|
马上注册,结交更多好友,享用更多功能^_^
您需要 登录 才可以下载或查看,没有账号?立即注册
x
我用Python做了一个Flappy bird的小游戏,
源代码:
- # -*- coding: utf8 -*-
-
- from itertools import cycle
- import random
- import sys
-
- import pygame #将pygame库导入到python程序中
- from pygame.locals import * #需要引入pygame中的所有常量。
-
-
- FPS = 30
- SCREENWIDTH = 288 #屏幕宽度
- SCREENHEIGHT = 512 #屏幕高度
- # amount by which base can maximum shift to left
- PIPEGAPSIZE = 100 # gap between upper and lower part of pipe 管道上下之间的间隙
- BASEY = SCREENHEIGHT * 0.79 #base那个条条所在的高度 注意以左上角为坐标起始点 所以这个高度是往下为正
- # image, sound and hitmask dicts
- IMAGES, SOUNDS, HITMASKS = {}, {}, {} #图像,声音,撞击的文件
-
- # list of all possible players (tuple of 3 positions of flap) #三种小鸟造型
- PLAYERS_LIST = (
- # red bird
- (
- 'assets/sprites/redbird-upflap.png',
- 'assets/sprites/redbird-midflap.png',
- 'assets/sprites/redbird-downflap.png',
- ),
- # blue bird
- (
- # amount by which base can maximum shift to left
- 'assets/sprites/bluebird-upflap.png',
- 'assets/sprites/bluebird-midflap.png',
- 'assets/sprites/bluebird-downflap.png',
- ),
- # yellow bird
- (
- 'assets/sprites/yellowbird-upflap.png',
- 'assets/sprites/yellowbird-midflap.png',
- 'assets/sprites/yellowbird-downflap.png',
- ),
- )
-
- # list of backgrounds 两种背景,一种白天,一种黑夜
- BACKGROUNDS_LIST = (
- 'assets/sprites/background-day.png',
- 'assets/sprites/background-night.png',
- )
-
- # list of pipes 管道的两种颜色,一种绿色,一种红色
- PIPES_LIST = (
- 'assets/sprites/pipe-green.png',
- 'assets/sprites/pipe-red.png',
- )
-
-
- try:
- xrange
- except NameError:
- xrange = range
-
-
- def main():
- global SCREEN, FPSCLOCK
- pygame.init() #经过初始化以后我们就可以尽情地使用pygame了。
-
- #使用Pygame时钟之前,必须先创建Clock对象的一个实例,
- FPSCLOCK = pygame.time.Clock()#控制每个循环多长时间运行一次。这就像一个定时器在控制时间进程,指出“现在开始下一个循环”!现在开始下一个循环!……
-
- SCREEN = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))#通常来说我们需要先创建一个窗口,方便我们与程序的交互。
- pygame.display.set_caption('Flappy Bird')#设置窗口标题
-
- # numbers sprites for score display #加载并转换图像
- #在pygame中可以使用pygame.image.load()函数来加载位图 (支持jpg,png,gif,bmp,pcx,tif,tga等多种图片格式)。
- #convert_alpha()方法会使用透明的方法绘制前景对象。
- # 因此在加载一个有alpha通道的素材时(比如PNG TGA),需要使用convert_alpha()方法,当然普通的图片也是可以使用这个方法的,用了也不会有什么副作用。
- IMAGES['numbers'] = (
- pygame.image.load('assets/sprites/0.png').convert_alpha(),
- pygame.image.load('assets/sprites/1.png').convert_alpha(),
- pygame.image.load('assets/sprites/2.png').convert_alpha(),
- pygame.image.load('assets/sprites/3.png').convert_alpha(),
- pygame.image.load('assets/sprites/4.png').convert_alpha(),
- pygame.image.load('assets/sprites/5.png').convert_alpha(),
- pygame.image.load('assets/sprites/6.png').convert_alpha(),
- pygame.image.load('assets/sprites/7.png').convert_alpha(),
- pygame.image.load('assets/sprites/8.png').convert_alpha(),
- pygame.image.load('assets/sprites/9.png').convert_alpha()
- )
-
- # game over sprite 游戏结束显示的图像
- IMAGES['gameover'] = pygame.image.load('assets/sprites/gameover.png').convert_alpha()
- # message sprite for welcome screen 欢迎界面显示的图像
- IMAGES['message'] = pygame.image.load('assets/sprites/message.png').convert_alpha()
- # base (ground) sprite 始终显示的base图像
- IMAGES['base'] = pygame.image.load('assets/sprites/base.png').convert_alpha()
-
- # sounds
- # WAV版 OGG版是指游戏的音频格式
- # WAV版是属于游戏原版
- # OGG是大大们通过转换器把音频格式的WAV改成OGG,这样游戏的配置提高要求使游戏本身的体积而缩小节省了空间。
- #可以看一下同一个音频 ogg版的是比wav版的文件小很多
- if 'win' in sys.platform: #判断当前系统平台 来设置声音文件后缀
- soundExt = '.wav'
- else:
- soundExt = '.ogg'
