这篇文章主要介绍“基于Python+Pygame怎么实现经典赛车游戏”的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇“基于Python+Pygame怎么实现经典赛车游戏”文章能帮助大家解决问题。
一、环境安装
各种素材(图片)
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, gamemodeimport direction, bounds, timeout, menufrom pygame.locals import * #Import game modules.from loader import load_imageimport player, maps, traffic, camera, tracks TRAFFIC_COUNT = 45CENTER_W = -1CENTER_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) #initializationpygame.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 surfacebackground = 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, mathfrom pygame.locals import *from loader import load_imagefrom 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 = 0straight = 1turn = 2split = 3deadend = 4null = 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, x90ccwmap_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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