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基于Python+Pygame实现经典赛车游戏

2024-04-02 19:55

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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 https://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

到此这篇关于基于Python+Pygame实现经典赛车游戏的文章就介绍到这了,更多相关Python Pygame赛车游戏内容请搜索编程网以前的文章或继续浏览下面的相关文章希望大家以后多多支持编程网!

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