-
- # 音效:pygame.mixer
- # sound = pygame.mixer.Sound('/home/liumin/love.wav')使用指定文件名载入一个音频文件,并创建一个Sound对象。 音频文件可以是wav,ogg等格式。
- # 音频文件的内容会被全部载入到内存中。
- SOUNDS['die'] = pygame.mixer.Sound('assets/audio/die' + soundExt)
- SOUNDS['hit'] = pygame.mixer.Sound('assets/audio/hit' + soundExt)
- SOUNDS['point'] = pygame.mixer.Sound('assets/audio/point' + soundExt)
- SOUNDS['swoosh'] = pygame.mixer.Sound('assets/audio/swoosh' + soundExt)
- SOUNDS['wing'] = pygame.mixer.Sound('assets/audio/wing' + soundExt)
-
- while True:
- # select random background sprites 加载随机背景 (白天或者黑夜)
- randBg = random.randint(0, len(BACKGROUNDS_LIST) - 1)#随机选择0或者1
- IMAGES['background'] = pygame.image.load(BACKGROUNDS_LIST[randBg]).convert()#加载随机背景
-
- # select random player sprites 加载随机角色 (红色、蓝色、黄色小鸟)
- randPlayer = random.randint(0, len(PLAYERS_LIST) - 1)
- IMAGES['player'] = (
- pygame.image.load(PLAYERS_LIST[randPlayer][0]).convert_alpha(),
- pygame.image.load(PLAYERS_LIST[randPlayer][1]).convert_alpha(),
- pygame.image.load(PLAYERS_LIST[randPlayer][2]).convert_alpha(),
- )
-
- # select random pipe sprites 加载随机管道样式
- pipeindex = random.randint(0, len(PIPES_LIST) - 1)
- IMAGES['pipe'] = (
- pygame.transform.rotate(
- pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(), 180),#旋转180度
- pygame.image.load(PIPES_LIST[pipeindex]).convert_alpha(),
- )#一个上面的管道 一个下面的管道
-
- # hismask for pipes #得到管道的边界mask
- HITMASKS['pipe'] = (
- getHitmask(IMAGES['pipe'][0]),
- getHitmask(IMAGES['pipe'][1]),
- )
-
- # hitmask for player #得到player的边界mask
- HITMASKS['player'] = (
- getHitmask(IMAGES['player'][0]),
- getHitmask(IMAGES['player'][1]),
- getHitmask(IMAGES['player'][2]),
- )
-
- movementInfo = showWelcomeAnimation()#返回'playery'(player所在位置),'basex'(base图像所在位置) 'playerIndexGen'(飞行姿势index)
- crashInfo = mainGame(movementInfo)
- showGameOverScreen(crashInfo)
-
-
- def showWelcomeAnimation():
- """Shows welcome screen animation of flappy bird"""
- # index of player to blit on screen
- playerIndex = 0
- playerIndexGen = cycle([0, 1, 2, 1])
- # iterator used to change playerIndex after every 5th iteration
- loopIter = 0
-
- #player所在位置
- playerx = int(SCREENWIDTH * 0.2)
- playery = int((SCREENHEIGHT - IMAGES['player'][0].get_height()) / 2)
- #欢迎图像所在位置
- messagex = int((SCREENWIDTH - IMAGES['message'].get_width()) / 2)
- messagey = int(SCREENHEIGHT * 0.12)
-
- basex = 0
- # amount by which base can maximum shift to left 可以最大限度地向左移动的距离
- baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
-
- # player shm for up-down motion on welcome screen 角色在欢迎屏幕上进行上下移动
- playerShmVals = {'val': 0, 'dir': 1}
-
- while True:
- for event in pygame.event.get():#使用pygame.event.get()来处理所有的事件,
- if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):#如果 quit 或者 按键之后又按下esc,就结束游戏
- pygame.quit()
- sys.exit()
- if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):#如果按键之后点击或者按下↑
- # make first flap sound and return values for mainGame
- SOUNDS['wing'].play()#播放飞的特效声音
- return {#返回初始位置 进入maingame
- 'playery': playery + playerShmVals['val'],
- 'basex': basex,
- 'playerIndexGen': playerIndexGen,
- }
-
- # adjust playery, playerIndex, basex
- if (loopIter + 1) % 5 == 0:
- playerIndex = next(playerIndexGen)#获得匹配元素集合中每个元素紧邻的同胞元素 调整飞行姿势图片
- loopIter = (loopIter + 1) % 30
- basex = -((-basex + 4) % baseShift)
- playerShm(playerShmVals)
-
- # draw sprites
- #screen.blit(space, (0,0))可以绘制位图 第一个参数是加载完成的位图,第二个参数是绘制的起始坐标。
