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Pygame实战练习之一百层游戏

导语

哈喽哈喽!大家好!我是木木子,又到了每日游戏更新环节!

8月30日,对暑假还意犹未尽的孩子们收到了一份“开学大礼”:

Pygame实战练习之一百层游戏

通知要求,严格限制向未成年人提供网络游戏服务的时间!啊这~禁了网游,那这波单机游戏的就是一波收割大胜利。

​安排!家里的孩子没游戏玩了怎么办?当然是由我提供新鲜热乎的游戏代码!

Pygame实战练习之一百层游戏

正文

给整了一个一百层的闯关游戏!能完美通关的话孩子得玩很长一段时间,那我就解放了!!

主要分为二部分:

​
import pygame
from pygame.locals import *
from sys import exit
 
FOUR_NEIGH = {"left": (0, -1), "right": (0, 1), "up": (-1, 0), "down": (1, 0)}
EIGHT_NEIGH = list(FOUR_NEIGH.values()) + [(1, 1), (1, -1), (-1, 1), (-1, -1)]
DIRECTION = {pygame.K_UP: "up", pygame.K_LEFT: "left", pygame.K_RIGHT: "right", pygame.K_DOWN: "down"}
 
 
def hex2rgb(color):
    b = color % 256
    color = color >> 8
    g = color % 256
    color = color >> 8
    r = color % 256
    return (r, g, b)
 
 
class Game(object):
    def __init__(self, title, size, fps=30):
        self.size = size
        pygame.init()
        self.screen = pygame.display.set_mode(size, 0, 32)
        pygame.display.set_caption(title)
        self.keys = {}
        self.keys_up = {}
        self.clicks = {}
        self.timer = pygame.time.Clock()
        self.fps = fps
        self.score = 0
        self.end = False
        self.fullscreen = False
        self.last_time = pygame.time.get_ticks()
        self.is_pause = False
        self.is_draw = True
        self.score_font = pygame.font.SysFont("Calibri", 130, True)
 
    def bind_key(self, key, action):
        if isinstance(key, list):
            for k in key:
                self.keys[k] = action
        elif isinstance(key, int):
            self.keys[key] = action
 
    def bind_key_up(self, key, action):
        if isinstance(key, list):
            for k in key:
                self.keys_up[k] = action
        elif isinstance(key, int):
            self.keys_up[key] = action
 
    def bind_click(self, button, action):
        self.clicks[button] = action
 
    def pause(self, key):
        self.is_pause = not self.is_pause
 
    def set_fps(self, fps):
        self.fps = fps
 
    def handle_input(self, event):
        if event.type == pygame.QUIT:
            pygame.quit()
            exit()
        if event.type == pygame.KEYDOWN:
            if event.key in self.keys.keys():
                self.keys[event.key](event.key)
            if event.key == pygame.K_F11:                           # F11全屏
                self.fullscreen = not self.fullscreen
                if self.fullscreen:
                    self.screen = pygame.display.set_mode(self.size, pygame.FULLSCREEN, 32)
                else:
                    self.screen = pygame.display.set_mode(self.size, 0, 32)
        if event.type == pygame.KEYUP:
            if event.key in self.keys_up.keys():
                self.keys_up[event.key](event.key)
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button in self.clicks.keys():
      www.cppcns.com          self.clicks[event.button](*event.pos)
 
    def run(self):
        while True:
            for event in pygame.event.get():
                self.handle_input(event)
            self.timer.tick(self.fps)
 
            self.update(pygame.time.get_ticks())
            self.draw(pygame.time.get_ticks())
 
    def draw_score(self, color, rect=None):
        score = self.score_font.render(str(self.score), True, color)
        if rect is None:
            r = self.screen.get_rect()
            rect = score.get_rect(center=r.center)
        self.screen.blit(score, rect)
 
    def is_end(self):
        return self.end
 
    def update(self, current_time):
        pass
 
    def draw(self, current_time):
        pass
 
 
class Test(Game):
    def __init__(self, title, size, fps=30):
        super(Test, self).__init__(title, size, fps)
        self.bind_key(pygame.K_RETURN, self.press_enter)
 
    def press_enter(self):
        print("press enter")
 
    def draw(self, current_time):
        pass
 
 
def press_space(key):
    print("press space.")
 
 
def click(x, y):
    print(x, y)
 
 
def main():
    print(hex2rgb(0xfcf040))
    game = Test("game", (640, 480))
    game.bind_key(pygame.K_SPACE, press_space)
    game.bind_click(1, click)
    game.run()
其二:
 
import pygame
import game
from random import choice, randint
 
SCORE = 0
SOLID = 1
FRAGILE = 2
DEADLY = 3
BELT_LEFT = 4
BELT_RIGHT = 5
BODY = 6
 
GAME_ROW = 40
GAME_COL = 28
OBS_WIDTH = GAME_COL // 4
SIDE = 13
SCREEN_WIDTH = SIDE*GAME_COL
SCREEN_HEIGHT = SIDE*GAME_ROW
COLOR = {SOLID: 0x00ffff, FRAGILE: 0xff5500, DEADLY: 0xff2222, SCORE: 0xcccccc,
        BELT_LEFT: 0xffff44, BELT_RIGHT: 0xff99ff, BODY: 0x00ff00}
CHOICE = [SOLID, SOLID, SOLID, FRAGILE, FRAGILE, BELT_LEFT, BELT_RIGHT, DEADLY]
 
