demo 代码

有两个文件constants.py 和 state_demo.py
constants.py 保存了所有的字符串定义和常量

constants.py
GAME_TIME_OUT 表示游戏的超时时间,这边为了demo演示,设成了5秒,实际是300秒。

SCREEN_HEIGHT = 600
SCREEN_WIDTH = 800
SCREEN_SIZE = (SCREEN_WIDTH,SCREEN_HEIGHT)

ORIGINAL_CAPTION = "Super Mario Bros"

GAME_TIME_OUT = 5

## COLORS ##
# R G B
BLACK = ( 0, 0, 0)

SIZE_MULTIPLIER = 2.5
BRICK_SIZE_MULTIPLIER = 2.69
BACKGROUND_MULTIPLER = 2.679
GROUND_HEIGHT = SCREEN_HEIGHT - 62

#STATES FOR ENTIRE GAME
MAIN_MENU = 'main menu'
LOAD_SCREEN = 'load screen'
TIME_OUT = 'time out'
GAME_OVER = 'game over'
LEVEL = 'level'

#MAIN MENU CURSOR STATES
PLAYER1 = '1 PLAYER GAME'
PLAYER2 = '2 PLAYER GAME'

#GAME INFO DICTIONARY KEYS
COIN_TOTAL = 'coin total'
SCORE = 'score'
TOP_SCORE = 'top score'
LIVES = 'lives'
CURRENT_TIME = 'current time'
LEVEL_NUM = 'level num'
PLAYER_NAME = 'player name'
PLAYER_MARIO = 'mario'
PLAYER_LUIGI = 'luigi'

ITEM_SHEET = 'item_objects'
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state_demo.py
上面讲的状态类,状态机类都放在这里。

import os
import pygame as pg
from abc import ABC, abstractmethod
import constants as c


class State():
def __init__(self):
self.start_time = 0.0
self.current_time = 0.0
self.done = False
self.next = None
self.persist = {}

@abstractmethod
def startup(self, current_time, persist):
'''abstract method'''

def cleanup(self):
self.done = False
return self.persist

@abstractmethod
def update(sefl, surface, keys, current_time):
'''abstract method'''

class Menu(State):
def __init__(self):
State.__init__(self)
persist = {c.COIN_TOTAL: 0,
c.SCORE: 0,
c.LIVES: 3,
c.TOP_SCORE: 0,
c.CURRENT_TIME: 0.0,
c.LEVEL_NUM: 1,
c.PLAYER_NAME: c.PLAYER_MARIO}
self.startup(0.0, persist)

def startup(self, current_time, persist):
self.next = c.LOAD_SCREEN
self.persist = persist
self.game_info = persist
self.overhead_info = Info(self.game_info, c.MAIN_MENU)

self.setup_background()
self.setup_player()
self.setup_cursor()

def setup_background(self):
self.background = GFX['level_1']
self.background_rect = self.background.get_rect()
self.background = pg.transform.scale(self.background,
(int(self.background_rect.width*c.BACKGROUND_MULTIPLER),
int(self.background_rect.height*c.BACKGROUND_MULTIPLER)))

self.viewport = SCREEN.get_rect(bottom=SCREEN_RECT.bottom)
self.image_dict = {}
image = get_image(GFX['title_screen'], 1, 60, 176, 88,
(255, 0, 220), c.SIZE_MULTIPLIER)
rect = image.get_rect()
rect.x, rect.y = (170, 100)
self.image_dict['GAME_NAME_BOX'] = (image, rect)

def setup_player(self):
self.player_list = []
player_rect_info = [(178, 32, 12, 16), (178, 128, 12, 16)]
for rect in player_rect_info:
image = get_image(GFX['mario_bros'],
*rect, c.BLACK, 2.9)
rect = image.get_rect()
rect.x, rect.bottom = 110, c.GROUND_HEIGHT
self.player_list.append((image, rect))
self.player_index = 0

def setup_cursor(self):
self.cursor = pg.sprite.Sprite()
self.cursor.image = get_image(GFX[c.ITEM_SHEET], 24, 160, 8, 8, c.BLACK, 3)
rect = self.cursor.image.get_rect()
rect.x, rect.y = (220, 358)
self.cursor.rect = rect
self.cursor.state = c.PLAYER1

def update(self, surface, keys, current_time):
self.current_time = current_time
self.game_info[c.CURRENT_TIME] = self.current_time
self.player_image = self.player_list[self.player_index][0]
self.player_rect = self.player_list[self.player_index][1]
self.update_cursor(keys)
self.overhead_info.update(self.game_info)

surface.blit(self.background, self.viewport, self.viewport)
surface.blit(self.image_dict['GAME_NAME_BOX'][0],
self.image_dict['GAME_NAME_BOX'][1])
surface.blit(self.player_image, self.player_rect)
surface.blit(self.cursor.image, self.cursor.rect)
self.overhead_info.draw(surface)