- SCREEN.blit(IMAGES['background'], (0,0))
- SCREEN.blit(IMAGES['player'][playerIndex],
- (playerx, playery + playerShmVals['val']))
- SCREEN.blit(IMAGES['message'], (messagex, messagey))
- SCREEN.blit(IMAGES['base'], (basex, BASEY))
-
- pygame.display.update()#更新整个窗口
- FPSCLOCK.tick(FPS)#循环应该多长时间运行一次
-
-
- def mainGame(movementInfo):
- score = playerIndex = loopIter = 0#初始得分以及初始player的姿态以及迭代次数都为0
- playerIndexGen = movementInfo['playerIndexGen']#得到飞行姿势
- playerx, playery = int(SCREENWIDTH * 0.2), movementInfo['playery']#player所在位置
-
- basex = movementInfo['basex']#base图像所在位置
- baseShift = IMAGES['base'].get_width() - IMAGES['background'].get_width()
-
- # get 2 new pipes to add to upperPipes lowerPipes list
- newPipe1 = getRandomPipe()
- newPipe2 = getRandomPipe()
-
- # list of upper pipes
- upperPipes = [
- {'x': SCREENWIDTH + 200, 'y': newPipe1[0]['y']},
- {'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[0]['y']},
- ]
-
- # list of lowerpipe
- lowerPipes = [
- {'x': SCREENWIDTH + 200, 'y': newPipe1[1]['y']},
- {'x': SCREENWIDTH + 200 + (SCREENWIDTH / 2), 'y': newPipe2[1]['y']},
- ]
-
- pipeVelX = -4
-
- # player velocity, max velocity, downward accleration, accleration on flap 角色速度,最大速度,向下加速度,襟翼加速度
- playerVelY = -9 # player's velocity along Y, default same as playerFlapped
- playerMaxVelY = 10 # max vel along Y, max descend speed
- playerMinVelY = -8 # min vel along Y, max ascend speed
- playerAccY = 1 # players downward accleration
- playerRot = 45 # player's rotation
- playerVelRot = 3 # angular speed
- playerRotThr = 20 # rotation threshold
- playerFlapAcc = -9 # players speed on flapping
- playerFlapped = False # True when player flaps
-
-
- while True:
- for event in pygame.event.get():
- if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
- pygame.quit()
- sys.exit()
- if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):
- if playery > -2 * IMAGES['player'][0].get_height():#如果点击
- playerVelY = playerFlapAcc#上升
- playerFlapped = True
- SOUNDS['wing'].play()#并播放飞行音效
-
- # check for crash here
- crashTest = checkCrash({'x': playerx, 'y': playery, 'index': playerIndex},
- upperPipes, lowerPipes)
- if crashTest[0]:#如果掉在地上或者撞击到了管道,就返回结束游戏
- return {
- 'y': playery,
- 'groundCrash': crashTest[1],
- 'basex': basex,
- 'upperPipes': upperPipes,
- 'lowerPipes': lowerPipes,
- 'score': score,
- 'playerVelY': playerVelY,
- 'playerRot': playerRot
- }
-
- # check for score
- playerMidPos = playerx + IMAGES['player'][0].get_width() / 2
- for pipe in upperPipes:
- pipeMidPos = pipe['x'] + IMAGES['pipe'][0].get_width() / 2
- if pipeMidPos <= playerMidPos < pipeMidPos + 4:#当角色达到管道缝隙的中间+4时,score+1,并且在此时播放得分音效
- score += 1
- SOUNDS['point'].play()
-
- # playerIndex basex change
- if (loopIter + 1) % 3 == 0:
- playerIndex = next(playerIndexGen)
- loopIter = (loopIter + 1) % 30
- basex = -((-basex + 100) % baseShift)
-
- # rotate the player
- if playerRot > -90:
- playerRot -= playerVelRot
-
- # player's movement
- if playerVelY < playerMaxVelY and not playerFlapped:
- playerVelY += playerAccY
- if playerFlapped:
- playerFlapped = False
-
- # more rotation to cover the threshold (calculated in visible rotation)
- playerRot = 45
-
- playerHeight = IMAGES['player'][playerIndex].get_height()
- playery += min(playerVelY, BASEY - playery - playerHeight)
-
- # move pipes to left
- for uPipe, lPipe in zip(upperPipes, lowerPipes):
