基於Python制作打地鼠小遊戲

效果展示

打地鼠小遊戲

簡介

打地鼠的遊戲規則相信大傢都知道,這裡就不多介紹瞭,反正就是不停地拿錘子打洞裡鉆出來的地鼠唄~

首先,讓我們確定一下遊戲中有哪些元素。打地鼠打地鼠,地鼠當然得有啦,那我們就寫個地鼠的遊戲精靈類唄:

'''地鼠'''
class Mole(pygame.sprite.Sprite):
    def __init__(self, image_paths, position, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        self.images = [pygame.transform.scale(pygame.image.load(image_paths[0]), (101, 103)), 
                       pygame.transform.scale(pygame.image.load(image_paths[-1]), (101, 103))]
        self.image = self.images[0]
        self.rect = self.image.get_rect()
        self.mask = pygame.mask.from_surface(self.image)
        self.setPosition(position)
        self.is_hammer = False
    '''設置位置'''
    def setPosition(self, pos):
        self.rect.left, self.rect.top = pos
    '''設置被擊中'''
    def setBeHammered(self):
        self.is_hammer = True
    '''顯示在屏幕上'''
    def draw(self, screen):
        if self.is_hammer: self.image = self.images[1]
        screen.blit(self.image, self.rect)
    '''重置'''
    def reset(self):
        self.image = self.images[0]
        self.is_hammer = False

顯然,地鼠有被錘子擊中和未被錘子擊中這兩種狀態,所以需要加載兩張圖,當地鼠被擊中時從未被擊中的地鼠狀態圖切換到被擊中後的地鼠狀態圖(我找的圖可能不太像地鼠,請各位老哥見諒)。然後我們再來定義一下錘子這個遊戲精靈類,和地鼠類似,錘子也有未錘下去和已錘下去兩種狀態,隻不過錘下去之後需要迅速恢復回未錘下去的狀態,具體而言,代碼實現如下:

class Hammer(pygame.sprite.Sprite):
    def __init__(self, image_paths, position, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        self.images = [pygame.image.load(image_paths[0]), pygame.image.load(image_paths[1])]
        self.image = self.images[0]
        self.rect = self.image.get_rect()
        self.mask = pygame.mask.from_surface(self.images[1])
        self.rect.left, self.rect.top = position
        # 用於顯示錘擊時的特效
        self.hammer_count = 0
        self.hammer_last_time = 4
        self.is_hammering = False
    '''設置位置'''
    def setPosition(self, pos):
        self.rect.centerx, self.rect.centery = pos
    '''設置hammering'''
    def setHammering(self):
        self.is_hammering = True
    '''顯示在屏幕上'''
    def draw(self, screen):
        if self.is_hammering:
            self.image = self.images[1]
            self.hammer_count += 1
            if self.hammer_count > self.hammer_last_time:
                self.is_hammering = False
                self.hammer_count = 0
        else:
            self.image = self.images[0]
        screen.blit(self.image, self.rect)

OK,定義完遊戲精靈之後,我們就可以開始寫主程序啦。首先自然是遊戲初始化:

'''遊戲初始化'''
def initGame():
  pygame.init()
  pygame.mixer.init()
  screen = pygame.display.set_mode(cfg.SCREENSIZE)
  pygame.display.set_caption('Whac A Mole-微信公眾號:Charles的皮卡丘')
  return screen

然後加載必要的遊戲素材和定義必要的遊戲變量(我都註釋的比較詳細瞭,就不在文章裡贅述一遍瞭,自己看註釋唄~)

  # 加載背景音樂和其他音效
  pygame.mixer.music.load(cfg.BGM_PATH)
  pygame.mixer.music.play(-1)
  audios = {
        'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),
        'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)
      }
  # 加載字體
  font = pygame.font.Font(cfg.FONT_PATH, 40)
  # 加載背景圖片
  bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
  # 開始界面
  startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
  # 地鼠改變位置的計時
  hole_pos = random.choice(cfg.HOLE_POSITIONS)
  change_hole_event = pygame.USEREVENT
  pygame.time.set_timer(change_hole_event, 800)
  # 地鼠
  mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)
  # 錘子
  hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
  # 時鐘
  clock = pygame.time.Clock()
  # 分數
  your_score = 0

