先是建立一個粽子對象,也就是一個精靈,類別裡面需要繼承pygame.sprite.Sprite
類,這是碰撞模組的重要部分。 update
函數是控制粽子方向,並防止粽子跑出邊界,當粽子觸碰到邊界時出發觸底反彈功能,使粽子向邊界另一方向反彈移動。
class Player(pygame.sprite.Sprite): """ 粽子对象 """ def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('min2.png') self.image = pygame.transform.scale(self.image, (130, 130)) print(self.image) self.rect = self.image.get_rect() self.rect.midbottom = (20, screen_height ) def update(self): screen.blit(self.image, (self.rect.x, self.rect.y)) screen.blit(self.image, self.rect) x_move = 0 y_move = 0 # 获取按键,并进行相应的移动 key = pygame.key.get_pressed() #通过控制数字来设置粽子速度 if key[pygame.K_LEFT]: x_move -= 4 if key[pygame.K_RIGHT]: x_move += 4 if key[pygame.K_UP]: y_move -= 4 if key[pygame.K_DOWN]: y_move += 4 self.rect.x += x_move self.rect.y += y_move # 控制人物的最低位置 if self.rect.bottom > screen_height+330 : self.rect.bottom = screen_height + 330 # 绘制粽子 screen.blit(self.image, self.rect) #防止粽子跑出边界 if self.rect.right > 1400: self.rect.x -= 20 elif self.rect.left <=-10: self.rect.x += 20 elif self.rect.top < 0: self.rect.y += 50 elif self.rect.bottom> 730: self.rect.y -= 60
在加入一個❤,當鹹粽吃到❤時得分。其也必須繼承pygame.sprite.Sprite
類,透過Move_update
使❤隨機出現在遊戲中,並在遊戲邊界內移動。
class Heart_game(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.Heart_speed = [2,-3] # 加载小球图片 self.image = pygame.image.load('min_love.png').convert_alpha() # 获取小球图片的区域开状 self.rect = self.image.get_rect() x,y = random.randint(0,1300),random.randint(0,700) self.active = True self.rect.midbottom = (x, y ) def Move_update(self): self.rect = self.rect.move(self.Heart_speed) #绘制爱心图片 screen.blit(self.image, self.rect) if self.rect.right > 1400: x = random.randint(-5, 0) y = random.randint(-5, -2) or random.randint(1, 5) self.Heart_speed = [x, y] elif self.rect.left <=-10: x = random.randint(0, 5) y = random.randint(-5, 5) self.Heart_speed = [x, y] elif self.rect.top < -10: x = random.randint(-3,3) y = random.randint(0,3) self.Heart_speed = [x,y] elif self.rect.bottom> 695: x = random.randint(-3, 3) y = random.randint(-3,0) self.Heart_speed = [x, y]
注意: \color{#FF45b0}{注意:} 注意:screen.blit(image, rect)
為在遊戲中繪製圖片,必須包含兩個參數,一個是圖片本身,另一個是圖片在遊戲中的位置,即為rect
。
直接匯入圖片並在循環中顯示
bg = pygame.image.load("vack.jpeg").convert() #下句需在游戏主循环中使用 screen.blit(bg, (0, 0))
建置完成後為
碰撞部分我可是煞費苦心啊,使用以下語句, 尤其是! ! \color{blue}{尤其是! ! } 尤其是! !我一開始以為沒有碰撞,添加多個語句,實際上他發生了,只是我沒有加語句->在此條件下會發生什麼,造成這個慘案…
我們來好好分析這段條件,player
是粽子對象,group
是一個包含❤的群組,pygame.sprite.collide_circle_ratio(0.5)
可以控制圖片碰撞體積,於是碰撞條件達成!
