Pygame躲避僵尸游戏

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Pygame躲避僵尸游戏

我的天才女友   2022-06-02 我要评论

游戏玩法

根据神庙逃亡,实现一个人躲避僵尸的小游戏,主要的是精灵、精灵组之间相撞、相交的处理。

游戏开始随机出现一定的僵尸,随机移动,玩家在一位置上,如果僵尸靠近玩家一定距离,则玩家持续掉血。玩家通过上下左右移动躲避僵尸,屏幕会随机刷新一个加血包,玩家吃了就会加一定的血,并在此刷新血包。

property()

这个函数在类中返回新的属性

property(get,set,del,doc)

参数如上所示,get、set、del分别是获取设值删除调用的,doc是描述的。

精灵类

在原来的精灵类中添加方向和属性即可。

class MySprite(pygame.sprite.Sprite):
    def __init__(self, target):
        pygame.sprite.Sprite.__init__(self)
        self.master_image = None
        self.frame = 0
        self.old_frame = -1
        self.frame_width = 1
        self.frame_height = 1
        self.first_frame = 0
        self.last_frame = 0
        self.columns = 1
        self.last_time = 0
        self.direction = 0
        self.classification = "玩家"

    def load(self, filename, width, height, columns, direction, classification="玩家"):
        # 精灵的属性
        self.classification = classification
        # 方向
        self.direction = direction
        # 载入图片
        # 780 * 300
        self.master_image = pygame.image.load(filename).convert_alpha() # 载入图片
        self.frame_width = width 
        self.frame_height = height 
        self.rect = Rect(0, 0, width, height)
        self.columns = columns 
        rect = self.master_image.get_rect() 
        self.last_frame = (rect.width // width) * (rect.height // height) - 1 

    def update(self, current_time, rate=30): # current_time 更新频率 为30
        if current_time > self.last_time + rate: # 如果当前事件 大于 最后的时间 + 当前的节奏
            self.frame += 1 # 当前的帧数加一
            if self.frame > self.last_frame: # 当前最后一帧 则从第一帧开始
                self.frame = self.first_frame  # 从0开始
            self.last_time = current_time # 将最后帧值为30

        # build current frame only if it changed
        if self.frame != self.old_frame: # 当前帧数不等于老的一帧
            frame_x = (self.frame % self.columns) * self.frame_width
            frame_y = (self.frame // self.columns) * self.frame_height
            rect = (frame_x, frame_y, self.frame_width, self.frame_height) # 更新对应的位置
            self.image = self.master_image.subsurface(rect) # 循环箱已有的方向
            self.old_frame = self.frame

    def __str__(self):
        return str(self.frame) + "," + str(self.first_frame) + \
               "," + str(self.last_frame) + "," + str(self.frame_width) + \
               "," + str(self.frame_height) + "," + str(self.columns)

初始画面

和原来一样,先建立简单的画面。

import mySprite1
import pygame, sys, random
from pygame.locals import *


def print_text(font, x, y, text, color=(255, 255, 255)):
    imgText = font.render(text, True, color)
    screen.blit(imgText, (x, y))


# 设置窗口
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("勇闯后半夜")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()

while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            sys.exit()
    key = pygame.key.get_pressed()
    if key[K_ESCAPE]:
        sys.exit()

    screen.fill((50, 50, 100))

    pygame.display.update()

精灵移动函数

如果是僵尸遇到墙壁自动反方向走,根据方向改变对应的位置。

def reversal_direction(mySprite):
    direction = mySprite.direction
    if direction == 0:
        direction = 4
    elif direction == 2:
        direction = 6
    elif direction == 4:
        direction = 0
    elif direction == 6:
        direction = 2
    mySprite.direction = direction


def increment(mySprite, offset=1):
    # 上下左右
    direction = mySprite.direction
    rect = mySprite.rect
    if direction == 0:
        rect.y -= offset
    elif direction == 2:
        rect.x += offset
    elif direction == 4:
        rect.y += offset
    elif direction == 6:
        rect.x -= offset
    # 超出边界的处理
    # 超出边界flg
    boundary = False
    if rect.x < 0:
        rect.x = 0
        boundary = True
    if rect.x + mySprite.frame_width > 800:
        rect.x = 800 - mySprite.frame_width
        boundary = True
    if rect.y < 0:
        rect.y = 0
        boundary = True
    if rect.y + mySprite.frame_height > 600:
        rect.y = 600 - mySprite.frame_height
        boundary = True
    # 如果超出边界而且是僵尸的话 则反转方向
    if boundary and mySprite.classification == "僵尸":
        reversal_direction(mySprite)

