PythonPygame实现兔子猎人守护城堡游戏

Ebony ·
更新时间:2024-09-21
· 1885 次阅读

目录

效果图

主要代码

游戏初始化

主函数

运行 

效果图

守卫类游戏大家应该玩过吧,什么植物大战僵尸呀,保卫萝卜呀,今天我们自己用python来写一个自己的守护类小游戏兔子猎人守护城堡,让大家看看效果图。

主要代码

下面我来说一下是怎么得到的将代码分享一下给大家

首先得将要用到的库导入进来

import cfg import math import random import pygame from modules.Sprites import * from modules.interfaces import * 游戏初始化

 初始化pygame, 设置展示窗口

pygame.init() pygame.mixer.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption(' QQ群号: 932574150')

加载必要的游戏素材

game_images = {} for key, value in cfg.IMAGE_PATHS.items(): game_images[key] = pygame.image.load(value) game_sounds = {} for key, value in cfg.SOUNDS_PATHS.items(): if key != 'moonlight': game_sounds[key] = pygame.mixer.Sound(value) return screen, game_images, game_sounds 主函数

初始化

screen, game_images, game_sounds = initGame()

播放背景音乐

pygame.mixer.music.load(cfg.SOUNDS_PATHS['moonlight']) pygame.mixer.music.play(-1, 0.0)

加载字体

font = pygame.font.Font(None, 24)

定义兔子

bunny = BunnySprite(image=game_images.get('rabbit'), position=(100, 100))

跟踪玩家的精度变量, 记录了射出的箭头数和被击中的獾的数量.

acc_record = [0., 0.]

生命值

healthvalue = 194

弓箭

arrow_sprites_group = pygame.sprite.Group()

badguy_sprites_group = pygame.sprite.Group() badguy = BadguySprite(game_images.get('badguy'), position=(640, 100)) badguy_sprites_group.add(badguy)

定义了一个定时器, 使得游戏里经过一段时间后就新建一支獾

badtimer = 100 badtimer1 = 0

游戏主循环, running变量会跟踪游戏是否结束, exitcode变量会跟踪玩家是否胜利.

running, exitcode = True, False clock = pygame.time.Clock() while running:

在给屏幕画任何东西之前用黑色进行填充

screen.fill(0)

添加的风景也需要画在屏幕上

for x in range(cfg.SCREENSIZE[0]//game_images['grass'].get_width()+1): for y in range(cfg.SCREENSIZE[1]//game_images['grass'].get_height()+1): screen.blit(game_images['grass'], (x*100, y*100)) for i in range(4): screen.blit(game_images['castle'], (0, 30+105*i))

倒计时信息

countdown_text = font.render(str((90000-pygame.time.get_ticks())//60000)+":"+str((90000-pygame.time.get_ticks())//1000%60).zfill(2), True, (0, 0, 0)) countdown_rect = countdown_text.get_rect() countdown_rect.topright = [635, 5] screen.blit(countdown_text, countdown_rect)

按键检测,退出与射击

for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: game_sounds['shoot'].play() acc_record[1] += 1 mouse_pos = pygame.mouse.get_pos() angle = math.atan2(mouse_pos[1]-(bunny.rotated_position[1]+32), mouse_pos[0]-(bunny.rotated_position[0]+26)) arrow = ArrowSprite(game_images.get('arrow'), (angle, bunny.rotated_position[0]+32, bunny.rotated_position[1]+26)) arrow_sprites_group.add(arrow)

移动兔子

key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_w]: bunny.move(cfg.SCREENSIZE, 'up') elif key_pressed[pygame.K_s]: bunny.move(cfg.SCREENSIZE, 'down') elif key_pressed[pygame.K_a]: bunny.move(cfg.SCREENSIZE, 'left') elif key_pressed[pygame.K_d]: bunny.move(cfg.SCREENSIZE, 'right')

更新弓箭

for arrow in arrow_sprites_group: if arrow.update(cfg.SCREENSIZE): arrow_sprites_group.remove(arrow)

更新獾

if badtimer == 0: badguy = BadguySprite(game_images.get('badguy'), position=(640, random.randint(50, 430))) badguy_sprites_group.add(badguy) badtimer = 100 - (badtimer1 * 2) badtimer1 = 20 if badtimer1>=20 else badtimer1+2 badtimer -= 1 for badguy in badguy_sprites_group: if badguy.update(): game_sounds['hit'].play() healthvalue -= random.randint(4, 8) badguy_sprites_group.remove(badguy)

碰撞检测

for arrow in arrow_sprites_group: for badguy in badguy_sprites_group: if pygame.sprite.collide_mask(arrow, badguy): game_sounds['enemy'].play() arrow_sprites_group.remove(arrow) badguy_sprites_group.remove(badguy) acc_record[0] += 1

画出弓箭

arrow_sprites_group.draw(screen)

画出獾

badguy_sprites_group.draw(screen)

画出兔子

bunny.draw(screen, pygame.mouse.get_pos())

画出城堡健康值, 首先画了一个全红色的生命值条, 然后根据城堡的生命值往生命条里面添加绿色.

screen.blit(game_images.get('healthbar'), (5, 5)) for i in range(healthvalue): screen.blit(game_images.get('health'), (i+8, 8))

判断游戏是否结束

if pygame.time.get_ticks() >= 90000: running, exitcode = False, True if healthvalue <= 0: running, exitcode = False, False

更新屏幕

pygame.display.flip() clock.tick(cfg.FPS)

计算一下游戏的准确性

accuracy = acc_record[0] / acc_record[1] * 100 if acc_record[1] > 0 else 0 accuracy = '%.2f' % accuracy showEndGameInterface(screen, exitcode, accuracy, game_images) 运行  if __name__ == '__main__': main()

上面我将代码分散了,大家可以看一下整合一下就可以运行了 

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