def update_cursor(self, keys):
if self.cursor.state == c.PLAYER1:
self.cursor.rect.y = 358
if keys[pg.K_DOWN]:
self.cursor.state = c.PLAYER2
self.player_index = 1
self.game_info[c.PLAYER_NAME] = c.PLAYER_LUIGI
elif self.cursor.state == c.PLAYER2:
self.cursor.rect.y = 403
if keys[pg.K_UP]:
self.cursor.state = c.PLAYER1
self.player_index = 0
self.game_info[c.PLAYER_NAME] = c.PLAYER_MARIO
if keys[pg.K_RETURN]:
self.done = True

class LoadScreen(State):
def __init__(self):
State.__init__(self)
self.time_list = [2400, 2600, 2635]

def startup(self, current_time, persist):
self.start_time = current_time
self.persist = persist
self.game_info = self.persist
self.next = self.set_next_state()

info_state = self.set_info_state()
self.overhead_info = Info(self.game_info, info_state)

def set_next_state(self):
return c.LEVEL

def set_info_state(self):
return c.LOAD_SCREEN

def update(self, surface, keys, current_time):
if (current_time - self.start_time) < self.time_list[0]:
surface.fill(c.BLACK)
self.overhead_info.update(self.game_info)
self.overhead_info.draw(surface)
elif (current_time - self.start_time) < self.time_list[1]:
surface.fill(c.BLACK)
elif (current_time - self.start_time) < self.time_list[2]:
surface.fill((106, 150, 252))
else:
self.done = True

class GameOver(LoadScreen):
def __init__(self):
LoadScreen.__init__(self)
self.time_list = [3000, 3200, 3235]

def set_next_state(self):
return c.MAIN_MENU

def set_info_state(self):
return c.GAME_OVER

class TimeOut(LoadScreen):
def __init__(self):
LoadScreen.__init__(self)
self.time_list = [2400, 2600, 2635]

def set_next_state(self):
if self.persist[c.LIVES] == 0:
return c.GAME_OVER
else:
return c.LOAD_SCREEN

def set_info_state(self):
return c.TIME_OUT

class Level(State):
def __init__(self):
State.__init__(self)

def startup(self, current_time, persist):
self.game_info = persist
self.persist = self.game_info
self.player = None
self.overhead_info = Info(self.game_info, c.LEVEL)
self.setup_background()

def setup_background(self):
self.background = GFX['level_1']
self.bg_rect = self.background.get_rect()
self.background = pg.transform.scale(self.background,
(int(self.bg_rect.width*c.BACKGROUND_MULTIPLER),
int(self.bg_rect.height*c.BACKGROUND_MULTIPLER)))
self.bg_rect = self.background.get_rect()

self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert()
self.viewport = SCREEN.get_rect(bottom=self.bg_rect.bottom)

def update(self, surface, keys, current_time):
self.game_info[c.CURRENT_TIME] = self.current_time = current_time
self.overhead_info.update(self.game_info, self.player)
if self.overhead_info.time <= 0:
self.update_game_info()
self.done = True
self.draw(surface)

def update_game_info(self):
self.persist[c.LIVES] -= 1

if self.persist[c.LIVES] == 0:
self.next = c.GAME_OVER
elif self.overhead_info.time == 0:
self.next = c.TIME_OUT
else:
self.next = c.LOAD_SCREEN

def draw(self, surface):
self.level.blit(self.background, self.viewport, self.viewport)
surface.blit(self.level, (0,0), self.viewport)
self.overhead_info.draw(surface)

class Character(pg.sprite.Sprite):
def __init__(self, image):
pg.sprite.Sprite.__init__(self)
self.image = image
self.rect = self.image.get_rect()

class Info():
def __init__(self, game_info, state):
self.coin_total = game_info[c.COIN_TOTAL]
self.total_lives = game_info[c.LIVES]
self.state = state
self.game_info = game_info

self.create_font_image_dict()
self.create_info_labels()
self.create_state_labels()
self.flashing_coin = FlashCoin(280, 53)

def create_font_image_dict(self):
self.image_dict = {}
image_list = []

image_rect_list = [# 0 - 9
(3, 230, 7, 7), (12, 230, 7, 7), (19, 230, 7, 7),
(27, 230, 7, 7), (35, 230, 7, 7), (43, 230, 7, 7),
(51, 230, 7, 7), (59, 230, 7, 7), (67, 230, 7, 7),
(75, 230, 7, 7),
# A - Z
(83, 230, 7, 7), (91, 230, 7, 7), (99, 230, 7, 7),
(107, 230, 7, 7), (115, 230, 7, 7), (123, 230, 7, 7),
(3, 238, 7, 7), (11, 238, 7, 7), (20, 238, 7, 7),
(27, 238, 7, 7), (35, 238, 7, 7), (44, 238, 7, 7),
(51, 238, 7, 7), (59, 238, 7, 7), (67, 238, 7, 7),
(75, 238, 7, 7), (83, 238, 7, 7), (91, 238, 7, 7),
(99, 238, 7, 7), (108, 238, 7, 7), (115, 238, 7, 7),
(123, 238, 7, 7), (3, 246, 7, 7), (11, 246, 7, 7),
(20, 246, 7, 7), (27, 246, 7, 7), (48, 246, 7, 7),
# -*
(68, 249, 6, 2), (75, 247, 6, 6)]