加载玩家

这个是素材的图,如上所示,奇数行便是对应的方向移动。文件大小是768 * 768,可以分为96 * 96的8张。

加载玩家

# 玩家
play_group = pygame.sprite.Group()

play = mySprite1()
play.load("farmer walk.png", 96, 96, 8)
play.direction = -1
play_group.rect.x = 96
play_group.rect.y = 96
play_group.add(play)

	play_group.update(ticks, 50)
    screen.fill((50, 50, 100))

    play_group.draw(screen)
    pygame.display.update()

通过改变帧数修改,根据游戏的结束或是否移动,改变对应的事件

    if not game_over:
        play.first_frame = play.direction * play.columns
        play.last_frame = play.first_frame + play.columns - 1
        if play.frame < play.first_frame:
            play.frame = play.first_frame

    if not play_moving:
        play.frame = play.first_frame = play.last_frame
    else:
        increment(play)

控制交互

    if key[K_ESCAPE]:
        sys.exit()
    elif key[K_UP]:
        play.direction = 0
        play_moving = True
    elif key[K_DOWN]:
        play.direction = 4
        play_moving = True
    elif key[K_LEFT]:
        play.direction = 6
        play_moving = True
    elif key[K_RIGHT]:
        play.direction = 2
        play_moving = True
    else:
        play_moving = False

添加僵尸

# 随机生成20个僵尸
for n in range(0, 10):
    zombie = MySprite()
    random_direction = random.randint(0, 3) * 2
    zombie.load("zombie walk.png", 96, 96, 8, random_direction, "僵尸")
    zombie.rect.x = random.randint(0, 600)
    zombie.rect.y = random.randint(0, 500)
    print(zombie.rect)
    zombie_group.add(zombie)
       
         # 设置僵尸
        for z in zombie_group:
            z.first_frame = z.direction * z.columns
            z.last_frame = z.first_frame + z.columns - 1
            if z.frame < z.first_frame:
                z.frame = z.first_frame
            increment(z)

添加血包

血包就是单纯的一个图的展示。

health = MySprite()
health.load("health.png", 32, 32, 1)
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
health_group.add(health)

精灵相互碰撞事件

主要是僵尸和人 、人和血包之间的相撞事件

    # 相撞事件
    attack = None
    attack = pygame.sprite.spritecollideany(play, zombie_group)
    if attack is not None:
        if pygame.sprite.collide_rect_ratio(0.5)(play, attack):
            play_health -= 10
            attack.rect.x = random.randint(0, 600)
            attack.rect.y = random.randint(0, 500)
        else:
            attack = None

    if pygame.sprite.collide_rect_ratio(0.5)(play, health):
        play_health += 30
        if play_health > 100:
            play_health = 100
        health.rect.x = random.randint(0, 600)
        health.rect.y = random.randint(0, 500)

    if play_health <= 0:
        game_over = True
    
    # 显示血量
    pygame.draw.rect(screen, (100, 200, 100, 180), Rect(300, 575, 200, 25))
    pygame.draw.rect(screen, (50, 150, 150, 180), Rect(300, 575, play_health * 2, 25))

完整代码

import pygame, sys, random
from pygame.locals import *
from mySprite1 import *


def print_text(font, x, y, text, color=(255, 255, 255)):
    imgText = font.render(text, True, color)
    screen.blit(imgText, (x, y))


def reversal_direction(mySprite):
    direction = mySprite.direction
    if direction == 0:
        direction = 4
    elif direction == 2:
        direction = 6
    elif direction == 4:
        direction = 0
    elif direction == 6:
        direction = 2
    mySprite.direction = direction


