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Python Pygame赛车游戏

顾木子吖 人气:0

导语

哈喽!哈喽~我是木木子,很久没给大家更新游戏的类似啦——

有粉丝投稿,说最近由于受疫情影响封闭在家不能离开小区,前不久刚刚报名的驾照考试只能无线延期,在家里还是挺无聊的,“憋在家里没事干的时候去打打游戏写写代码还挺好的。

于是,小编灵机一动,就有了今天这款简易版本的《赛车计划》也就是咳咳咳.......

通俗点儿就是一款代码写的一款关于汽车的小游戏,由于小编的思路跟编程的学习跟不上!!

SO,我尽力了......只能展示出这样的一款赛车游戏~有大神的话可以优化啦~

一、环境安装

1.各种素材(图片)

2.运行环境

小编使用的环境:Python3、Pycharm社区版、Pygame模块部分自带。

模块安装:pip install -i http://pypi.douban.com/simple/ pygame

二、代码展示

这款游戏代码特别多啦,小编这里就主要展示一下主程序运行的代码,全部的就找我文末拿哈~

1.主程序main.py

import os, sys, pygame, random, array, gamemode
import direction,  bounds, timeout, menu
from pygame.locals import *
 
#Import game modules.
from loader import load_image
import player, maps, traffic, camera, tracks
 
 
TRAFFIC_COUNT = 45
CENTER_W = -1
CENTER_H = -1
 
 
#Main function.
def main():
#initialize objects.
    clock = pygame.time.Clock()
    running = True
    font = pygame.font.Font(None, 24)
    car = player.Player()
    cam = camera.Camera()
    target = gamemode.Finish()
    bound_alert = bounds.Alert()
    time_alert = timeout.Alert()
    info = menu.Alert()
    pointer = direction.Tracker(int(CENTER_W * 2), int(CENTER_H * 2))
#create sprite groups.
    map_s     = pygame.sprite.Group()
    player_s  = pygame.sprite.Group()
    traffic_s = pygame.sprite.Group()
    tracks_s  = pygame.sprite.Group()
    target_s  = pygame.sprite.Group()
    pointer_s = pygame.sprite.Group()
    timer_alert_s = pygame.sprite.Group()
    bound_alert_s = pygame.sprite.Group()
    menu_alert_s = pygame.sprite.Group()
 
#generate tiles
    for tile_num in range (0, len(maps.map_tile)):
        maps.map_files.append(load_image(maps.map_tile[tile_num], False))
    for x in range (0, 10):
        for y in range (0, 10):
            map_s.add(maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y]))
 
#load tracks
    tracks.initialize()
#load finish
    target_s.add(target)
#load direction
    pointer_s.add(pointer)
#load alerts
    timer_alert_s.add(time_alert)
    bound_alert_s.add(bound_alert)
    menu_alert_s.add(info)
#load traffic
    traffic.initialize(CENTER_W, CENTER_H)
    for count in range(0, TRAFFIC_COUNT):
        traffic_s.add(traffic.Traffic())
 
    player_s.add(car)
 
    cam.set_pos(car.x, car.y)
 
    while running:
#Render loop.
 
#Check for menu/reset, (keyup event - trigger ONCE)
        for event in pygame.event.get():
            if event.type == pygame.KEYUP:
                if keys[K_m]:
                    if (info.visibility == True):
                        info.visibility = False
                    else:
                        info.visibility = True
                if (keys[K_p]):
                    car.reset()
                    target.reset()
                if (keys[K_q]):
                    pygame.quit()
                    sys.exit(0)
 
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                running = False
                break
 
#Check for key input. (KEYDOWN, trigger often)
        keys = pygame.key.get_pressed()
        if (target.timeleft > 0):
            if keys[K_LEFT]:
                car.steerleft()
            if keys[K_RIGHT]:
                car.steerright()
            if keys[K_UP]:
                car.accelerate()
            else:
                car.soften()
            if keys[K_DOWN]:
                car.deaccelerate()
 
        cam.set_pos(car.x, car.y)
 
#Show text data.
        text_fps = font.render('FPS: ' + str(int(clock.get_fps())), 1, (224, 16, 16))
        textpos_fps = text_fps.get_rect(centery=25, centerx=60)
 
        text_score = font.render('Score: ' + str(target.score), 1, (224, 16, 16))
        textpos_score = text_fps.get_rect(centery=45, centerx=60)
 
        text_timer = font.render('Timer: ' + str(int((target.timeleft / 60)/60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16))
        textpos_timer = text_fps.get_rect(centery=65, centerx=60)
 
#Render Scene.
        screen.blit(background, (0,0))
 
        #cam.set_pos(car.x, car.y)
 
        map_s.update(cam.x, cam.y)
        map_s.draw(screen)
        
