【游戏开发】python利用pygame框架实现类似海底游戏游戏 (荷兰猪吃松鼠) ocode for怎么读 sakung games death python and pygame

本源码来自于 《Python和Pygame游戏开发指南》

# Squirrel Eat Squirrel (a 2D Katamari Damacy clone)

# By Al Sweigart [email protected]

# http://inventwithpython.com/pygame

# Released under a "Simplified BSD" license

import random, sys, time, math, pygame

from pygame.locals import *

FPS = 30 # frames per second to update the screen

WINWIDTH = 640 # width of the program's window, in pixels

WINHEIGHT = 480 # height in pixels

HALF_WINWIDTH = int(WINWIDTH / 2)

HALF_WINHEIGHT = int(WINHEIGHT / 2)

GRASSCOLOR = (24, 255, 0)

WHITE = (255, 255, 255)

RED = (255, 0, 0)

CAMERASLACK = 90 # how far from the center the squirrel moves before moving the camera

MOVERATE = 9 # how fast the player moves

BOUNCERATE = 6 # how fast the player bounces (large is slower)

BOUNCEHEIGHT = 30 # how high the player bounces

STARTSIZE = 25 # how big the player starts off

WINSIZE = 300 # how big the player needs to be to win

INVULNTIME = 2 # how long the player is invulnerable after being hit in seconds

GAMEOVERTIME = 4 # how long the "game over" text stays on the screen in seconds

MAXHEALTH = 3 # how much health the player starts with

NUMGRASS = 80 # number of grass objects in the active area

NUMSQUIRRELS = 30 # number of squirrels in the active area

SQUIRRELMINSPEED = 3 # slowest squirrel speed

SQUIRRELMAXSPEED = 7 # fastest squirrel speed

DIRCHANGEFREQ = 2 # % chance of direction change per frame

LEFT = 'left'

RIGHT = 'right'

"""

This program has three data structures to represent the player, enemy squirrels, and grass background objects. The data structures are dictionaries with the following keys:

Keys used by all three data structures:

'x' - the left edge coordinate of the object in the game world (not a pixel coordinate on the screen)

'y' - the top edge coordinate of the object in the game world (not a pixel coordinate on the screen)

'rect' - the pygame.Rect object representing where on the screen the object is located.

Player data structure keys:

'surface' - the pygame.Surface object that stores the image of the squirrel which will be drawn to the screen.

'facing' - either set to LEFT or RIGHT, stores which direction the player is facing.

'size' - the width and height of the player in pixels. (The width & height are always the same.)

'bounce' - represents at what point in a bounce the player is in. 0 means standing (no bounce), up to BOUNCERATE (the completion of the bounce)

'health' - an integer showing how many more times the player can be hit by a larger squirrel before dying.

Enemy Squirrel data structure keys:

'surface' - the pygame.Surface object that stores the image of the squirrel which will be drawn to the screen.

'movex' - how many pixels per frame the squirrel moves horizontally. A negative integer is moving to the left, a positive to the right.

'movey' - how many pixels per frame the squirrel moves vertically. A negative integer is moving up, a positive moving down.

'width' - the width of the squirrel's image, in pixels

'height' - the height of the squirrel's image, in pixels

'bounce' - represents at what point in a bounce the player is in. 0 means standing (no bounce), up to BOUNCERATE (the completion of the bounce)

'bouncerate' - how quickly the squirrel bounces. A lower number means a quicker bounce.

'bounceheight' - how high (in pixels) the squirrel bounces

Grass data structure keys:

'grassImage' - an integer that refers to the index of the pygame.Surface object in GRASSIMAGES used for this grass object

"""

def main():

global FPSCLOCK, DISPLAYSURF, BASICFONT, L_SQUIR_IMG, R_SQUIR_IMG, GRASSIMAGES

pygame.init()

FPSCLOCK = pygame.time.Clock()

pygame.display.set_icon(pygame.image.load('gameicon.png'))

DISPLAYSURF = pygame.display.set_mode((WINWIDTH, WINHEIGHT))

pygame.display.set_caption('Squirrel Eat Squirrel')

BASICFONT = pygame.font.Font('freesansbold.ttf', 32)

# load the image files

L_SQUIR_IMG = pygame.image.load('squirrel.png')

R_SQUIR_IMG = pygame.transform.flip(L_SQUIR_IMG, True, False)

GRASSIMAGES = []

for i in range(1, 5):

