Python Pygame實現兔子獵人守護城堡遊戲

效果圖

守衛類遊戲大傢應該玩過吧,什麼植物大戰僵屍呀,保衛蘿卜呀,今天我們自己用python來寫一個自己的守護類小遊戲兔子獵人守護城堡,讓大傢看看效果圖。

主要代碼

下面我來說一下是怎麼得到的將代碼分享一下給大傢

首先得將要用到的庫導入進來

import cfg
import math
import random
import pygame
from modules.Sprites import *
from modules.interfaces import *

遊戲初始化

 初始化pygame, 設置展示窗口

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

加載必要的遊戲素材

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

主函數

初始化

screen, game_images, game_sounds = initGame()

播放背景音樂

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

加載字體

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

定義兔子

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

跟蹤玩傢的精度變量, 記錄瞭射出的箭頭數和被擊中的獾的數量.

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)

定義瞭一個定時器, 使得遊戲裡經過一段時間後就新建一支獾

badtimer = 100
	badtimer1 = 0

遊戲主循環, running變量會跟蹤遊戲是否結束, exitcode變量會跟蹤玩傢是否勝利.

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

在給屏幕畫任何東西之前用黑色進行填充

screen.fill(0)

添加的風景也需要畫在屏幕上

		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))

倒計時信息

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)

按鍵檢測,退出與射擊

		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)

移動兔子

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)

碰撞檢測

		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

畫出弓箭

arrow_sprites_group.draw(screen)

畫出獾

badguy_sprites_group.draw(screen)

畫出兔子

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

畫出城堡健康值, 首先畫瞭一個全紅色的生命值條, 然後根據城堡的生命值往生命條裡面添加綠色.

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

判斷遊戲是否結束

		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)

計算一下遊戲的準確性

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

運行 

if __name__ == '__main__':
	main()

上面我將代碼分散瞭,大傢可以看一下整合一下就可以運行瞭 

到此這篇關於Python Pygame實現兔子獵人守護城堡遊戲的文章就介紹到這瞭,更多相關Python Pygame遊戲內容請搜索WalkonNet以前的文章或繼續瀏覽下面的相關文章希望大傢以後多多支持WalkonNet!

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