笔记(9)
编程需要两样东西:思路和工具。Python的特点就是很直白,也很贴近生活,即使没系统学过这种语言,也能从它的逻辑中读懂大概意思。因为这门语言更贴近人的想法,而不仅仅是冰冷的机器语言,所以更容易实现个体的想法。下面是个简单的塔防游戏例子:1、防守方,敌人,子弹,时间条,血条;2、运动轨迹、子弹轨迹;3、逻辑线条、算法计算;4、优化,包括统计结果、背景音乐、图片美观、用户体验。
其中一些代码是固定套路,可以移植,重复使用。如果从本质看塔防游戏(比如“保卫萝卜”)就是个你来我射的拉锯战,就是射击,要实现的包括:位移和碰撞消减,既然是游戏,包括人机互动(按键和鼠标的实现功能,很方便地体现在pygame模块包中)。
例子来源:http://blog.jobbole.com/46308/
感兴趣的最好看原版,略作修改,Python3版本可以实现,效果如下图:

1 # 1 - Import library 2 import pygame 3 from pygame.locals import * 4 import math 5 import random 6 7 # 2 - Initialize the game 8 pygame.init() 9 width, height = 640, 480 # 设置游戏屏幕大小 10 screen = pygame.display.set_mode((width, height)) 11 keys = [False, False, False, False] # 方向键和玩家初始位置的设置,当游戏进行时,玩家位置将和兔子重合(控制兔子位置) 12 playerpos = [100, 100] 13 acc = [0, 0] 14 arrows = [] 15 badtimer = 100 16 badtimer1 = 0 17 badguys = [[640, 100]] 18 healthvalue = 194 19 pygame.mixer.init() 20 21 # 3 - Load image 加载图片和背景音乐 22 player = pygame.image.load("resources/images/dude.png") 23 grass = pygame.image.load("resources/images/grass.png") 24 castle = pygame.image.load("resources/images/castle.png") 25 arrow = pygame.image.load("resources/images/bullet.png") 26 badguyimg1 = pygame.image.load("resources/images/badguy.png") 27 badguyimg = badguyimg1 28 healthbar = pygame.image.load("resources/images/healthbar.png") 29 health = pygame.image.load("resources/images/health.png") 30 gameover = pygame.image.load("resources/images/gameover.png") 31 youwin = pygame.image.load("resources/images/youwin.png") 32 # 3.1 - Load audio 33 hit = pygame.mixer.Sound("resources/audio/explode.wav") 34 enemy = pygame.mixer.Sound("resources/audio/enemy.wav") 35 shoot = pygame.mixer.Sound("resources/audio/shoot.wav") 36 hit.set_volume(0.05) 37 enemy.set_volume(0.05) 38 shoot.set_volume(0.05) 39 pygame.mixer.music.load('resources/audio/moonlight.wav') # pygame.mixer.music.load 这一行加载游戏的背景音乐然后下一行让背景音乐一直不停的播放 40 pygame.mixer.music.play(-1, 0.0) 41 pygame.mixer.music.set_volume(0.25) # 设置音量 42 #xx = list(range(width//grass.get_width()+1)) 43 #yy = list(range(height//grass.get_height()+1)) 44 45 # 4 - keep looping through 46 running = 1 47 exitcode = 0 48 while running: # running变量会跟踪游戏是否结束 49 badtimer -= 1 50 # 5 - clear the screen before drawing it again 51 screen.fill(0) 52 # 6 - draw the player on the screen at X:100, Y:100 53 # for x in xx: 54 # for y in yy: 55 for x in range(width//grass.get_width()+1): # get 图片的宽和高 56 for y in range(height//grass.get_height()+1): 57 screen.blit(grass, (x*100, y*100)) # 双层循环嵌套,确保背景图片完全覆盖 58 screen.blit(castle, (0, 30)) # 该函数表示在屏幕的特定位置安放特定图片 59 screen.blit(castle, (0, 135)) 60 screen.blit(castle, (0, 240)) 61 screen.blit(castle, (0, 345)) 62 # 6.1 - Set player position and rotation 63 position = pygame.mouse.get_pos() 64 angle = math.atan2(position[1]-(playerpos[1]+32), position[0]-(playerpos[0]+26)) # atan2(y,x)[1]是y维;[0]是x维,因为兔子不是一个质点,参考位置不同就有32和26的微调 65 playerrot = pygame.transform.rotate(player, 360-angle*57.29) # 设置兔子图形转向,所以下面的playerrot既包含图形又包含转向的性质,同时需要把弧度转为角度 66 playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2) 67 screen.blit(playerrot, playerpos1) # 兔子位置移动包括按键(直上直下)和鼠标操纵(转向) 68 # 6.2 - Draw arrows if表达式是检查箭头是否超出了屏幕范围,如果超出,就删除这个箭头。第二个for表达式是循环来把箭头根据相应的旋转画出来。 69 for bullet in arrows: 70 index = 0 71 velx = math.cos(bullet[0])*10 72 vely = math.sin(bullet[0])*10 73 bullet[1] += velx 74 bullet[2] += vely 75 if bullet[1] < -64 or bullet[1] > 640 or bullet[2] < -64 or bullet[2] > 480: 76 arrows.pop(index) 77 index += 1 78 for projectile in arrows: 79 arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57.29) 80 screen.blit(arrow1, (projectile[1], projectile[2])) 81 # 6.3 - Draw badgers 82 if badtimer == 0: 83 badguys.append([640, random.randint(50, 430)]) 84 badtimer = 100-(badtimer1*2) 85 if badtimer1 >= 35: 86 badtimer1 = 35 87 else: 88 badtimer1 += 5 89 index = 0 90 for badguy in badguys: 91 if badguy[0] < -64: 92 badguys.pop(index) 93 badguy[0] -= 7 94 # 6.3.1 - Attack castle 如果獾的x坐标离右边小于64,就删除坏蛋并且减少游戏里的健康值,减少的大小为5至20里的一个随机数。 