GRASSIMAGES.append(pygame.image.load('grass%s.png' % i))

while True:

runGame()

def runGame():

# set up variables for the start of a new game

invulnerableMode = False # if the player is invulnerable

invulnerableStartTime = 0 # time the player became invulnerable

gameOverMode = False # if the player has lost

gameOverStartTime = 0 # time the player lost

winMode = False # if the player has won

# create the surfaces to hold game text

gameOverSurf = BASICFONT.render('Game Over', True, WHITE)

gameOverRect = gameOverSurf.get_rect()

gameOverRect.center = (HALF_WINWIDTH, HALF_WINHEIGHT)

winSurf = BASICFONT.render('You have achieved OMEGA SQUIRREL!', True, WHITE)

winRect = winSurf.get_rect()

winRect.center = (HALF_WINWIDTH, HALF_WINHEIGHT)

winSurf2 = BASICFONT.render('(Press "r" to restart.)', True, WHITE)

winRect2 = winSurf2.get_rect()

winRect2.center = (HALF_WINWIDTH, HALF_WINHEIGHT + 30)

# camerax and cameray are the top left of where the camera view is

camerax = 0

cameray = 0

grassObjs = [] # stores all the grass objects in the game

squirrelObjs = [] # stores all the non-player squirrel objects

# stores the player object:

playerObj = {'surface': pygame.transform.scale(L_SQUIR_IMG, (STARTSIZE, STARTSIZE)),

'facing': LEFT,

'size': STARTSIZE,

'x': HALF_WINWIDTH,

'y': HALF_WINHEIGHT,

'bounce':0,

'health': MAXHEALTH}

moveLeft = False

moveRight = False

moveUp = False

moveDown = False

# start off with some random grass images on the screen

for i in range(10):

grassObjs.append(makeNewGrass(camerax, cameray))

grassObjs[i]['x'] = random.randint(0, WINWIDTH)

grassObjs[i]['y'] = random.randint(0, WINHEIGHT)

while True: # main game loop

# Check if we should turn off invulnerability

if invulnerableMode and time.time() - invulnerableStartTime > INVULNTIME:

invulnerableMode = False

# move all the squirrels

for sObj in squirrelObjs:

# move the squirrel, and adjust for their bounce

sObj['x'] += sObj['movex']

sObj['y'] += sObj['movey']

sObj['bounce'] += 1

if sObj['bounce'] > sObj['bouncerate']:

sObj['bounce'] = 0 # reset bounce amount

# random chance they change direction

if random.randint(0, 99) < DIRCHANGEFREQ:

sObj['movex'] = getRandomVelocity()

sObj['movey'] = getRandomVelocity()

if sObj['movex'] > 0: # faces right

sObj['surface'] = pygame.transform.scale(R_SQUIR_IMG, (sObj['width'], sObj['height']))

else: # faces left

sObj['surface'] = pygame.transform.scale(L_SQUIR_IMG, (sObj['width'], sObj['height']))

# go through all the objects and see if any need to be deleted.

for i in range(len(grassObjs) - 1, -1, -1):

if isOutsideActiveArea(camerax, cameray, grassObjs[i]):

del grassObjs[i]

for i in range(len(squirrelObjs) - 1, -1, -1):

if isOutsideActiveArea(camerax, cameray, squirrelObjs[i]):

del squirrelObjs[i]

# add more grass & squirrels if we don't have enough.

while len(grassObjs) < NUMGRASS:

grassObjs.append(makeNewGrass(camerax, cameray))

while len(squirrelObjs) < NUMSQUIRRELS:

squirrelObjs.append(makeNewSquirrel(camerax, cameray))

# adjust camerax and cameray if beyond the "camera slack"

playerCenterx = playerObj['x'] + int(playerObj['size'] / 2)

playerCentery = playerObj['y'] + int(playerObj['size'] / 2)

if (camerax + HALF_WINWIDTH) - playerCenterx > CAMERASLACK:

camerax = playerCenterx + CAMERASLACK - HALF_WINWIDTH

elif playerCenterx - (camerax + HALF_WINWIDTH) > CAMERASLACK:

camerax = playerCenterx - CAMERASLACK - HALF_WINWIDTH

if (cameray + HALF_WINHEIGHT) - playerCentery > CAMERASLACK:

cameray = playerCentery + CAMERASLACK - HALF_WINHEIGHT

elif playerCentery - (cameray + HALF_WINHEIGHT) > CAMERASLACK:

cameray = playerCentery - CAMERASLACK - HALF_WINHEIGHT

# draw the green background

DISPLAYSURF.fill(GRASSCOLOR)