#Conditional renders/effects
        car.grass(screen.get_at(((int(CENTER_W-5), int(CENTER_H-5)))).g)
        if (car.tracks):
            tracks_s.add(tracks.Track(cam.x + CENTER_W, cam.y + CENTER_H, car.dir))
 
#Just render..
        tracks_s.update(cam.x, cam.y)
        tracks_s.draw(screen)
        
        player_s.update(cam.x, cam.y)
        player_s.draw(screen)
 
        traffic_s.update(cam.x, cam.y)
        traffic_s.draw(screen)
 
        target_s.update(cam.x, cam.y)
        target_s.draw(screen)
 
        pointer_s.update(car.x + CENTER_W, car.y + CENTER_H, target.x, target.y)
        pointer_s.draw(screen)
 
#Conditional renders.
        if (bounds.breaking(car.x+CENTER_W, car.y+CENTER_H) == True):
            bound_alert_s.update()
            bound_alert_s.draw(screen)
        if (target.timeleft == 0):
            timer_alert_s.draw(screen)
            car.speed = 0
            text_score = font.render('Final Score: ' + str(target.score), 1, (224, 16, 16))
            textpos_score = text_fps.get_rect(centery=CENTER_H+56, centerx=CENTER_W-20)
        if (info.visibility == True):
            menu_alert_s.draw(screen)
            
#Blit Blit..       
        screen.blit(text_fps, textpos_fps)
        screen.blit(text_score, textpos_score)
        screen.blit(text_timer, textpos_timer)
        pygame.display.flip()
 
#Check collision!!!
        if pygame.sprite.spritecollide(car, traffic_s, False):
            car.impact()
            target.car_crash()
 
        if pygame.sprite.spritecollide(car, target_s, True):
            target.claim_flag()
            target.generate_finish()
            target_s.add(target)
            
        clock.tick(64)
        
 
#initialization
pygame.init()
 
screen = pygame.display.set_mode((pygame.display.Info().current_w,
                                  pygame.display.Info().current_h),
                                  pygame.FULLSCREEN)
 
 
pygame.display.set_caption('Race of Math.')
pygame.mouse.set_visible(False)
font = pygame.font.Font(None, 24)
 
CENTER_W =  int(pygame.display.Info().current_w /2)
CENTER_H =  int(pygame.display.Info().current_h /2)
 
#new background surface
background = pygame.Surface(screen.get_size())
background = background.convert_alpha()
background.fill((26, 26, 26))
 
#Enter the mainloop.
main()
 
pygame.quit()
sys.exit(0)

2.地图设置maps.py

import os, sys, pygame, math
from pygame.locals import *
from loader import load_image
from random import randrange
 
#Map filenames.
 
map_files = []
map_tile = ['X.png', 'I.png', 'L.png', 'T.png', 'O.png', 'null.png']
 
#Map to tile.
crossing = 0
straight = 1
turn     = 2
split    = 3
deadend  = 4
null     = 5
 
#tilemap.
map_1 = [
          [2,1,3,1,1,3,1,1,1,4],
          [1,5,1,5,4,0,1,2,5,4],
          [1,4,3,1,3,3,1,3,2,1],
          [3,1,3,1,3,5,4,5,1,1],
          [3,2,1,5,1,5,3,1,0,3],
          [1,2,0,1,0,3,0,4,1,1],
          [1,5,1,4,2,1,1,2,3,1],
          [1,2,0,1,3,3,0,0,2,1],
          [1,1,4,2,2,5,1,2,1,3],
          [2,3,1,3,1,1,3,1,1,2]
        ]
 
#tilemap rotation, x90ccw
map_1_rot = [
          [1,1,0,1,1,0,1,1,1,3],
          [0,0,0,0,1,0,1,0,0,0],
          [0,1,2,1,0,2,1,2,0,0],
          [1,1,0,1,3,0,0,0,0,0],
          [1,0,0,0,0,0,1,1,0,3],
          [0,2,0,1,0,0,0,3,0,0],
          [0,0,0,1,3,0,0,1,3,0],
          [0,1,0,1,0,2,0,0,3,0],
          [0,0,2,1,3,0,0,2,1,3],
          [2,2,1,2,1,1,2,1,1,3]
            ]
 
 
class Map(pygame.sprite.Sprite):
    def __init__(self, tile_map, y, x, rot):
        pygame.sprite.Sprite.__init__(self)
        self.image = map_files[tile_map]
        self.rect = self.image.get_rect()
 
        if rot != 0:
            self.image = pygame.transform.rotate(self.image, rot * 90)
 
        self.x = x
        self.y = y
 
#Realign the map
    def update(self, cam_x, cam_y):
        self.rect.topleft = self.x - cam_x, self.y - cam_y

三、效果展示

游戏玩法:M游戏开始——P重来——Q退出游戏。跟着红色箭头运行会出现奖杯。一个奖杯15

分,在规定时间拿到的奖杯越多数越高啦~

1.游戏界面

2.游戏运行中

3.15分到手

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