本节最终效果:
image如果我们希望方块挂了之后,游戏可以重新来过,可以这样做,修改Game类的update方法:
如果方块跌落到屏幕之外,为了让体验更好,整个屏幕上滚,然后将所有方块干掉。如果1个档板都没有了,游戏结束,然后run()本次运行结束,下一轮主循环进来时,new()重新初始化,所有sprite实例重新初始化,满血复活。
for sprite in self.all_sprites:
sprite.rect.y -= max(self.player.vel.y, 10)
这里的重点是:
1.update方法每一帧都执行,每个挡板的y值不断减小(相当于屏幕向上滚动)
2.self.player.vel.y的值在重力加速度的作用下不断变大
游戏得分
再来讨论另一个问题:游戏得分。 每跳一级,应该给于玩家一定的奖励(比如:得分),然后在屏幕上显示出来。
先定义一个显示文字的函数:(main.py中)
def draw(self):
# Game Loop - draw
self.screen.fill(BLACK)
self.all_sprites.draw(self.screen)
self.draw_text(str(self.score), 22, WHITE, WIDTH / 2, 15)
# *after* drawing everything, flip the display
pg.display.flip()
self.font_name在初始化时指定:
image.png
为了方便调整,可以在settings.py中定义字体名:
image.png
得分值score在new()中初始化:(main.py中)
image.png
跳跃过程中,屏幕会下滚(包括所有档板),如果档板下移到屏幕外,得分+10(注:不能在方块与档板碰撞时+分,不然如果方块跳上一块档板,再跳下来,再跳上去,反复上下跳,可以不断刷得分)
image.png
最后main.py中的draw函数中,实时显示得分:
image.png
sprites.py
image.png
完整代码:
settings.py
# game options/settings
TITLE = "Jumpy!"
WIDTH = 480
HEIGHT = 600
FPS = 60
FONT_NAME = 'arial'
# Player properties
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.12
PLAYER_GRAV = 0.8
PLAYER_JUMP = 20
# Starting platforms
PLATFORM_LIST = [(0, HEIGHT - 40, WIDTH, 40),
(WIDTH / 2 - 50, HEIGHT * 3 / 4, 100, 20),
(125, HEIGHT - 350, 100, 20),
(350, 200, 100, 20),
(175, 100, 50, 20)]
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
LIGHTBLUE = (0, 155, 155)
main.py
import pygame as pg
import random
from settings import *
from sprites import *
class Game:
def __init__(self):
# initialize game window, etc
pg.init()
pg.mixer.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.running = True
self.font_name = pg.font.match_font(FONT_NAME)
def new(self):
# start a new game
self.score = 0
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
for plat in PLATFORM_LIST:
p = Platform(*plat)
self.all_sprites.add(p)
self.platforms.add(p)
self.run()
def run(self):
# Game Loop
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
# Game Loop - Update
self.all_sprites.update()
# check if player hits a platform - only if falling
if self.player.vel.y > 0:
hits = pg.sprite.spritecollide(self.player, self.platforms, False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.vel.y = 0
# if player reaches top 1/4 of screen
if self.player.rect.top <= HEIGHT / 4:
self.player.pos.y += abs(self.player.vel.y)
for plat in self.platforms:
plat.rect.y += abs(self.player.vel.y)
if plat.rect.top >= HEIGHT:
plat.kill()
self.score += 10
# Die!
if self.player.rect.bottom > HEIGHT:
for sprite in self.all_sprites:
sprite.rect.y -= max(self.player.vel.y, 10)
if sprite.rect.bottom < 0:
sprite.kill()
if len(self.platforms) == 0:
self.playing = False
# spawn new platforms to keep same average number
while len(self.platforms) < 6:
width = random.randrange(50, 100)
p = Platform(random.randrange(0, WIDTH - width),
random.randrange(-75, -30),
width, 20)
self.platforms.add(p)
self.all_sprites.add(p)
def events(self):
# Game Loop - events
for event in pg.event.get():
# check for closing window
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
def draw(self):
# Game Loop - draw
self.screen.fill(BLACK)
self.all_sprites.draw(self.screen)
self.draw_text(str(self.score), 22, WHITE, WIDTH / 2, 15)
# *after* drawing everything, flip the display
pg.display.flip()
def show_start_screen(self):
# game splash/start screen
pass
def show_go_screen(self):
# game over/continue
pass
def draw_text(self, text, size, color, x, y):
font = pg.font.Font(self.font_name, size)
text_surface = font.render(text, True, color)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
self.screen.blit(text_surface, text_rect)
g = Game()
g.show_start_screen()
while g.running:
g.new()
g.show_go_screen()
pg.quit()
sprites.py
# Sprite classes for platform game
import pygame as pg
from settings import *
vec = pg.math.Vector2
class Player(pg.sprite.Sprite):
def __init__(self, game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = pg.Surface((30, 40))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.center = (WIDTH / 2, HEIGHT / 2)
self.pos = vec(WIDTH / 2, HEIGHT / 2)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
def jump(self):
# jump only if standing on a platform
self.rect.x += 1
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
self.rect.x -= 1
if hits:
self.vel.y = -PLAYER_JUMP
def update(self):
self.acc = vec(0, PLAYER_GRAV)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = -PLAYER_ACC
if keys[pg.K_RIGHT]:
self.acc.x = PLAYER_ACC
# apply friction
self.acc.x += self.vel.x * PLAYER_FRICTION
# equations of motion
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
# wrap around the sides of the screen
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self, x, y, w, h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w, h))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
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