今天我们来看看如何使用Pygame框架制作一个简单的跑酷游戏。这个游戏包含了基本的游戏元素,如玩家角色、障碍物、背景、音效等,可以作为入门Pygame游戏开发的一个不错的示例。
游戏概述
这是一个简单的横版跑酷游戏,玩家控制一个忍者角色,通过跳跃来躲避迎面而来的各种障碍物(汽车、飞机、外星人等)。游戏有三个状态:准备、游戏中和结束。
主要的游戏元素包括:
玩家角色(忍者)
障碍物(汽车、飞机等)
滚动背景
音效和背景音乐
计分系统
游戏UI(开始、结束界面等)
代码结构
游戏的主要代码结构如下:
class AudioManage: # 音频管理
class BaseSprite: # 基础精灵类
class EnemySprite: # 敌人精灵
class EnemyManage: # 敌人管理
class PlayerSprite: # 玩家精灵
class PlayerManage: # 玩家管理
class BGSprite: # 背景精灵
class BGManage: # 背景管理
class UISprite: # UI精灵
class UIManage: # UI管理
class GameManage: # 游戏主管理类
关键实现
1. 玩家控制
玩家通过上键控制忍者跳跃:
def is_jump(self):if self.jump_count > 0:AudioManage().set_sound_music(5)self.jump_count -= 1self.velocity_y = -12self.jump()
2. 障碍物生成
通过定时器事件定期生成新的障碍物:
pygame.time.set_timer(ENEMY_BORN, BORN_RATE)# 在事件循环中
if event.type == ENEMY_BORN:self.enemy.broth()
3. 碰撞检测
使用pygame的sprite collision检测玩家与障碍物的碰撞:
r = pygame.sprite.groupcollide(self.enemy.enemy_group, self.player.player_group, False, False)
if r:# 处理碰撞后的游戏结束逻辑
4. 背景滚动
通过不断移动两个背景图片实现无缝滚动:
def update(self):self.rect.left -= self.speedif self.rect.left <= -WIDTH:self.rect.left = WIDTH
完整代码
这里我把我的代码放在这里,给大家做个参考,里面还有很多不完善的地方,图片素材什么的也需要大家自行寻找,我的素材大多数都是使用 " 非常糟糕的城市 " 这个游戏的图片素材。
import randomimport pygameWIDTH, HEIGHT = 500, 500
ENEMY_BORN = pygame.USEREVENT + 1
BORN_RATE = 3000class AudioManage:@staticmethoddef playing_bg_music():pygame.mixer.music.load("./music/紧张.mp3")pygame.mixer.music.play(loops=True)pygame.mixer.music.set_volume(0.3)@staticmethoddef ready_bg_music():pygame.mixer.music.load("./music/split.mp3")pygame.mixer.music.play(loops=True)pygame.mixer.music.set_volume(0.3)@staticmethoddef end_bg_music():pygame.mixer.music.load("./music/沮丧.mp3")pygame.mixer.music.play(loops=True)pygame.mixer.music.set_volume(0.3)@staticmethoddef set_sound_music(i):l0 = ["./music/汽车.mp3", "./music/直升机.mp3", "./music/飞机.mp3","./music/降落伞.mp3", "./music/外星人.mp3", "./music/跳跃.mp3","./music/失败.mp3"]pygame.mixer.Sound(l0[i]).play()class BaseSprite(pygame.sprite.Sprite):def __init__(self, image_name):super().__init__()self.image = pygame.image.load(image_name)self.rect = self.image.get_rect()class EnemySprite(BaseSprite):def __init__(self, image_name, em, speed=5):super().__init__(image_name)self.em = emself.image_name = image_nameself.image = pygame.transform.flip(self.image, True, False)self.set_pos()self.speed = speeddef set_pos(self):self.rect.left = WIDTHif self.image_name in ["./image/car1.png", "./image/car2.png", "./image/car3.png"]:AudioManage().set_sound_music(0)self.rect.bottom = 300elif self.image_name in ["./image/plan.png"]:AudioManage().set_sound_music(2)self.rect.bottom = 225elif self.image_name in ["./image/滑翔伞.png", "./image/直升机.png"]:if self.image_name == "./image/滑翔伞.png":AudioManage().set_sound_music(3)else:AudioManage().set_sound_music(1)self.rect.bottom = 150elif self.image_name in ["./image/外星人1.png", "./image/外星人2.png"]:AudioManage().set_sound_music(4)self.rect.bottom = 75def update(self):self.rect.left -= self.speedif self.rect.right < 0:self.kill()self.em.gm.ui.update_lab()class EnemyManage:def __init__(self, gm_):self.gm = gm_self.init_enemy()def init_enemy(self):self.enemy_group = pygame.sprite.Group()self.enemy = EnemySprite("./image/car1.png", self)self.enemy.add(self.enemy_group)def broth(self):em_img_name = random.choice(["./image/car1.png", "./image/car2.png", "./image/car3.png", "./image/外星人1.png", "./image/外星人2.png","./image/滑翔伞.png", "./image/直升机.png", "./image/plan.png"])self.enemy = EnemySprite(em_img_name, self)self.enemy.add(self.enemy_group)def clear(self):self.enemy_group.empty()def update(self):self.enemy_group.draw(self.gm.screen)self.enemy_group.update()class PlayerSprite(pygame.sprite.Sprite):def __init__(self, image_names):super().__init__()self.index = 0self.images = [pygame.image.load(image) for image in image_names]self.image = self.images[self.index]self.rect = self.image.get_rect()self.rect.bottom = 300self.rect.left = 100self.velocity_y = 0self.jump_count = 2def jump(self):if self.rect.bottom >= 300:self.jump_count = 2def is_jump(self):if self.jump_count > 0:AudioManage().set_sound_music(5)self.jump_count -= 1self.velocity_y = -12self.jump()def update(self):self.index += 1if self.index >= len(self.images) * 10:self.index = 0self.image = self.images[self.index // 10]self.velocity_y += 0.5self.rect.y += self.velocity_yself.jump()if self.rect.bottom > 300:self.rect.bottom = 300elif self.rect.top < 0:self.rect.top = 0class PlayerManage:def __init__(self, gm_):self.gm = gm_self.init_player()def init_player(self):self.player_group = pygame.sprite.Group()self.images = [f"./image/忍者{i}.png" for i in range(1, 3)]self.player = PlayerSprite(self.images)self.player.add(self.player_group)def broth(self):self.player = PlayerSprite([f"./image/忍者{i}.png" for i in range(1, 3)])self.player.add(self.player_group)def clear(self):self.player_group.empty()def update(self):if not self.player_group:self.broth()self.player.update()self.player_group.draw(self.gm.screen)class BGSprite(BaseSprite):def __init__(self, image_name, start_x, speed=3):super().__init__(image_name)self.rect.left = start_xself.speed = speeddef update(self):self.rect.left -= self.speedif self.rect.left <= -WIDTH:self.rect.left = WIDTHclass BGManage:def __init__(self, gm_):self.gm = gm_self.init_bg()def init_bg(self):self.bg_gaming_group = pygame.sprite.Group()self.bg1 = BGSprite("./image/load.png", 0)self.bg1.add(self.bg_gaming_group)self.bg2 = BGSprite("./image/load.png", WIDTH)self.bg2.add(self.bg_gaming_group)self.bg_ready_group = pygame.sprite.Group()self.bg3 = BGSprite("./image/background.png", 0)self.bg3.add(self.bg_ready_group)def update(self):if self.gm.game_state == "gaming":self.bg_gaming_group.draw(self.gm.screen)self.bg_gaming_group.update()else:self.bg_ready_group.draw(self.gm.screen)class UISprite(BaseSprite):def __init__(self, image_name, yes_no="yes", start_x=0, start_y=0):super().