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名师互学网 > IT > 软件开发 > 后端开发 > Python

Pygame实战:太秀了!过气”网红“如何翻身?看这只愤怒的小鸟你就知道了!!

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Pygame实战:太秀了!过气”网红“如何翻身?看这只愤怒的小鸟你就知道了!!

导语

哈喽!大家好!今天给大家更新一款经典小游戏吖!

十几年过去了,这款游戏渐渐被人遗忘。这是多少人的童年呢?

过气游戏?小鸟不angry,你还真以为我是“hello bird”?

现在的冷天气,除了穿多点儿衣服,可能就要靠这只火爆的小鸟给大家升温了!


正文

首先环境安装部分:

准备—Python3.6、Pycharm2021、最主要的游戏模块Pygame、以及一些自带的模块直接可用的。

游戏源码可版本不一致也能运行,相应的模块安装好就可,自行安排!

pip install -i https://pypi.douban.com/simple/  pygame

准备—相应的素材图片、音乐背景等:

定义精灵类这里定义的是对手的猪猪。

class Pig(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 3
        # 设置必要的属性常量
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.type = 'pig'
        self.is_dead = False
        self.elasticity = 0.8
        self.switch_freq = 20
        self.animate_count = 0
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        # 屏幕大小
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        # 导入图像
        self.pig_images = []
        for imagepath in imagepaths: self.pig_images.append(pygame.image.load(imagepath))
        # 设置当前图像
        self.image = random.choice(self.pig_images[:2])
    '''画到屏幕上'''
    def draw(self):
        self.animate_count += 1
        if (self.animate_count % self.switch_freq == 0) and (not self.is_dead):
            self.animate_count = 0
            self.image = random.choice(self.pig_images[:2])
        position = self.loc_info[0] - self.loc_info[2], self.loc_info[1] - self.loc_info[2]
        self.screen.blit(self.image, position)
    '''移动猪'''
    def move(self):
        # 根据重力改变猪的速度向量
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        # 宽度超出屏幕
        if self.loc_info[0] > self.screen_size[0] - self.loc_info[2]:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.loc_info[2]) - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.loc_info[2]:
            self.loc_info[0] = 2 * self.loc_info[2] - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        # 高度超出屏幕
        if self.loc_info[1] > self.screen_size[1] - self.loc_info[2]:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.loc_info[2]) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.loc_info[2]:
            self.loc_info[1] = 2 * self.loc_info[2] - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
    '''猪死掉了'''
    def setdead(self):
        self.is_dead = True
        self.image = self.pig_images[-1]

​然后这里定义的精灵类是小鸟即玩家:

class Bird(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, color=(255, 255, 255), **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 1
        # 设置必要的属性常量
        self.color = color
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.type = 'bird'
        self.fly_path = []
        self.is_dead = False
        self.elasticity = 0.8
        self.is_loaded = False
        self.is_selected = False
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        # 屏幕大小
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        # 导入图像
        self.image = pygame.image.load(imagepaths[0])
    '''画到屏幕上'''
    def draw(self):
        if not self.is_loaded:
            for point in self.fly_path:
                pygame.draw.ellipse(self.screen, self.color, (point[0], point[1], 3, 3), 1)
        position = self.loc_info[0] - self.loc_info[2], self.loc_info[1] - self.loc_info[2]
        self.screen.blit(self.image, position)
    '''判断有没有被鼠标选中'''
    def selected(self):
        pos = pygame.mouse.get_pos()
        dx, dy = pos[0] - self.loc_info[0], pos[1] - self.loc_info[1]
        dist = math.hypot(dy, dx)
        if dist < self.loc_info[2]:
            return True
        return False
    '''加载到弹弓上'''
    def load(self, slingshot):
        self.loc_info[0], self.loc_info[1] = slingshot.x, slingshot.y
        self.is_loaded = True
    '''重新设置位置'''
    def reposition(self, slingshot):
        pos = pygame.mouse.get_pos()
        if self.selected:
            self.loc_info[0], self.loc_info[1] = pos[0], pos[1]
            dx, dy = slingshot.x - self.loc_info[0], slingshot.y - self.loc_info[1]
            self.velocity.magnitude = min(int(math.hypot(dx, dy) / 2), 80)
            self.velocity.angle = math.pi / 2 + math.atan2(dy, dx)
    '''显示发射小鸟的路径'''
    def projectpath(self):
        if self.is_loaded:
            path = []
            bird = Bird(self.screen, self.imagepaths, self.loc_info, velocity=self.velocity)
            for i in range(30):
                bird.move()
                if i % 5 == 0: path.append((bird.loc_info[0], bird.loc_info[1]))
            for point in path:
                pygame.draw.ellipse(self.screen, self.color, (point[0], point[1], 2, 2))
    '''移动小鸟'''
    def move(self):
        # 根据重力改变小鸟的速度向量
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        # 宽度超出屏幕
        if self.loc_info[0] > self.screen_size[0] - self.loc_info[2]:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.loc_info[2]) - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.loc_info[2]:
            self.loc_info[0] = 2 * self.loc_info[2] - self.loc_info[0]
            self.velocity.angle *= -1
            self.velocity.magnitude *= self.elasticity
        # 高度超出屏幕
        if self.loc_info[1] > self.screen_size[1] - self.loc_info[2]:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.loc_info[2]) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.loc_info[2]:
            self.loc_info[1] = 2 * self.loc_info[2] - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity

定义地图里面的木桩:

class Block(pygame.sprite.Sprite):
    def __init__(self, screen, imagepaths, loc_info, velocity=None, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        assert len(loc_info) == 3
        assert len(imagepaths) == 2
        # 设置必要的属性常量
        self.type = 'block'
        self.screen = screen
        self.loc_info = list(loc_info)
        self.imagepaths = imagepaths
        self.velocity = VelocityVector() if velocity is None else velocity
        self.elasticity = 0.7
        self.is_destroyed = False
        self.inverse_friction = 0.99
        self.gravity = VelocityVector(0.2, math.pi)
        # 导入图像
        self.block_images = []
        for imagepath in imagepaths: self.block_images.append(pygame.transform.scale(pygame.image.load(imagepath), (100, 100)))
        # 屏幕大小
        self.screen_size = screen.get_rect().size
        self.screen_size = (self.screen_size[0], self.screen_size[1] - 50)
        # 设置当前图像
        self.image = self.block_images[0]
        self.rect = self.image.get_rect()
        self.rotate_angle = math.radians(0)
    '''画到屏幕上'''
    def draw(self):
        pygame.transform.rotate(self.image, self.rotate_angle)
        self.screen.blit(self.image, (self.loc_info[0] - self.rect.width // 2, self.loc_info[1]))
    '''设置为损坏状态'''
    def setdestroy(self):
        self.is_destroyed = True
        self.image = self.block_images[1]
    '''移动木块'''
    def move(self):
        # 根据重力改变木块的速度向量
        self.velocity = VectorAddition(self.velocity, self.gravity)
        self.loc_info[0] += self.velocity.magnitude * math.sin(self.velocity.angle)
        self.loc_info[1] -= self.velocity.magnitude * math.cos(self.velocity.angle)
        self.velocity.magnitude *= self.inverse_friction
        # 宽度超出屏幕
        if self.loc_info[0] > self.screen_size[0] - self.rect.width:
            self.loc_info[0] = 2 * (self.screen_size[0] - self.rect.width) - self.loc_info[0]
            self.velocity.angle *= -1
            self.rotate_angle = -self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[0] < self.rect.width:
            self.loc_info[0] = 2 * self.rect.width - self.loc_info[0]
            self.velocity.angle *= -1
            self.rotate_angle = -self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        # 高度超出屏幕
        if self.loc_info[1] > self.screen_size[1] - self.rect.height:
            self.loc_info[1] = 2 * (self.screen_size[1] - self.rect.height) - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.rotate_angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity
        elif self.loc_info[1] < self.rect.height:
            self.loc_info[1] = 2 * self.rect.height - self.loc_info[1]
            self.velocity.angle = math.pi - self.velocity.angle
            self.rotate_angle = math.pi - self.velocity.angle
            self.velocity.magnitude *= self.elasticity

游戏主程序:

​
import sys
import cfg
import pygame
from modules import *


'''游戏主程序'''
def main(cfg):
    # 初始化
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption(' 愤怒的小鸟')
    # 开始游戏
    def startgame():
        game_levels = GameLevels(cfg, screen)
        game_levels.start()
    # 退出游戏
    def quitgame():
        pygame.quit()
        sys.exit()
    # 开始界面
    components = pygame.sprite.Group()
    title_label = Label(screen, 700, 100, 400, 200)
    title_label.addtext('ANGRY BIRDS', 80, cfg.FONTPATH['arfmoochikncheez'], (236, 240, 241))
    components.add(title_label)
    start_btn = Button(screen, 500, 400, 300, 100, startgame, (244, 208, 63), (247, 220, 111))
    start_btn.addtext('START GAME', 60, cfg.FONTPATH['arfmoochikncheez'], cfg.BACKGROUND_COLOR)
    components.add(start_btn)
    quit_btn = Button(screen, 1000, 400, 300, 100, quitgame, (241, 148, 138), (245, 183, 177))
    quit_btn.addtext('QUIT', 60, cfg.FONTPATH['arfmoochikncheez'], cfg.BACKGROUND_COLOR)
    components.add(quit_btn)
    charles_label = Label(screen, cfg.SCREENSIZE[0] - 300, cfg.SCREENSIZE[1] - 80, 300, 100)
    charles_label.addtext('CHARLES', 60, cfg.FONTPATH['arfmoochikncheez'], (41, 41, 41))
    components.add(charles_label)
    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quitgame()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_q:
                    quitgame()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if start_btn.selected():
                    start_btn.action()
                elif quit_btn.selected():
                    quit_btn.action()
        screen.fill(cfg.BACKGROUND_COLOR)
        for component in components: component.draw()
        pygame.display.update()
        clock.tick(cfg.FPS)


'''run'''
if __name__ == '__main__':
    main(cfg)

​

由于这款愤怒的小鸟代码量太对,所以全部代码没放进来!文末有代码!

效果图:

总结

赶紧先跟着小编涨姿势啊!这款游戏你也想拥嘛?

免费的源码领取处:

好啦!本次文章就到这里了~如有想跟着小编一起学习交流的,欢迎大家!

源码基地:点击即可加入哦!文章的一些免费代码、解答等都可以在这里进行!

学无止境哦!你们的支持是我最大的动力!

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