 
class Barrier(object):
    def编程客栈 __init__(self, screen, opt=None):
        self.screen = screen
        if opt is None:
            self.type = choice(CHOICE)
        else:
            self.type = opt
        self.frag_touch = False
        self.frag_time = 12
        self.score = False
        self.belt_dire = 0
        self.belt_dire = pygame.K_LEFT if self.type == BELT_LEFT else pygame.K_RIGHT
        left = randint(0, SCREEN_WIDTH - 7 * SIDE - 1)
   编程客栈     top = SCREEN_HEIGHT - SIDE - 1
        self.rect = pygame.Rect(left, top, 7*SIDE, SIDE)
 
    def rise(self):
        if self.frag_touch:
            self.frag_time -= 1
        if self.frag_time == 0:
            return False
        self.rect.top -= 2
        return self.rect.top >= 0
 
    def draw_side(self, x, y):
        if self.type == SOLID:
            rect = pygame.Rect(x, y, SIDE, SIDE)
            self.screen.fill(COLOR[SOLID], rect)
        elif self.type == FRAGILE:
            rect = pygame.Rect(x+2, y, SIDE-4, SIDE)
            self.screen.fill(COLOR[FRAGILE], rect)
        elif self.type == BELT_LEFT or self.type == BELT_RIGHT:
            rect = pygame.Rect(x, y, SIDE, SIDE)
            pygame.draw.circle(self.screen, COLOR[self.type], rect.center, SIDE // 2 + 1)
        elif self.type == DEADLY:
            p1 = (x + SIDE//2 + 1, y)
            p2 = (x, y + SIDE)
            p3 = (x + SIDE, y + SIDE)
            points = [p1, p2, p3]
            pygame.draw.polygon(self.screen, COLOR[DEADLY], points)
 
    def draw(self):
        for i in range(7):
            self.draw_side(i*SIDE+self.rect.left, self.rect.top)
 
 
class Hell(game.Game):
    def __init__(self, title, size, fps=60):
        super(Hell, self).__init__(title, size, fps)
        self.last = 6 * SIDE
        self.dire = 0
        self.barrier = [Barrier(self.screen, SOLID)]
        self.body = pygame.Rect(self.barrier[0].rect.center[0], 200, SIDE, SIDE)
 
        self.bind_key([pygame.K_LEFT, pygame.K_RIGHT], self.move)
        self.bind_key_up([pygame.K_LEFT, pygame.K_RIGHT], self.unmove)
        self.bind_key(pygame.K_SPACE, self.pause)
 
    def move(self, key):
        self.dire = key
 
    def unmove(self, key):
        self.dire = 0
 
    def show_end(self):
        self.draw(0, end=True)
        self.end = True
 
    def move_man(self, dire):
        if dire == 0:
            return True
        rect = self.body.copy()
        if dire == pygame.K_LEFT:
            rect.left -= 1
        else:
            rect.left += 1
        if rect.left < 0 or rect.left + SIDE >= SCREEN_WIDTH:
            return False
        for ba in self.barrier:
            if rect.colliderect(ba.rect):
                return False
        self.body = rect
        return True
 
    def get_score(self, ba):
        if self.body.top > ba.rect.top and not ba.score:
            self.score += 1
            ba.score = True
 
    def to_hell(self):
        self.body.top += 2
        for ba in self.barrier:
            if not self.body.colliderect(ba.rect):
                self.get_sco编程客栈re(ba)
                continue
            if ba.type == DEADLY:
                self.show_end()
                return
            self.body.top = ba.rect.top - SIDE - 2
            if ba.type == FRAGILE:
                ba.frag_touch = True
            elif ba.type == BELT_LEFT or ba.type == BELT_RIGHT:
                # self.body.left += ba.belt_dire
                self.move_man(ba.belt_dire)
   aJEdFETido         break
 
        top = self.body.top
        if top < 0 or top+SIDE >= SCREEN_HEIGHT:
            self.show_end()
 
    def create_barrier(self):
        solid = list(filter(lambda ba: ba.type == SOLID, self.barrier))
        if len(solid) < 1:
            self.barrier.append(Barrier(self.screen, SOLID))
        else:
            self.barrier.append(Barrier(self.screen))
        self.last = randint(3, 5) * SIDE
 
    def update(self, current_time):
        if self.end or self.is_pause:
            return
        self.last -= 1
        if self.last == 0:
            self.create_barrier()
 
        for ba in self.barrier:
            if not ba.rise():
                if ba.type == FRAGILE and ba.rect.top > 0:
                    self.score += 1
                self.barrier.remove(ba)
 
        self.move_man(self.dire)
        self.move_man(self.dire)
        self.to_hell()
 
    def draw(self, current_time, end=False):
        if self.end or self.is_pause:
            return
        self.screen.fill(0x000000)
        self.draw_score((0x3c, 0x3c, 0x3c))
        for ba in self.barrier:
            ba.draw()
        if not end:
            self.screen.fill(COLOR[BODY], self.body)
        else:
            self.screen.fill(COLOR[DEADLY], self.body)
        pygame.display.update()
 
 
if __name__ == '__main__':
    hell = Hell("一百层", (SCREEN_WIDTH, SCREEN_HEIGHT))
    hell.run()
​

效果图如下:

Pygame实战练习之一百层游戏

Pygame实战练习之一百层游戏

总结

我懂!我懂!我现在话不多说都是直接上代码滴!

Pygame实战练习之一百层游戏

记得三连哦~mua 你们的支持是我最大的动力!

到此这篇关于Pygame实战练习之一百层游戏的文章就介绍到这了,更多相关Pygame 一百层游戏内容请搜索我们以前的文章或继续浏览下面的相关文章希望大家以后多多支持我们!

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