if pygame.sprite.spritecollide(player,group,True,pygame.sprite.collide_circle_ratio(0.5)) : 语句
當達到碰撞時把❤吃掉,設l
為空數組,用l.append(aixin)
加入❤實例,當陣列l
存在時,進入碰撞環節,碰撞後用pop
函數刪除❤。
然後加入判斷,若數組l為空,則新加入❤遊戲實例,也就是上述❤實例
for each in l: each.Move_update() screen.blit(each.image, each.rect) if pygame.sprite.spritecollide(player,group,True,pygame.sprite.collide_circle_ratio(0.5)) : l.pop() score += 1 print(score) # del aixin if not l: l.append(Heart_game()) group.add(l[0])
用score
計算,引用一個ttf
字體檔案
score = 0 score_font = pygame.font.Font("font.ttf",50) score_text = score_font.render("Score: % s" % str(score), True, BLACK) screen.blit(score_text, (0, 0))
最終呈現為
import pygame from pygame.locals import * import pygame import sys import asyncio import time import random class Player(pygame.sprite.Sprite): #粽子对象 def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('min2.png') self.image = pygame.transform.scale(self.image, (130, 130)) print(self.image) self.rect = self.image.get_rect() self.rect.midbottom = (20, screen_height ) def update(self): screen.blit(self.image, (self.rect.x, self.rect.y)) screen.blit(self.image, self.rect) x_move = 0 y_move = 0 # 获取按键,并进行相应的移动 key = pygame.key.get_pressed() if key[pygame.K_LEFT]: x_move -= 4 if key[pygame.K_RIGHT]: x_move += 4 if key[pygame.K_UP]: y_move -= 4 if key[pygame.K_DOWN]: y_move += 4 self.rect.x += x_move self.rect.y += y_move # 控制人物的最低位置 # 绘制人物 screen.blit(self.image, self.rect) if self.rect.right > 1400: self.rect.x -= 20 elif self.rect.left <=-10: self.rect.x += 20 elif self.rect.top < 0: self.rect.y += 50 elif self.rect.bottom> 730: self.rect.y -= 60 # def eat(self): class Heart_game(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.Heart_speed = [2,-3] # 加载小球图片 self.image = pygame.image.load('min_love.png').convert_alpha() # 获取小球图片的区域开状 self.rect = self.image.get_rect() x,y = random.randint(0,1300),random.randint(0,700) self.active = True self.rect.midbottom = (x, y ) def Move_update(self): self.rect = self.rect.move(self.Heart_speed) screen.blit(self.image, self.rect) if self.rect.right > 1400: x = random.randint(-5, 0) y = random.randint(-5, -2) or random.randint(1, 5) self.Heart_speed = [x, y] elif self.rect.left <=-10: x = random.randint(0, 5) y = random.randint(-5, 5) self.Heart_speed = [x, y] elif self.rect.top < -10: x = random.randint(-3,3) y = random.randint(0,3) self.Heart_speed = [x,y] elif self.rect.bottom> 695: x = random.randint(-3, 3) y = random.randint(-3,0) self.Heart_speed = [x, y] # 加载基本的窗口和时钟 pygame.init() screen_width = 1400 screen_height = 700 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('迟到的端午') clock = pygame.time.Clock() # 设置时钟 # 加载背景,粽子,爱心 bg = pygame.image.load("vack.jpeg").convert() player = Player() aixin = Heart_game() group = pygame.sprite.Group(aixin) count = 0 score = 0 score_font = pygame.font.Font("font.ttf",50) BLACK= (0,0,0) l = [] l.append(aixin) # 游戏主循环 game_run = 1 while game_run: clock.tick(60) screen.blit(bg, (0, 0)) # 持续更新 count += 1 for each in l: each.Move_update() screen.blit(each.image, each.rect) if pygame.sprite.spritecollide(player,group,True,pygame.sprite.collide_circle_ratio(0.5)) : l.pop() score += 1 print(score) # del aixin if not l: l.append(Heart_game()) group.add(l[0]) player.update() score_text = score_font.render("Score: % s" % str(score), True, BLACK) screen.blit(score_text, (0, 0)) for event in pygame.event.get(): if event.type == pygame.QUIT: game_run = False # 窗口更新并绘制 pygame.display.update() pygame.quit()
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