正文🚀 作者 :“程序员梨子”
🚀 **文章简介 **:本篇文章主要是写了使用Pygame写的打地鼠小游戏啦~
🚀 **文章源码免费获取 : 为了感谢每一个关注我的小可爱💓每篇文章的项目源码都是无
偿分享滴💓👇👇
点这里蓝色这行字体自取,需要什么源码记得说标题名字哈!私信我也可!
🚀 欢迎小伙伴们 点赞👍、收藏⭐、留言💬
嘻嘻!我是梨子同学~
打地鼠游戏大家一定不陌生,曾经风靡一时,不论是计算机上的小游戏还是可以拿在手里的小玩
具,都不难看到打地鼠游戏的身影。
今天我们要利用 Pygame模块,制作一个代码仿制的《打地鼠》游戏给大家!
运行环境🎁本文用到的环境:Python3.6、Pycharm社区版、Pygame游戏模块自带的就不展示啦。
pip install -i https://pypi.douban.com/simple/ +模块名
效果展示👀
1)游戏界面
2)游戏界面
代码展示😍
1)配置文件
import os
'''屏幕大小'''
SCREENSIZE = (993, 477)
'''游戏素材路径'''
ROOTDIR = os.getcwd()
HAMMER_IMAGEPATHS = [os.path.join(ROOTDIR, 'resources/images/hammer0.png'), os.path.join(ROOTDIR, 'resources/images/hammer1.png')]
GAME_BEGIN_IMAGEPATHS = [os.path.join(ROOTDIR, 'resources/images/begin.png'), os.path.join(ROOTDIR, 'resources/images/begin1.png')]
GAME_AGAIN_IMAGEPATHS = [os.path.join(ROOTDIR, 'resources/images/again1.png'), os.path.join(ROOTDIR, 'resources/images/again2.png')]
GAME_BG_IMAGEPATH = os.path.join(ROOTDIR, 'resources/images/background.png')
GAME_END_IMAGEPATH = os.path.join(ROOTDIR, 'resources/images/end.png')
MOLE_IMAGEPATHS = [
os.path.join(ROOTDIR, 'resources/images/mole_1.png'),
os.path.join(ROOTDIR, 'resources/images/mole_laugh1.png'),
os.path.join(ROOTDIR, 'resources/images/mole_laugh2.png'),
os.path.join(ROOTDIR, 'resources/images/mole_laugh3.png')
]
BGM_PATH = os.path.join(ROOTDIR, 'resources/audios/bgm.mp3')
COUNT_DOWN_SOUND_PATH = os.path.join(ROOTDIR, 'resources/audios/count_down.wav')
HAMMERING_SOUND_PATH = os.path.join(ROOTDIR, 'resources/audios/hammering.wav')
FONT_PATH = os.path.join(ROOTDIR, 'resources/font/Gabriola.ttf')
'''游戏常量参数设置'''
HOLE_POSITIONS = [(90, -20), (405, -20), (720, -20), (90, 140), (405, 140), (720, 140), (90, 290), (405, 290), (720, 290)]
BROWN = (150, 75, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
RECORD_PATH = 'score.rec'
2)主程序
import cfg
import sys
import pygame
import random
from modules import *
'''游戏初始化'''
def initGame():
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('打地鼠')
return screen
'''主函数'''
def main():
# 初始化
screen = initGame()
# 加载背景音乐和其他音效
pygame.mixer.music.load(cfg.BGM_PATH)
pygame.mixer.music.play(-1)
audios = {
'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),
'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)
}
# 加载字体
font = pygame.font.Font(cfg.FONT_PATH, 40)
# 加载背景图片
bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
# 开始界面
startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
# 地鼠改变位置的计时
hole_pos = random.choice(cfg.HOLE_POSITIONS)
change_hole_event = pygame.USEREVENT
pygame.time.set_timer(change_hole_event, 800)
# 地鼠
mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)
# 锤子
hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
# 时钟
clock = pygame.time.Clock()
# 分数
your_score = 0
flag = False
# 初始时间
init_time = pygame.time.get_ticks()
# 游戏主循环
while True:
# --游戏时间为60s
time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
# --游戏时间减少, 地鼠变位置速度变快
if time_remain == 40 and not flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 650)
flag = True
elif time_remain == 20 and flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 500)
flag = False
# --倒计时音效
if time_remain == 10:
audios['count_down'].play()
# --游戏结束
if time_remain < 0: break
count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
# --按键检测
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEMOTION:
hammer.setPosition(pygame.mouse.get_pos())
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
hammer.setHammering()
elif event.type == change_hole_event:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
# --碰撞检测
if hammer.is_hammering and not mole.is_hammer:
is_hammer = pygame.sprite.collide_mask(hammer, mole)
if is_hammer:
audios['hammering'].play()
mole.setBeHammered()
your_score += 10
# --分数
your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
# --绑定必要的游戏元素到屏幕(注意顺序)
screen.blit(bg_img, (0, 0))
screen.blit(count_down_text, (875, 8))
screen.blit(your_score_text, (800, 430))
mole.draw(screen)
hammer.draw(screen)
# --更新
pygame.display.flip()
clock.tick(60)
# 读取最佳分数(try块避免第一次游戏无.rec文件)
try:
best_score = int(open(cfg.RECORD_PATH).read())
except:
best_score = 0
# 若当前分数大于最佳分数则更新最佳分数
if your_score > best_score:
f = open(cfg.RECORD_PATH, 'w')
f.write(str(your_score))
f.close()
# 结束界面
score_info = {'your_score': your_score, 'best_score': best_score}
is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)
return is_restart
'''run'''
if __name__ == '__main__':
while True:
is_restart = main()
if not is_restart:
break
小结
安啦!文章就写到这里,你们的支持是我最大的动力,记得三连哦~
关注小编获取更多精彩内容!记得点击传送门哈👇👇👇👇👇👇
记得三连哦! 如需打包好的完整源码+素材免费分享滴!传送门
欢迎分享,转载请注明来源:内存溢出
评论列表(0条)