看到一本書 <和孩子一起學編程>里有一個簡單的游戲腳本,是個滑雪人過旗子的游戲,還挺好玩的
於是下載下來,抄一遍,學習分析一下,哈哈...
#!/usr/bin/env python #-*- coding:utf-8 -*- import pygame, sys, random # 滑雪人的不同狀態圖片文件 skier_images = ["skier_down.png", "skier_right1.png", "skier_right2.png", "skier_left2.png", "skier_left1.png"] # 滑雪人的類 class SkierClass(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("skier_down.png") # 加載圖片文件 self.rect = self.image.get_rect() self.rect.center = [320, 100] # 滑雪人的中心 self.angle = 0 # 滑雪角度 def turn(self, direction): # 轉向函數返回轉向后的速度 self.angle = self.angle + direction # 只有四種角度 if self.angle < -2: self.angle = -2 if self.angle > 2: self.angle = 2 center = self.rect.center # 加載對應速度的圖片文件 self.image = pygame.image.load(skier_images[self.angle]) self.rect = self.image.get_rect() self.rect.center = center speed = [self.angle, 6 - abs(self.angle) * 2] return speed def move(self, speed): self.rect.centerx = self.rect.centerx + speed[0] # 不能過邊界 if self.rect.centerx < 20: self.rect.centerx = 20 if self.rect.centerx > 620: self.rect.centerx = 620 # 障礙物的類 class ObstacleClass(pygame.sprite.Sprite): def __init__(self, image_file, location, type): pygame.sprite.Sprite.__init__(self) self.image_file = image_file self.image = pygame.image.load(image_file) self.location = location self.rect = self.image.get_rect() self.rect.center = location # 是樹還是旗子 self.type = type # 是否經過 self.passed = False # 滾動場景 def scroll(self, terrainPos): self.rect.centery = self.location[1] - terrainPos # 生產場景,每個障礙物有64見方的大小,避免太近 def create_map(start, end): obstacles = pygame.sprite.Group() locations = [] gates = pygame.sprite.Group() for i in range(10): # 每個場景10個障礙物 row = random.randint(start, end) col = random.randint(0, 9) location = [col * 64 + 20, row * 64 + 20] # 避免重復的位置 if not (location in locations): locations.append(location) # 加載不同的物品 type = random.choice(["tree", "flag"]) if type == "tree": img = "skier_tree.png" elif type == "flag": img = "skier_flag.png" # 產生物品 obstacle = ObstacleClass(img, location, type) obstacles.add(obstacle) return obstacles # 重繪場景 def animate(): # 白色背景 screen.fill([255, 255, 255]) pygame.display.update(obstacles.draw(screen)) screen.blit(skier.image, skier.rect) screen.blit(score_text, [10, 10]) pygame.display.flip() # 更新障礙物 def updateObstacleGroup(map0, map1): obstacles = pygame.sprite.Group() for ob in map0: obstacles.add(ob) for ob in map1: obstacles.add(ob) return obstacles # 初始化 pygame.init() screen = pygame.display.set_mode([640,640]) # 窗口是640*640大小的 clock = pygame.time.Clock() skier = SkierClass() speed = [0, 6] map_position = 0 points = 0 # 得分 map0 = create_map(20, 29) map1 = create_map(10, 19) activeMap = 0 # 所有的物品 obstacles = updateObstacleGroup(map0, map1) # 字體 font = pygame.font.Font(None, 50) # 循環主事件 while True: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() if event.type == pygame.KEYDOWN: # 是否按下鍵盤 if event.key == pygame.K_LEFT: # 按下左鍵 speed = skier.turn(-1) elif event.key == pygame.K_RIGHT: # 按下右鍵 speed = skier.turn(1) skier.move(speed) # 滑雪人移動 map_position += speed[1] # 場景移動 # 繪制新的場景 activeMap表示是否要產生新的地圖 if map_position >= 640 and activeMap == 0: activeMap = 1 map0 = create_map(20, 29) obstacles = updateObstacleGroup(map0, map1) if map_position >= 1280 and activeMap == 1: activeMap = 0 for ob in map0: ob.location[1] -= 1280 map_position -= 1280 map1 = create_map(10, 19) obstacles = updateObstacleGroup(map0, map1) # 滾動物品 for obstacle in obstacles: obstacle.scroll(map_position) # 檢測是否發生碰撞 hit = pygame.sprite.spritecollide(skier, obstacles, False) if hit: # 撞到樹時候發生的事情 if hit[0].type == "tree" and not hit[0].passed: points -= 100 skier.image = pygame.image.load("skier_crash.png") animate() pygame.time.delay(1000) skier.image = pygame.image.load("skier_down.png") skier.angle = 0 speed = [0, 6] hit[0].passed = True # 碰到旗子時候 elif hit[0].type == "flag" and not hit[0].passed: points += 10 obstacles.remove(hit[0]) score_text = font.render("Score: " + str(points), 1, (0, 0, 0)) animate()
看起來也不是很復雜,不過自己就弄不出來了...水平還是不行啊.