character_string = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ -*'

for character, image_rect in zip(character_string, image_rect_list):
self.image_dict[character] = get_image(GFX['text_images'],
*image_rect, (92, 148, 252), 2.9)

def create_info_labels(self):
self.score_text = []
self.coin_count_text = []
self.mario_label = []
self.world_label = []
self.time_label = []
self.stage_label = []

self.create_label(self.score_text, '000000', 75, 55)
self.create_label(self.coin_count_text, '*00', 300, 55)
self.create_label(self.mario_label, 'MARIO', 75, 30)
self.create_label(self.world_label, 'WORLD', 450, 30)
self.create_label(self.time_label, 'TIME', 625, 30)
self.create_label(self.stage_label, '1-1', 472, 55)

self.info_labels = [self.score_text, self.coin_count_text, self.mario_label,
self.world_label, self.time_label, self.stage_label]

def create_state_labels(self):
if self.state == c.MAIN_MENU:
self.create_main_menu_labels()
elif self.state == c.LOAD_SCREEN:
self.create_player_image()
self.create_load_screen_labels()
elif self.state == c.LEVEL:
self.create_level_labels()
elif self.state == c.GAME_OVER:
self.create_game_over_labels()
elif self.state == c.TIME_OUT:
self.create_time_out_labels()

def create_player_image(self):
self.life_times_image = get_image(GFX['text_images'],
75, 247, 6, 6, (92, 148, 252), 2.9)
self.life_times_rect = self.life_times_image.get_rect(center=(378, 295))
self.life_total_label = []
self.create_label(self.life_total_label, str(self.total_lives), 450, 285)

if self.game_info[c.PLAYER_NAME] == c.PLAYER_MARIO:
rect = (178, 32, 12, 16)
else:
rect = (178, 128, 12, 16)
self.player_image = get_image(GFX['mario_bros'],
*rect, (92, 148, 252), 2.9)
self.player_rect = self.player_image.get_rect(center=(320, 290))

def create_main_menu_labels(self):
mario_game = []
luigi_game = []
top = []
top_score = []

self.create_label(mario_game, c.PLAYER1, 272, 360)
self.create_label(luigi_game, c.PLAYER2, 272, 405)
self.create_label(top, 'TOP - ', 290, 465)
self.create_label(top_score, '000000', 400, 465)
self.state_labels = [mario_game, luigi_game, top, top_score,
*self.info_labels]

def create_load_screen_labels(self):
world_label = []
self.stage_label2 = []

self.create_label(world_label, 'WORLD', 280, 200)
self.create_label(self.stage_label2, '1-1', 430, 200)
self.state_labels = [world_label, self.stage_label2,
*self.info_labels, self.life_total_label]

def create_level_labels(self):
self.time = c.GAME_TIME_OUT
self.current_time = 0
self.clock_time_label = []
self.create_label(self.clock_time_label, str(self.time), 645, 55)
self.state_labels = [*self.info_labels, self.clock_time_label]

def create_game_over_labels(self):
game_label = []
over_label = []

self.create_label(game_label, 'GAME', 280, 300)
self.create_label(over_label, 'OVER', 400, 300)

self.state_labels = [game_label, over_label, *self.info_labels]

def create_time_out_labels(self):
timeout_label = []
self.create_label(timeout_label, 'TIME OUT', 290, 310)
self.state_labels = [timeout_label, *self.info_labels]

def create_label(self, label_list, string, x, y):
for letter in string:
label_list.append(Character(self.image_dict[letter]))
self.set_label_rects(label_list, x, y)

def set_label_rects(self, label_list, x, y):
for i, letter in enumerate(label_list):
letter.rect.x = x + ((letter.rect.width + 3) * i)
letter.rect.y = y
if letter.image == self.image_dict['-']:
letter.rect.y += 7
letter.rect.x += 2

def update(self, level_info, level=None):
self.level = level
self.handle_level_state(level_info)

