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Pygame是如何实现扎气球游戏

发表于:2025-02-13 作者:千家信息网编辑
千家信息网最后更新 2025年02月13日,这期内容当中小编将会给大家带来有关Pygame是如何实现扎气球游戏,文章内容丰富且以专业的角度为大家分析和叙述,阅读完这篇文章希望大家可以有所收获。正文下面的扎气球小游戏原型就是路边的扎气球的游戏撒,
千家信息网最后更新 2025年02月13日Pygame是如何实现扎气球游戏

这期内容当中小编将会给大家带来有关Pygame是如何实现扎气球游戏,文章内容丰富且以专业的角度为大家分析和叙述,阅读完这篇文章希望大家可以有所收获。

正文

下面的扎气球小游戏原型就是路边的扎气球的游戏撒,基于Pygame做的!

就准备好射的箭、不同颜色的气球、一张背景图片、然后爆炸的特效就可。哦~对了音乐还是要准备,游戏的话有音乐背景才更有趣哦~

一、准备中

1)素材资料

首先是准备好需要的素材、图片、背景音乐:

2)运行环境

环境安装 本文用到的运行环境:Python3.7、Pycharm社区版2020、Pygame游戏模块部分自带

模块直 接导入不需要安装。

模块安装:

pip install -i https://pypi.douban.com/simple/ +模块名

二、代码演示

这款小游戏总的有6个.py文件组成的,代码比较都啦,这里就只放一点点哈!

主程序运行:

from game import * def main() :    intro = True    game = Game()    game.loadMusic()    game.readHighScore()    pygame.mixer.music.play(loops=-1)    while intro:        for event in pygame.event.get():            if event.type == pygame.QUIT:                intro = False        game.screen.fill(SKY_BLUE)        game.screen.blit(game.background, game.background_rect)        game.draw.Button(200, 2*game.HEIGHT/3, "PLAY", BRIGHT_GREEN, GREEN, game.gameloop, 150, 100)        game.draw.Button(game.WIDTH/2 - 75, 2*game.HEIGHT/3, "PLAY TIMED", BRIGHT_RED, RED, game.time_restricted, 150, 100)        game.draw.Button(game.WIDTH-350, 2*game.HEIGHT/3, "QUIT", BRIGHT_GREEN, GREEN, quit, 150, 100)        game.draw.draw_text("__ArcuS__", game.WIDTH/2, game.HEIGHT/3, 200, BLUE)        game.draw.draw_text("HIGH SCORE:%d" % (game.highscore), game.WIDTH-400, 50, 30, BLACK)        pygame.display.flip()        game.clock.tick(FPS) main()定义的一些常量:桌面背景、音乐等等。 FPS = 60GRAVITY = 0.15PI = 3.142 WHITE = (255, 255, 255)BLACK = (0, 0, 0)RED = (200, 0, 0)BRIGHT_RED = (255, 0, 0)GREEN = (0, 200, 0)BRIGHT_GREEN = (0, 255, 0)SKY_BLUE = (0, 255, 255)BLUE = (0, 0, 255)GREEN_YELLOW=(181,255,98)BROWN=(204,102,0)DARK_BROWN=(204,76,0) HIGHSCORE_FILE="highscore.txt"ARROW_IMAGE = "assets/arrow_1.png"BACKGROUND_IMAGE = "assets/background.png" EXPLOSION_SOUND = "assets/boom.wav"CLICK_SOUND = "assets/select.wav"MUSIC_FILE = "assets/tgfcoder-FrozenJam-SeamlessLoop.ogg"VOLUME = 0.2 ARROW_SIZE = (16, 150)BALOON_SIZE = (100, 100)HIT_RADIUS = 15MISSES = 15GAME_TIME = 60定义游戏精灵类等: import pygameimport mathimport randomfrom os import pathfrom constants import * #游戏精灵类class Arrow(pygame.sprite.Sprite):    def __init__(self,game):        pygame.sprite.Sprite.__init__(self)        self.WIDTH = game.WIDTH        self.HEIGHT = game.HEIGHT        self.image_orig = pygame.transform.scale(game.arrow_img, ARROW_SIZE)        self.image_orig.set_colorkey(BLACK)        self.image = self.image_orig        self.rect = self.image.get_rect()        self.rect.centerx = self.WIDTH/2        self.rect.bottom = self.HEIGHT-100        self.rot = 0        self.speedx = 0        self.speedy = 0        self.range = 0        self.max_height = 0        self.release_angle = 0        self.set_vel = False        self.Released = False        self.releasex = self.rect.centerx        self.releasey = self.rect.bottom        self.cy = self.rect.centery        self.game = game     def update(self):        if self.Released:            self.speedy -= GRAVITY            self.rect.bottom -= self.speedy            self.rect.centerx += self.speedx            self.rot = (-math.atan2(self.speedx, self.speedy)*180/3.14) % 360            new_image = pygame.transform.rotate(self.image_orig, self.rot)             old_center = self.rect.center            self.image = new_image            self.rect = self.image.get_rect()            self.rect.center = old_center            # print "moving"            if self.rect.bottom < 0 or self.rect.left > self.WIDTH + 10 or self.rect.right < -10:                self.kill()                    else:            mouse = pygame.mouse.get_pos()            click = pygame.mouse.get_pressed()            if mouse[1] > self.rect.centery and click[0] == 1:                self.set_vel = True                dist = math.sqrt(                    math.pow(self.rect.centerx-mouse[0], 2)+math.pow(self.rect.bottom-mouse[1], 2))                # print dist                 self.rect.centerx = mouse[0]                self.rect.centery = mouse[1]                # print(2*GRAVITY*(self.rect.centery-mouse[1]))                self.speedy = math.sqrt(2*GRAVITY*(-self.cy+mouse[1]))*4                self.speedx = self.speedy * \                    (mouse[0]-self.releasex)/(self.cy-mouse[1])                self.rot = (-math.atan2(self.speedx, self.speedy)                            * 180/3.14*0.5) % 360                new_image = pygame.transform.rotate(self.image_orig, self.rot)                old_center = self.rect.center                self.image = new_image                self.rect = self.image.get_rect()                self.rect.center = old_center                 # print "setting velocity"             else:                if self.set_vel:                    self.Released = True                    self.game.last_arrow_time = pygame.time.get_ticks()                    self.max_height = (self.rect.bottom-mouse[1])                    self.range = (mouse[0]-self.rect.centerx)*2                    # print "releasing"                # math.sqrt(math.pow(mouse[0]-self.rect.centerx,2)+math.pow(mouse[1]-self.rect.centery,2)) < 200:                else:                    if (mouse[0]-self.rect.centerx) != 0:                        theta = math.atan(                            (mouse[1]-self.rect.bottom)/(self.rect.centerx-mouse[0]))                    else:                        theta = PI                    move = theta-self.rot                    self.rot = math.degrees(theta)                    new_image = pygame.transform.rotate(                        self.image_orig, self.rot)                    old_center = self.rect.center                    self.image = new_image                    self.rect = self.image.get_rect()                    self.rect.center = old_center                    # print "rotating"                    # print self.rot                    # print theta  class Baloon(pygame.sprite.Sprite):    def __init__(self,game):        pygame.sprite.Sprite.__init__(self)        self.WIDTH = game.WIDTH        self.HEIGHT = game.HEIGHT        bcolor = random.choice(game.baloon_color)        temp = "assets/balloon_{}.png".format(bcolor)        self.image_orig = pygame.image.load(            path.join(path.dirname(__file__), temp))        if bcolor == "blue":            self.image_orig.set_colorkey(BLUE)        elif bcolor == "black":            self.image_orig.set_colorkey(BLACK)        elif bcolor == "green":            self.image_orig.set_colorkey(BRIGHT_GREEN)        elif bcolor == "red":            self.image_orig.set_colorkey(BRIGHT_RED)         self.image_orig = pygame.transform.scale(self.image_orig, BALOON_SIZE)        self.image = self.image_orig.copy()        self.rect = self.image.get_rect()        self.radius = HIT_RADIUS         temp = random.randrange(self.WIDTH - self.rect.width)        while (-150 < temp-self.WIDTH/2 < 150):            temp = random.randrange(self.WIDTH - self.rect.width)        self.rect.x = temp        self.rect.y = random.randrange(self.HEIGHT+100, self.HEIGHT+150)        self.speedy = random.randrange(-4, -1)        self.speedx = random.randrange(-3, 3)        self.game = game        self.last_update = pygame.time.get_ticks()        # print "baloon"     def update(self):        self.rect.y += self.speedy        if self.rect.top < -20 or self.rect.left < -25 or self.rect.right > self.WIDTH + 20:            self.kill()            self.game.misses += 1

三、效果展示

游戏规则的话:箭会出现在游戏界面底部中间位置,拉动它:即是鼠标左键拉动方向可自己调整,

直接向下拉动然后放箭射中气球即可。射中的越多积累的分数越高哦!

1)截图展示效果--

游戏开始界面如下:

游戏开始界面如下:

扎中气球效果如下:

游戏结束总成绩13分:

2)视频展示效果--

上述就是小编为大家分享的Pygame是如何实现扎气球游戏了,如果刚好有类似的疑惑,不妨参照上述分析进行理解。如果想知道更多相关知识,欢迎关注行业资讯频道。

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