# draw all the grass objects on the screen

for gObj in grassObjs:

gRect = pygame.Rect( (gObj['x'] - camerax,

gObj['y'] - cameray,

gObj['width'],

gObj['height']) )

DISPLAYSURF.blit(GRASSIMAGES[gObj['grassImage']], gRect)

# draw the other squirrels

for sObj in squirrelObjs:

sObj['rect'] = pygame.Rect( (sObj['x'] - camerax,

sObj['y'] - cameray - getBounceAmount(sObj['bounce'], sObj['bouncerate'], sObj['bounceheight']),

sObj['width'],

sObj['height']) )

DISPLAYSURF.blit(sObj['surface'], sObj['rect'])

# draw the player squirrel

flashIsOn = round(time.time(), 1) * 10 % 2 == 1

if not gameOverMode and not (invulnerableMode and flashIsOn):

playerObj['rect'] = pygame.Rect( (playerObj['x'] - camerax,

playerObj['y'] - cameray - getBounceAmount(playerObj['bounce'], BOUNCERATE, BOUNCEHEIGHT),

playerObj['size'],

playerObj['size']) )

DISPLAYSURF.blit(playerObj['surface'], playerObj['rect'])

# draw the health meter

drawHealthMeter(playerObj['health'])

for event in pygame.event.get(): # event handling loop

if event.type == QUIT:

terminate()

elif event.type == KEYDOWN:

if event.key in (K_UP, K_w):

moveDown = False

moveUp = True

elif event.key in (K_DOWN, K_s):

moveUp = False

moveDown = True

elif event.key in (K_LEFT, K_a):

moveRight = False

moveLeft = True

if playerObj['facing'] != LEFT: # change player image

playerObj['surface'] = pygame.transform.scale(L_SQUIR_IMG, (playerObj['size'], playerObj['size']))

playerObj['facing'] = LEFT

elif event.key in (K_RIGHT, K_d):

moveLeft = False

moveRight = True

if playerObj['facing'] != RIGHT: # change player image

playerObj['surface'] = pygame.transform.scale(R_SQUIR_IMG, (playerObj['size'], playerObj['size']))

playerObj['facing'] = RIGHT

elif winMode and event.key == K_r:

return

elif event.type == KEYUP:

# stop moving the player's squirrel

if event.key in (K_LEFT, K_a):

moveLeft = False

elif event.key in (K_RIGHT, K_d):

moveRight = False

elif event.key in (K_UP, K_w):

moveUp = False

elif event.key in (K_DOWN, K_s):

moveDown = False

elif event.key == K_ESCAPE:

terminate()

if not gameOverMode:

# actually move the player

if moveLeft:

playerObj['x'] -= MOVERATE

if moveRight:

playerObj['x'] += MOVERATE

if moveUp:

playerObj['y'] -= MOVERATE

if moveDown:

playerObj['y'] += MOVERATE

if (moveLeft or moveRight or moveUp or moveDown) or playerObj['bounce'] != 0:

playerObj['bounce'] += 1

if playerObj['bounce'] > BOUNCERATE:

playerObj['bounce'] = 0 # reset bounce amount

# check if the player has collided with any squirrels

for i in range(len(squirrelObjs)-1, -1, -1):

sqObj = squirrelObjs[i]

if 'rect' in sqObj and playerObj['rect'].colliderect(sqObj['rect']):

# a player/squirrel collision has occurred

if sqObj['width'] * sqObj['height'] <= playerObj['size']**2:

# player is larger and eats the squirrel

playerObj['size'] += int( (sqObj['width'] * sqObj['height'])**0.2 ) + 1

del squirrelObjs[i]

if playerObj['facing'] == LEFT:

playerObj['surface'] = pygame.transform.scale(L_SQUIR_IMG, (playerObj['size'], playerObj['size']))

if playerObj['facing'] == RIGHT:

playerObj['surface'] = pygame.transform.scale(R_SQUIR_IMG, (playerObj['size'], playerObj['size']))

if playerObj['size'] > WINSIZE:

winMode = True # turn on "win mode"

elif not invulnerableMode:

# player is smaller and takes damage

invulnerableMode = True

invulnerableStartTime = time.time()

playerObj['health'] -= 1

if playerObj['health'] == 0:

gameOverMode = True # turn on "game over mode"

gameOverStartTime = time.time()

else:

# game is over, show "game over" text

DISPLAYSURF.blit(gameOverSurf, gameOverRect)

if time.time() - gameOverStartTime > GAMEOVERTIME:

return # end the current game

# check if the player has won.

if winMode:

DISPLAYSURF.blit(winSurf, winRect)

DISPLAYSURF.blit(winSurf2, winRect2)

pygame.display.update()

FPSCLOCK.tick(FPS)

def drawHealthMeter(currentHealth):

for i in range(currentHealth): # draw red health bars

pygame.draw.rect(DISPLAYSURF, RED, (15, 5 + (10 * MAXHEALTH) - i * 10, 20, 10))

for i in range(MAXHEALTH): # draw the white outlines

pygame.draw.rect(DISPLAYSURF, WHITE, (15, 5 + (10 * MAXHEALTH) - i * 10, 20, 10), 1)

def terminate():

pygame.quit()

sys.exit()

def getBounceAmount(currentBounce, bounceRate, bounceHeight):

# Returns the number of pixels to offset based on the bounce.

# Larger bounceRate means a slower bounce.

# Larger bounceHeight means a higher bounce.

# currentBounce will always be less than bounceRate

return int(math.sin( (math.pi / float(bounceRate)) * currentBounce ) * bounceHeight)

def getRandomVelocity():

speed = random.randint(SQUIRRELMINSPEED, SQUIRRELMAXSPEED)

if random.randint(0, 1) == 0:

return speed

else:

return -speed

def getRandomOffCameraPos(camerax, cameray, objWidth, objHeight):

# create a Rect of the camera view

cameraRect = pygame.Rect(camerax, cameray, WINWIDTH, WINHEIGHT)

while True:

x = random.randint(camerax - WINWIDTH, camerax + (2 * WINWIDTH))

y = random.randint(cameray - WINHEIGHT, cameray + (2 * WINHEIGHT))

# create a Rect object with the random coordinates and use colliderect()

# to make sure the right edge isn't in the camera view.

objRect = pygame.Rect(x, y, objWidth, objHeight)

if not objRect.colliderect(cameraRect):

return x, y

def makeNewSquirrel(camerax, cameray):

sq = {}

generalSize = random.randint(5, 25)

multiplier = random.randint(1, 3)

sq['width'] = (generalSize + random.randint(0, 10)) * multiplier

sq['height'] = (generalSize + random.randint(0, 10)) * multiplier

sq['x'], sq['y'] = getRandomOffCameraPos(camerax, cameray, sq['width'], sq['height'])

sq['movex'] = getRandomVelocity()

sq['movey'] = getRandomVelocity()

if sq['movex'] < 0: # squirrel is facing left

sq['surface'] = pygame.transform.scale(L_SQUIR_IMG, (sq['width'], sq['height']))

else: # squirrel is facing right

sq['surface'] = pygame.transform.scale(R_SQUIR_IMG, (sq['width'], sq['height']))

sq['bounce'] = 0

sq['bouncerate'] = random.randint(10, 18)

sq['bounceheight'] = random.randint(10, 50)

return sq

def makeNewGrass(camerax, cameray):

gr = {}

gr['grassImage'] = random.randint(0, len(GRASSIMAGES) - 1)

gr['width'] = GRASSIMAGES[0].get_width()

gr['height'] = GRASSIMAGES[0].get_height()

gr['x'], gr['y'] = getRandomOffCameraPos(camerax, cameray, gr['width'], gr['height'])

gr['rect'] = pygame.Rect( (gr['x'], gr['y'], gr['width'], gr['height']) )

return gr

def isOutsideActiveArea(camerax, cameray, obj):

# Return False if camerax and cameray are more than

# a half-window length beyond the edge of the window.

boundsLeftEdge = camerax - WINWIDTH

boundsTopEdge = cameray - WINHEIGHT

boundsRect = pygame.Rect(boundsLeftEdge, boundsTopEdge, WINWIDTH * 3, WINHEIGHT * 3)

objRect = pygame.Rect(obj['x'], obj['y'], obj['width'], obj['height'])

return not boundsRect.colliderect(objRect)

if __name__ == '__main__':

main()

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【游戏开发】python利用pygame框架实现类似海底游戏游戏 (荷兰猪吃松鼠) ocode for怎么读 sakung games death python and pygame

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