump.png').convert_alpha()
    
    player_surf = player_walk[player_index]
    player_rect = player_surf.get_rect(midbottom=(80, 300))
    
    player_stand_surf = pygame.image.load('graphics/Player/player_stand.png').convert_alpha()
    player_stand_surf = pygame.transform.rotozoom(player_stand_surf, 0, 2)
    player_stand_rect = player_stand_surf.get_rect(midbottom=(400, 300))
    
    player_gravity = 0
    game_activate = False
    start_time = 0
    score = 0
    
    # Timer
    obstacle_timer = pygame.USEREVENT + 1
    pygame.time.set_timer(obstacle_timer, 1500)
    
    snail_animation_timer = pygame.USEREVENT + 2
    pygame.time.set_timer(snail_animation_timer, 800)
    
    fly_animation_timer = pygame.USEREVENT + 3
    pygame.time.set_timer(fly_animation_timer, 200)
    
    
    def obstacle_movement(obstacle_rect_list):
        # 移动障碍
        if obstacle_rect_list:
            for obstacle_rect in obstacle_rect_list:
                obstacle_rect.x -= 5
                if obstacle_rect.bottom == 300:
                    screen.blit(snail_surf, obstacle_rect)
                else:
                    screen.blit(fly_surf, obstacle_rect)
            obstacle_rect_list = [obstacle_rect for obstacle_rect in obstacle_rect_list if obstacle_rect.x > 0]
        else:
            obstacle_rect_list = []
        return obstacle_rect_list
    
    
    def collisions(player, obstacles):
        # 碰撞检测
        if obstacles:
            for obstacle_rect in obstacles:
                if player.colliderect(obstacle_rect):
                    return True
        return False
    
    
    while True:
        # 获取用户输入
        for event in pygame.event.get():
            # 用户点击退出,关闭游戏
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()
            if game_activate:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_SPACE and player_rect.bottom >= 300:
                        player_gravity -= 20
                if event.type == obstacle_timer:
                    if random.randint(0, 2):
                        obstacle_rect_list.append(snail_surf.get_rect(bottomright=(random.randint(900, 1100), 300)))
                    else:
                        obstacle_rect_list.append(fly_surf.get_rect(bottomright=(random.randint(900, 1100), 210)))
                if event.type == snail_animation_timer:
                    snail_frames_index = ~snail_frames_index
                    snail_surf = snail_frames[snail_frames_index]
                if event.type == fly_animation_timer:
                    fly_frames_index = ~fly_frames_index
                    fly_surf = fly_frames[fly_frames_index]
            else:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_SPACE:
                        game_activate = True
    
                        start_time = pygame.time.get_ticks() // 1000
        # 游戏运行:绘图,更新
        if game_activate:
            pygame.draw.rect(screen, '#c0e8ec', score_rect)
            pygame.draw.rect(screen, '#c0e8ec', score_rect, 10)
            screen.blit(sky_surf, (0, 0))  # 将test_surface放到screen上。(0,0):放置后test_surface的左上角位于screen的(0,0)处
            screen.blit(ground_surf, (0, 300))
    
            score = display_score()
            obstacle_rect_list = obstacle_movement(obstacle_rect_list)
    
            player_gravity += 1
            player_rect.y += player_gravity
            if player_rect.bottom >= 300:
                player_rect.bottom = 300
                player_gravity = 0
            player_animation()
            screen.blit(player_surf, player_rect)
    
            if collisions(player_rect, obstacle_rect_list):
                game_activate = False
        # 游戏结束:
        else:
            obstacle_rect_list.clear()
            player_rect.midbottom = (80, 300)
            player_gravity = 0
            screen.fill((94, 129, 162))
            screen.blit(player_stand_surf, player_stand_rect)
            screen.blit(game_name_surf, game_name_rect)
            if score == 0:
                screen.blit(game_message_surf, game_message_rect)
            else:
                score_message = test_font.render(f'Your score:{score}', False, (111, 196, 169))
                score_message_rect = score_message.get_rect(center=(400, 320))
                screen.blit(score_message, score_message_rect)
    
        pygame.display.update()
        clock.tick(60)  # 不超过60 fps
    
    
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  • 原文地址:https://blog.csdn.net/qq_41068877/article/details/126495155