__init__(image_name)self.y_n = yes_noif self.y_n == "yes":self.rect.center = (WIDTH / 2, HEIGHT / 2)else:self.rect.left = start_xself.rect.top = start_ydef is_collide(self):mouse_pos = pygame.mouse.get_pos()if self.rect.collidepoint(mouse_pos):return Trueclass UIManage:def __init__(self, gm_ui):self.gm = gm_uiself.init_ready()self.init_end()self.font = pygame.font.Font("./font/幼圆.TTF", size=24)self.set_lab()def init_ready(self):self.ready_group = pygame.sprite.Group()self.ready_btn = UISprite("./image/ready.png")self.ready_btn.add(self.ready_group)def init_end(self):self.end_group = pygame.sprite.Group()self.end_btn = UISprite("./image/game_over.png")self.end_btn.add(self.end_group)self.con_btn = UISprite("./image/继续.png", "no", WIDTH - 180, HEIGHT - 88)self.con_btn.add(self.end_group)def set_lab(self):self.score_value = 0self.labile = self.font.render(f"score:{self.score_value}",True, "red")def update_lab(self):self.score_value += 1self.labile = self.font.render(f"score:{self.score_value}",True, "red")def check_collision(self):if self.gm.game_state == "ready":if self.ready_btn.is_collide():self.gm.game_state = "gaming"self.gm.set_time()AudioManage().playing_bg_music()elif self.gm.game_state == "end":if self.con_btn.is_collide():self.gm.game_state = "ready"AudioManage().ready_bg_music()def update(self):if self.gm.game_state == "ready":self.ready_group.draw(self.gm.screen)elif self.gm.game_state == "gaming":self.gm.screen.blit(self.labile, (200, 10))elif self.gm.game_state == "end":self.gm.screen.blit(self.labile, (210, 200))self.end_group.draw(self.gm.screen)class GameManage:def __init__(self):pygame.init()pygame.display.set_caption("小城跑酷")self.screen = pygame.display.set_mode((WIDTH, HEIGHT))self.game_state = "ready"self.ui = UIManage(self)self.bg = BGManage(self)self.player = PlayerManage(self)self.enemy = EnemyManage(self)self.clock = pygame.time.Clock()AudioManage().ready_bg_music()def set_time(self):pygame.time.set_timer(ENEMY_BORN, BORN_RATE)def check_event(self):for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()exit()if event.type == pygame.KEYUP:if event.key == pygame.K_UP or event.key == pygame.K_w:if self.game_state == "gaming":self.player.player.is_jump()if event.type == ENEMY_BORN:self.enemy.broth()if event.type == pygame.MOUSEBUTTONUP:if event.button == 1:self.ui.check_collision()def update_draw(self):self.bg.update()if self.game_state == "ready":self.ui.update()self.reset_score()elif self.game_state == "gaming":self.ui.update()self.player.update()self.enemy.update()elif self.game_state == "end":self.ui.update()pygame.display.flip()def check_collider(self):# passr = pygame.sprite.groupcollide(self.enemy.enemy_group, self.player.player_group, False, False)if r:for players in r.values():for player in players:player.kill()self.game_state = "end"self.enemy.clear()pygame.time.set_timer(ENEMY_BORN, 0)AudioManage().set_sound_music(6)AudioManage().end_bg_music()def reset_score(self):self.ui.score_value = -1self.ui.update_lab()def run(self):while True:self.clock.tick(60)self.check_event()self.update_draw()self.check_collider()gm = GameManage()
gm.run()
部分游戏截图:
总结
这个简单的跑酷游戏涵盖了游戏开发的许多基本要素。通过这个项目,我们可以学习到:
- Pygame的基本使用
- 精灵(Sprite)的概念和应用
- 游戏循环的实现
- 用户输入处理
- 碰撞检测
- 音效和音乐的添加
- 简单的游戏UI实现
希望这个示例能帮助你更好地理解游戏开发的基本概念,并为你的Pygame学习之旅提供一个良好的起点。通过修改和扩展这个基础代码,你可以添加更多的游戏特性,如:
- 多种玩家角色
- 更复杂的障碍物模式
- 道具系统
- 关卡设计
- 更精美的图形和动画
- 存档和读档功能
- 多人游戏模式
记住,游戏开发是一个需要不断学习和实践的过程。从这个简单的项目开始,逐步提高你的技能,你将能够创造出更加复杂和有趣的游戏。
最后,建议你深入研究Pygame的官方文档,参与开源游戏项目,并在实践中不断总结经验。祝你在游戏开发的道路上取得成功!