def handle_level_state(self, level_info):
self.score = level_info[c.SCORE]
self.update_text(self.score_text, self.score)
self.update_text(self.coin_count_text, level_info[c.COIN_TOTAL])
self.update_text(self.stage_label, level_info[c.LEVEL_NUM])
self.flashing_coin.update(level_info[c.CURRENT_TIME])
if self.state == c.LOAD_SCREEN:
self.update_text(self.stage_label2, level_info[c.LEVEL_NUM])
if self.state == c.LEVEL:
if (level_info[c.CURRENT_TIME] - self.current_time) > 1000:
self.current_time = level_info[c.CURRENT_TIME]
self.time -= 1
self.update_text(self.clock_time_label, self.time, True)

def update_text(self, text, score, reset=False):
if reset and len(text) > len(str(score)):
text.remove(text[0])
index = len(text) - 1
for digit in reversed(str(score)):
rect = text[index].rect
text[index] = Character(self.image_dict[digit])
text[index].rect = rect
index -= 1

def draw(self, surface):
self.draw_info(surface, self.state_labels)
if self.state == c.LOAD_SCREEN:
surface.blit(self.player_image, self.player_rect)
surface.blit(self.life_times_image, self.life_times_rect)
surface.blit(self.flashing_coin.image, self.flashing_coin.rect)

def draw_info(self, surface, label_list):
for label in label_list:
for letter in label:
surface.blit(letter.image, letter.rect)


class FlashCoin(pg.sprite.Sprite):
def __init__(self, x, y):
pg.sprite.Sprite.__init__(self)
self.frame_index = 0
self.frames = []
self.load_frames()
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.animation_timer = 0

def load_frames(self):
sheet = GFX[c.ITEM_SHEET]
frame_rect_list = [(1, 160, 5, 8), (9, 160, 5, 8),
(17, 160, 5, 8), (9, 160, 5, 8)]
for frame_rect in frame_rect_list:
self.frames.append(get_image(sheet, *frame_rect,
c.BLACK, c.BRICK_SIZE_MULTIPLIER))

def update(self, current_time):
time_list = [375, 125, 125, 125]
if self.animation_timer == 0:
self.animation_timer = current_time
elif (current_time - self.animation_timer) > time_list[self.frame_index]:
self.frame_index += 1
if self.frame_index == 4:
self.frame_index = 0
self.animation_timer = current_time

self.image = self.frames[self.frame_index]

class Control():
def __init__(self):
self.screen = pg.display.get_surface()
self.done = False
self.clock = pg.time.Clock()
self.fps = 60
self.current_time = 0.0
self.keys = pg.key.get_pressed()
self.state_dict = {}
self.state_name = None
self.state = None

def setup_states(self, state_dict, start_state):
self.state_dict = state_dict
self.state_name = start_state
self.state = self.state_dict[self.state_name]

def update(self):
self.current_time = pg.time.get_ticks()
if self.state.done:
self.flip_state()
self.state.update(self.screen, self.keys, self.current_time)

def flip_state(self):
previous, self.state_name = self.state_name, self.state.next
persist = self.state.cleanup()
self.state = self.state_dict[self.state_name]
self.state.startup(self.current_time, persist)

def event_loop(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
elif event.type == pg.KEYDOWN:
self.keys = pg.key.get_pressed()
elif event.type == pg.KEYUP:
self.keys = pg.key.get_pressed()

def main(self):
while not self.done:
self.event_loop()
self.update()
pg.display.update()
self.clock.tick(self.fps)

def get_image(sheet, x, y, width, height, colorkey, scale):
image = pg.Surface([width, height])
rect = image.get_rect()

image.blit(sheet, (0, 0), (x, y, width, height))
image.set_colorkey(colorkey)
image = pg.transform.scale(image,
(int(rect.width*scale),
int(rect.height*scale)))
return image

def load_all_gfx(directory, colorkey=(255,0,255), accept=('.png', '.jpg', '.bmp', '.gif')):
graphics = {}
for pic in os.listdir(directory):
name, ext = os.path.splitext(pic)
if ext.lower() in accept:
img = pg.image.load(os.path.join(directory, pic))
if img.get_alpha():
img = img.convert_alpha()
else:
img = img.convert()
img.set_colorkey(colorkey)
graphics[name] = img
return graphics

# pygame related initial code
pg.init()
pg.event.set_allowed([pg.KEYDOWN, pg.KEYUP, pg.QUIT])
pg.display.set_caption(c.ORIGINAL_CAPTION)
SCREEN = pg.display.set_mode(c.SCREEN_SIZE)
SCREEN_RECT = SCREEN.get_rect()

GFX = load_all_gfx(os.path.join("resources","graphics"))

if __name__=='__main__':
game = Control()
state_dict = {c.MAIN_MENU: Menu(),
c.LOAD_SCREEN: LoadScreen(),
c.LEVEL: Level(),
c.GAME_OVER: GameOver(),
c.TIME_OUT: TimeOut()}
game.setup_states(state_dict, c.MAIN_MENU)
game.main()

posted @ 2019-09-17 17:48  水至清明  阅读(577)  评论(0编辑  收藏  举报