接著就是遊戲主循環啦:

# 遊戲主循環
while True:
  # --遊戲時間為60s
  time_remain = round((61000 - pygame.time.get_ticks()) / 1000.)
  # --遊戲時間減少, 地鼠變位置速度變快
  if time_remain == 40:
    pygame.time.set_timer(change_hole_event, 650)
  elif time_remain == 20:
    pygame.time.set_timer(change_hole_event, 500)
  # --倒計時音效
  if time_remain == 10:
    audios['count_down'].play()
  # --遊戲結束
  if time_remain < 0: break
  count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
  # --按鍵檢測
  for event in pygame.event.get():
    if event.type == pygame.QUIT:
      pygame.quit()
      sys.exit()
    elif event.type == pygame.MOUSEMOTION:
      hammer.setPosition(pygame.mouse.get_pos())
    elif event.type == pygame.MOUSEBUTTONDOWN:
      if event.button == 1:
        hammer.setHammering()
    elif event.type == change_hole_event:
      hole_pos = random.choice(cfg.HOLE_POSITIONS)
      mole.reset()
      mole.setPosition(hole_pos)
  # --碰撞檢測
  if hammer.is_hammering and not mole.is_hammer:
    is_hammer = pygame.sprite.collide_mask(hammer, mole)
    if is_hammer:
      audios['hammering'].play()
      mole.setBeHammered()
      your_score += 10
  # --分數
  your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
  # --綁定必要的遊戲元素到屏幕(註意順序)
  screen.blit(bg_img, (0, 0))
  screen.blit(count_down_text, (875, 8))
  screen.blit(your_score_text, (800, 430))
  mole.draw(screen)
  hammer.draw(screen)
  # --更新
  pygame.display.flip()
  clock.tick(60)

每一部分我也都做瞭註釋,邏輯很簡單,就不多廢話瞭。60s後,遊戲結束,我們就可以統計分數以及和歷史最高分做對比瞭:

# 讀取最佳分數(try塊避免第一次遊戲無.rec文件)
try:
  best_score = int(open(cfg.RECORD_PATH).read())
except:
  best_score = 0
# 若當前分數大於最佳分數則更新最佳分數
if your_score > best_score:
  f = open(cfg.RECORD_PATH, 'w')
  f.write(str(your_score))
  f.close()

為瞭使遊戲看起來更“正式”,再隨手添個開始界面和結束界面唄:

'''遊戲開始界面'''
def startInterface(screen, begin_image_paths):
    begin_images = [pygame.image.load(begin_image_paths[0]), pygame.image.load(begin_image_paths[1])]
    begin_image = begin_images[0]
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.MOUSEMOTION:
                mouse_pos = pygame.mouse.get_pos()
                if mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)):
                    begin_image = begin_images[1]
                else:
                    begin_image = begin_images[0]
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1 and mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)):
                    return True
        screen.blit(begin_image, (0, 0))
        pygame.display.update()


'''結束界面'''
def endInterface(screen, end_image_path, again_image_paths, score_info, font_path, font_colors, screensize):
    end_image = pygame.image.load(end_image_path)
    again_images = [pygame.image.load(again_image_paths[0]), pygame.image.load(again_image_paths[1])]
    again_image = again_images[0]
    font = pygame.font.Font(font_path, 50)
    your_score_text = font.render('Your Score: %s' % score_info['your_score'], True, font_colors[0])
    your_score_rect = your_score_text.get_rect()
    your_score_rect.left, your_score_rect.top = (screensize[0] - your_score_rect.width) / 2, 215
    best_score_text = font.render('Best Score: %s' % score_info['best_score'], True, font_colors[1])
    best_score_rect = best_score_text.get_rect()
    best_score_rect.left, best_score_rect.top = (screensize[0] - best_score_rect.width) / 2, 275
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.MOUSEMOTION:
                mouse_pos = pygame.mouse.get_pos()
                if mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)):
                    again_image = again_images[1]
                else:
                    again_image = again_images[0]
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1 and mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)):
                    return True
        screen.blit(end_image, (0, 0))
        screen.blit(again_image, (416, 370))
        screen.blit(your_score_text, your_score_rect)
        screen.blit(best_score_text, best_score_rect)
        pygame.display.update()

大功告成~

完整源代碼

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