95 badrect=pygame.Rect(badguyimg.get_rect()) 96 badrect.top=badguy[1] 97 badrect.left=badguy[0] 98 if badrect.left<64: 99 hit.play() 100 healthvalue -= random.randint(5,20) 101 badguys.pop(index) 102 #6.3.2 - Check for collisions 103 index1=0 104 for bullet in arrows: 105 bullrect=pygame.Rect(arrow.get_rect()) 106 bullrect.left=bullet[1] 107 bullrect.top=bullet[2] 108 if badrect.colliderect(bullrect): # 查看子弹和敌人是否碰撞 109 enemy.play() 110 acc[0]+=1 # 统计精确度,碰撞加一 111 badguys.pop(index) 112 arrows.pop(index1) # 碰撞则消除两者 113 index1+=1 114 # 6.3.3 - Next bad guy 115 index+=1 116 for badguy in badguys: 117 screen.blit(badguyimg, badguy) 118 # 6.4 - Draw clock 119 font = pygame.font.Font(None, 24) 120 survivedtext = font.render(str((90000-pygame.time.get_ticks())//60000)+":"+str((90000-pygame.time.get_ticks())//1000%60).zfill(2), True, (0,0,0)) 121 textRect = survivedtext.get_rect() 122 textRect.topright = [635, 5] 123 screen.blit(survivedtext, textRect) 124 # 6.5 - Draw health bar 125 screen.blit(healthbar, (5,5)) 126 for health1 in range(healthvalue): 127 screen.blit(health, (health1+8,8)) 128 # 7 - update the screen 129 pygame.display.flip() 130 # 8 - loop through the events 131 for event in pygame.event.get(): 132 # check if the event is the X button 133 if event.type == pygame.QUIT: 134 # if it is quit the game 135 pygame.quit() 136 exit(0) 137 if event.type == pygame.KEYDOWN: # 这是最有趣的地方——人机互动,你检查是否有一个键被按下或放开。然后,检查是哪一个键被按下或放开了,如果被按下或放开的键是你使用的,你就更新记录按键的变量。 138 if event.key==K_w: 139 keys[0]=True 140 elif event.key==K_a: 141 keys[1]=True 142 elif event.key==K_s: 143 keys[2]=True 144 elif event.key==K_d: 145 keys[3]=True 146 if event.type == pygame.KEYUP: 147 if event.key==pygame.K_w: 148 keys[0]=False 149 elif event.key==pygame.K_a: 150 keys[1]=False 151 elif event.key==pygame.K_s: 152 keys[2]=False 153 elif event.key==pygame.K_d: 154 keys[3]=False 155 if event.type==pygame.MOUSEBUTTONDOWN: # 相应的鼠标按键检查,确定是否射击和射击初始位置及箭头(图形)旋转角度 156 shoot.play() 157 position=pygame.mouse.get_pos() 158 acc[1]+=1 159 arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32]) 160 161 # 9 - Move player 162 if keys[0]: # 0、1、2、3对应W、A、S、D,对应位置以5个单位的移动变化 163 playerpos[1]-=5 164 elif keys[2]: 165 playerpos[1]+=5 166 if keys[1]: 167 playerpos[0]-=5 168 elif keys[3]: 169 playerpos[0]+=5 170 171 #10 - Win/Lose check 第一个if表达式是检查是否时间到了。第二个是检查城堡是否被摧毁了。第三个计算你的精准度。之后,一个if表达式是检查你是赢了还是输了,然后显示出相应的图片。 172 if pygame.time.get_ticks()>=90000: 173 running=0 174 exitcode=1 175 if healthvalue<=0: 176 running=0 177 exitcode=0 178 if acc[1]!=0: 179 accuracy=acc[0]*1.0/acc[1]*100 180 else: 181 accuracy=0 182 # 11 - Win/lose display 183 if exitcode==0: 184 pygame.font.init() 185 font = pygame.font.Font(None, 24) 186 text = font.render("Accuracy: "+str(accuracy)+"%", True, (255,0,0)) 187 textRect = text.get_rect() 188 textRect.centerx = screen.get_rect().centerx 189 textRect.centery = screen.get_rect().centery+24 190 screen.blit(gameover, (0,0)) 191 screen.blit(text, textRect) 192 else: 193 pygame.font.init() 194 font = pygame.font.Font(None, 24) 195 text = font.render("Accuracy: "+str(accuracy)+"%", True, (0,255,0)) 196 textRect = text.get_rect() 197 textRect.centerx = screen.get_rect().centerx 198 textRect.centery = screen.get_rect().centery+24 199 screen.blit(youwin, (0,0)) 200 screen.blit(text, textRect) 201 while 1: 202 for event in pygame.event.get(): 203 if event.type == pygame.QUIT: 204 pygame.quit() 205 exit(0) 206 pygame.display.flip()

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