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Python游戏开发:Pygame的运行环境|案例运行与分析

本文主要是介绍Python游戏开发:Pygame的运行环境|案例运行与分析,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!

一、pygame的窗口制作

开发环境是vscode 1.43.0 python版本是3.7.6

代码

import pygamefrom pygame.locals import *import sysdef hello_world():   
pygame.init()   
pygame.display.set_mode((640,480))   pygame.display.set_caption("hello world")   
while True:       
for event in pygame.event.get():           
if event.type==QUIT:               
pygame.quit()               
sys.exit()           
pygame.display.update()if __name__=="__main__":   hello_world()

运行截图

Python游戏开发:Pygame的运行环境|案例运行与分析

二、游戏案例1:坦克大战

参考代码

import pygame,sysfrom pygame.locals import *def play_tank():    
pygame.init()    
window_size=(width,height)=(640,480)    
speed=[1,1]    
color_white=(255,255,255)    screen=pygame.display.set_mode(window_size)    pygame.display.set_caption("坦克大战")    tank_image=pygame.image.load(r'tankU.bmp')    tank_rect=tank_image.get_rect()    
while True:        
for event in pygame.event.get():            
if event.type==pygame.QUIT:                
pygame.quit()                
sys.exit()            
tank_rect=tank_rect.move(speed)            
if(tank_rect.left<0) or (tank_rect.right>width):                speed[0]=-speed[0]            
if(tank_rect.top<0) or (tank_rect.bottom>height):                speed[1]=-speed[1]            
screen.fill(color_white)            screen.blit(tank_image,tank_rect)        pygame.display.update()if __name__=="__main__":    play_tank()

完善代码

import pygame,sysfrom pygame.locals import *def play_tank():    
pygame.init()    
window_size=(width,height)=(640,480)    
speed=[1,1]    
color_white=(255,255,255)    screen=pygame.display.set_mode(window_size)    pygame.display.set_caption("坦克大战")    tank_image=pygame.image.load(r'tankU.bmp')    tank_rect=tank_image.get_rect()    
while True:       
 for event in pygame.event.get():            
if event.type==pygame.QUIT:                
pygame.quit()                
sys.exit()            
tank_rect=tank_rect.move(speed)            
if(tank_rect.left<0) or (tank_rect.right>width):                speed[0]=-speed[0]            
if(tank_rect.top<0) or (tank_rect.bottom>height):                speed[1]=-speed[1]            
screen.fill(color_white)            screen.blit(tank_image,tank_rect)        pygame.display.update()if __name__=="__main__":    play_tank()

运行截图

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image.png

三、精灵类测试

参考代码

import pygame,syspygame.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_positionscreen=pygame.display.set_mode([640,480])screen.fill([255,255,255])fi='tankU.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()

运行截图

Python游戏开发:Pygame的运行环境|案例运行与分析

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完善代码

import pygamefrom pygame.locals import *class MySprite(pygame.sprite.Sprite):    
def __init__(self,target):        pygame.sprite.Sprite.__init__(self)        self.sprite_surface=target        
self.image=None        
self.master_image=None        
self.rect=None        
self.topleft=0,0        
self.frame=0        
self.old_fram=-1        
self.fram_width=1        
self.fram_height=1        
self.first_fram=0        
self.last_fram=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.fram_width=width        
self.fram_height=height        
self.rect=0,0,width,height        
self.columns=columns        
rect=self.master_image.get_rect()        
self.last_fram=(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_fram:            
self.frame=self.first_fram           
 self.last_time=current_time        
if self.frame!=self.old_fram:            
frame_x=(self.frame%self.columns)
*self.fram_width            
frame_y=(self.frame//self.columns)
*self.fram_height            
rect=(frame_x,frame_y,self.fram_width,self.fram_height)            self.image=self.master_image.subsurface(rect)            self.old_fram=self.framepygame.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("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()

运行截图

Python游戏开发:Pygame的运行环境|案例运行与分析

Python游戏开发:Pygame的运行环境|案例运行与分析

四、游戏案例2:贪吃蛇

代码

import pygame,sys,time,randomfrom 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")redColor=pygame.Color(255,0,0)blackColor=pygame.Color(0,0,0)whiteColor=pygame.Color(255,255,255)greyColor=pygame.Color(150,150,150)snakePosition=[100,100]snakeSegments=[[100,100],[80,100],[60,100]]raspberryPosition=[300,300]raspberrySpawned=1direction='right'changeDirection=directiondef gameOver():    gameOverFont=pygame.font.Font('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_DOLLAR 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    snakeSegments.insert(0,list(snakePosition))    
if snakePosition[0]==raspberryPosition[0] and snakePosition[1]==raspberryPosition[1]:        raspberrySpawned=0    
else:        snakeSegments.pop()    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)

