Python Pygame实现打地鼠游戏完整教程
本文详细介绍如何使用Python和Pygame库开发一款经典的打地鼠小游戏。内容涵盖游戏精灵类(地鼠与锤子)的状态管理、游戏初始化配置、主循环逻辑及分数统计机制。通过完整的代码示例,帮助开发者掌握Pygame基础应用,包括事件处理、图像加载与碰撞检测,适合Python初学者进行实战练习。
效果展示
打地鼠小游戏
游戏简介与规则
简介
对于打地鼠游戏的规则,大家应当十分熟悉:玩家需使用锤子不断击打从洞中随机钻出的地鼠。本教程将基于此规则,利用Python语言及Pygame图形库构建该游戏。
定义地鼠与锤子精灵类
首先明确游戏中的核心元素。既然名为打地鼠,地鼠自然是主角。我们需要定义一个地鼠的游戏精灵类,具体实现如下:
'''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
'''设置位置'''
def setPosition(self, pos):
self.rect.left, self.rect.top = pos
'''设置被击中'''
def setBeHammered(self):
self.is_hammer = True
'''显示在屏幕上'''
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地鼠存在两种状态:未被击中与被击中。因此,代码中加载了两张对应的图片。当地鼠被击中时,图像会从“未击中”状态切换为“击中”状态(注:示例图片可能并非真实地鼠,敬请谅解)。此外,还需定义锤子精灵类。锤子同样具备“未挥下”和“已挥下”两种状态,区别在于挥下后需迅速复位。具体代码实现如下:
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
# 用于显示锤击时的特效
self.hammer_count = 0
self.hammer_last_time = 4
self.is_hammering = False
'''设置位置'''
def setPosition(self, pos):
self.rect.centerx, self.rect.centery = pos
'''设置hammering'''
def setHammering(self):
self.is_hammering = True
'''显示在屏幕上'''
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)游戏初始化与素材加载
定义完游戏精灵类后,即可编写主程序。第一步是进行游戏初始化:
'''游戏初始化'''
def initGame():
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('Whac A Mole-微信公众号:Charles的皮卡丘')
return screen随后加载必要的游戏素材并定义相关变量。代码中已包含详细注释,此处不再赘述,请读者参考代码注释理解:
# 加载背景音乐和其他音效
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)
}
# 加载字体
font = pygame.font.Font(cfg.FONT_PATH, 40)
# 加载背景图片
bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
# 开始界面
startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
# 地鼠改变位置的计时
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)
# 锤子
hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
# 时钟
clock = pygame.time.Clock()
# 分数
your_score = 0游戏主循环与逻辑控制
接下来是游戏的主循环逻辑:
# 游戏主循环
while True:
# --游戏时间为60s
time_remain = round((61000 - pygame.time.get_ticks()) / 1000.)
# --游戏时间减少, 地鼠变位置速度变快
if time_remain == 40:
pygame.time.set_timer(change_hole_event, 650)
elif time_remain == 20:
pygame.time.set_timer(change_hole_event, 500)
# --倒计时音效
if time_remain == 10:
audios['count_down'].play()
# --游戏结束
if time_remain < 0: break
count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
# --按键检测
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)
# --碰撞检测
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
# --分数
your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
# --绑定必要的游戏元素到屏幕(注意顺序)
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)主循环中的各部分均添加了注释,逻辑较为直观。游戏时长设定为60秒,时间结束后将统计玩家分数并与历史最高分进行对比:
# 读取最佳分数(try块避免第一次游戏无.rec文件)
try:
best_score = int(open(cfg.RECORD_PATH).read())
except:
best_score = 0
# 若当前分数大于最佳分数则更新最佳分数
if your_score > best_score:
f = open(cfg.RECORD_PATH, 'w')
f.write(str(your_score))
f.close()界面优化与完整代码
为了提升游戏的完整度,我们额外添加了开始界面和结束界面:
'''游戏开始界面'''
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()
'''结束界面'''
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()至此,游戏开发基本完成。
完整源代码
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