def increment(mySprite, offset=1):
    # 上下左右
    direction = mySprite.direction
    rect = mySprite.rect
    if direction == 0:
        rect.y -= offset
    elif direction == 2:
        rect.x += offset
    elif direction == 4:
        rect.y += offset
    elif direction == 6:
        rect.x -= offset
    # 超出边界的处理
    # 超出边界flg
    boundary = False
    if rect.x < 0:
        rect.x = 0
        boundary = True
    if rect.x + mySprite.frame_width > 800:
        rect.x = 800 - mySprite.frame_width
        boundary = True
    if rect.y < 0:
        rect.y = 0
        boundary = True
    if rect.y + mySprite.frame_height > 600:
        rect.y = 600 - mySprite.frame_height
        boundary = True
    # 如果超出边界而且是僵尸的话 则反转方向
    if boundary and mySprite.classification == "僵尸":
        reversal_direction(mySprite)


# 设置窗口
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("勇闯后半夜")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
game_over = False

# 玩家
play_group = pygame.sprite.Group()

play = MySprite()
play.load("farmer walk.png", 96, 96, 8, 4)
play.rect.x = 96
play.rect.y = 96
play_moving = False
play_group.add(play)
play_health = 100

# 僵尸
zombie_group = pygame.sprite.Group()

# 随机生成20个僵尸
for n in range(0, 10):
    zombie = MySprite()
    random_direction = random.randint(0, 3) * 2
    zombie.load("zombie walk.png", 96, 96, 8, random_direction, "僵尸")
    zombie.rect.x = random.randint(0, 600)
    zombie.rect.y = random.randint(0, 500)
    print(zombie.rect)
    zombie_group.add(zombie)

# 血包
health_group = pygame.sprite.Group()

health = MySprite()
health.load("health.png", 32, 32, 1)
health.rect.x = random.randint(0, 600)
health.rect.y = random.randint(0, 500)
health_group.add(health)

while True:
    # 设置执行的频率
    timer.tick(30)
    ticks = pygame.time.get_ticks()
    for event in pygame.event.get():
        if event.type == QUIT:
            sys.exit()
    key = pygame.key.get_pressed()
    if key[K_ESCAPE]:
        sys.exit()
    elif key[K_UP]:
        play.direction = 0
        play_moving = True
    elif key[K_DOWN]:
        play.direction = 4
        play_moving = True
    elif key[K_LEFT]:
        play.direction = 6
        play_moving = True
    elif key[K_RIGHT]:
        play.direction = 2
        play_moving = True
    else:
        play_moving = False

    if not game_over:
        # 设置玩家
        play.first_frame = play.direction * play.columns
        play.last_frame = play.first_frame + play.columns - 1
        if play.frame < play.first_frame:
            play.frame = play.first_frame
        # 设置僵尸
        for z in zombie_group:
            z.first_frame = z.direction * z.columns
            z.last_frame = z.first_frame + z.columns - 1
            if z.frame < z.first_frame:
                z.frame = z.first_frame
            increment(z)

    if not play_moving:
        play.frame = play.first_frame = play.last_frame
    else:
        increment(play)

    # 相撞事件
    attack = None
    attack = pygame.sprite.spritecollideany(play, zombie_group)
    if attack is not None:
        if pygame.sprite.collide_rect_ratio(0.5)(play, attack):
            play_health -= 10
            attack.rect.x = random.randint(0, 600)
            attack.rect.y = random.randint(0, 500)
        else:
            attack = None

    if pygame.sprite.collide_rect_ratio(0.5)(play, health):
        play_health += 30
        if play_health > 100:
            play_health = 100
        health.rect.x = random.randint(0, 600)
        health.rect.y = random.randint(0, 500)

    if play_health <= 0:
        game_over = True

    play_group.update(ticks, 50)
    zombie_group.update(ticks, 50)
    health_group.update(ticks, 50)
    screen.fill((50, 50, 100))

    play_group.draw(screen)
    zombie_group.draw(screen)
    health_group.draw(screen)

    # 显示血量
    pygame.draw.rect(screen, (100, 200, 100, 180), Rect(300, 575, 200, 25))
    pygame.draw.rect(screen, (50, 150, 150, 180), Rect(300, 575, play_health * 2, 25))

    if game_over:
        print_text(font, 300, 100, "GAME OVER!!!")
    pygame.display.update()

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