运行截图

Python游戏开发:Pygame的运行环境|案例运行与分析

Python游戏开发:Pygame的运行环境|案例运行与分析

五、游戏案例3:打飞机

代码

import pygamefrom sys import exitfrom pygame.locals import *import randomSCREEN_WIDTH=480SCREEN_HEIGHT = 800TYPE_SMALL=1TYPE_MIDDLE=2TYPE_BIG=3class 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.speedclass 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.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.speedclass 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     def move(self):         self.rect.top += self.speedpygame.init()screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))pygame.display.set_caption('Python打飞机大战')background = pygame.image.load('image/background.png').convert()game_over = pygame.image.load('image/gameover.png')plane_img = pygame.image.load('image/shoot.png')player_rect = []player_rect.append(pygame.Rect(0, 99, 102, 126))        # 玩家飞机图片player_rect.append(pygame.Rect(165, 234, 102, 126))     # 玩家爆炸图片player_pos = [200, 600]player = Player(plane_img, player_rect, player_pos)bullet_rect = pygame.Rect(1004, 987, 9, 21)bullet_img = plane_img.subsurface(bullet_rect)enemy1_rect = pygame.Rect(534, 612, 57, 43)enemy1_img = plane_img.subsurface(enemy1_rect)enemy1_down_imgs = plane_img.subsurface(pygame.Rect(267, 347, 57, 43))enemies1 = pygame.sprite.Group()enemies_down = pygame.sprite.Group()shoot_frequency = 0enemy_frequency = 0score = 0clock = pygame.time.Clock()running = Truewhile running:    clock.tick(60)    if not player.is_hit:        if shoot_frequency % 15 == 0:            player.shoot(bullet_img)        shoot_frequency += 1        if shoot_frequency >= 15:            shoot_frequency = 0    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    for bullet in player.bullets:        # 以固定速度移动子弹        bullet.move()        # 移动出屏幕后删除子弹        if bullet.rect.bottom < 0:            player.bullets.remove(bullet)    for enemy in enemies1:        #2\. 移动敌机        enemy.move()        #3\. 敌机与玩家飞机碰撞效果处理        if pygame.sprite.collide_circle(enemy, player):            enemies_down.add(enemy)            enemies1.remove(enemy)            player.is_hit = True            break        #4\. 移动出屏幕后删除敌人        if enemy.rect.top < 0:            enemies1.remove(enemy)    #敌机被子弹击中效果处理    #将被击中的敌机对象添加到击毁敌机 Group 中    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[0], player.rect) #将正常飞机画出来    else:        # 玩家飞机被击中后的效果处理        screen.blit(player.image[1], player.rect) #将爆炸的飞机画出来        running = False    # 敌机被子弹击中效果显示    for enemy_down in enemies_down:        enemies_down.remove(enemy_down)        score += 1        screen.blit(enemy_down.down_imgs, enemy_down.rect) #将爆炸的敌机画出来    # 显示子弹    player.bullets.draw(screen)    # 显示敌机    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)    pygame.display.update()    # 处理游戏退出    for event in pygame.event.get():        if event.type == pygame.QUIT:            pygame.quit()            exit()    # 获取键盘事件(上下左右按键)    key_pressed = pygame.key.get_pressed()    # 处理键盘事件(移动飞机的位置)    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 Game Over 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().centerxtext_rect.centery = screen.get_rect().centery + 24screen.blit(game_over, (0, 0))screen.blit(text, text_rect)# 显示得分并处理游戏退出while 1:    for event in pygame.event.get():        if event.type == pygame.QUIT:            pygame.quit()            exit()    pygame.display.update()

运行截图

Python游戏开发:Pygame的运行环境|案例运行与分析

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六、游戏案例4:2048

代码

import randomimport sysimport pygamefrom pygame.locals import *PIXEL = 150SCORE_PIXEL = 100SIZE = 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)

运行截图

Python游戏开发:Pygame的运行环境|案例运行与分析

Python游戏开发:Pygame的运行环境|案例运行与分析

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