- uPipe['x'] += pipeVelX #管道移动
- lPipe['x'] += pipeVelX
-
- # add new pipe when first pipe is about to touch left of screen
- if 0 < upperPipes[0]['x'] < 5:#当第一个管道移动到屏幕左侧边缘时,生成下一个管道
- newPipe = getRandomPipe()
- upperPipes.append(newPipe[0])
- lowerPipes.append(newPipe[1])
-
- # remove first pipe if its out of the screen
- if upperPipes[0]['x'] < -IMAGES['pipe'][0].get_width(): #当管道移动到屏幕外侧后,删除它
- upperPipes.pop(0)
- lowerPipes.pop(0)
-
- # draw sprites
- SCREEN.blit(IMAGES['background'], (0,0))
-
- for uPipe, lPipe in zip(upperPipes, lowerPipes):
- SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
- SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))
-
- SCREEN.blit(IMAGES['base'], (basex, BASEY))
- # print score so player overlaps the score
- showScore(score) #显示得分
-
- # Player rotation has a threshold
- visibleRot = playerRotThr
- if playerRot <= playerRotThr:
- visibleRot = playerRot
-
- playerSurface = pygame.transform.rotate(IMAGES['player'][playerIndex], visibleRot)#旋转角色
- SCREEN.blit(playerSurface, (playerx, playery))#显示旋转后的角色
-
- pygame.display.update()#更新窗口
- FPSCLOCK.tick(FPS)#循环应该多长时间运行一次
-
-
- def showGameOverScreen(crashInfo):
- """crashes the player down ans shows gameover image"""
- score = crashInfo['score']#获取得分
- playerx = SCREENWIDTH * 0.2
- playery = crashInfo['y']
- playerHeight = IMAGES['player'][0].get_height()
- playerVelY = crashInfo['playerVelY']
- playerAccY = 2
- playerRot = crashInfo['playerRot']
- playerVelRot = 7
-
- basex = crashInfo['basex']
-
- upperPipes, lowerPipes = crashInfo['upperPipes'], crashInfo['lowerPipes']
-
- # play hit and die sounds
- SOUNDS['hit'].play()
- if not crashInfo['groundCrash']:#如果没有撞击到地面,就播放die音效就可以了
- SOUNDS['die'].play()
-
- while True:
- for event in pygame.event.get():
- if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
- pygame.quit()
- sys.exit()
- if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_UP):
- if playery + playerHeight >= BASEY - 1:
- return
-
- # player y shift
- if playery + playerHeight < BASEY - 1:
- playery += min(playerVelY, BASEY - playery - playerHeight)
-
- # player velocity change
- if playerVelY < 15:
- playerVelY += playerAccY
-
- # rotate only when it's a pipe crash
- if not crashInfo['groundCrash']:
- if playerRot > -90:
- playerRot -= playerVelRot
-
- # draw sprites
- SCREEN.blit(IMAGES['background'], (0,0))
-
- for uPipe, lPipe in zip(upperPipes, lowerPipes):
- SCREEN.blit(IMAGES['pipe'][0], (uPipe['x'], uPipe['y']))
- SCREEN.blit(IMAGES['pipe'][1], (lPipe['x'], lPipe['y']))
-
- SCREEN.blit(IMAGES['base'], (basex, BASEY))
- showScore(score)
-
- playerSurface = pygame.transform.rotate(IMAGES['player'][1], playerRot)
- SCREEN.blit(playerSurface, (playerx,playery))
-
- FPSCLOCK.tick(FPS)
- pygame.display.update()
-
-
- def playerShm(playerShm):
- """oscillates the value of playerShm['val'] between 8 and -8"""
- if abs(playerShm['val']) == 8:
- playerShm['dir'] *= -1
-
- if playerShm['dir'] == 1:
- playerShm['val'] += 1
- else:
- playerShm['val'] -= 1
-
-
- def getRandomPipe():#随机生成随机高度的管道 ????????还需要看细节
- """returns a randomly generated pipe"""
- # y of gap between upper and lower pipe
- gapY = random.randrange(0, int(BASEY * 0.6 - PIPEGAPSIZE))
- gapY += int(BASEY * 0.2)
- pipeHeight = IMAGES['pipe'][0].get_height()
- pipeX = SCREENWIDTH + 10
-
- return [
- {'x': pipeX, 'y': gapY - pipeHeight}, # upper pipe
- {'x': pipeX, 'y': gapY + PIPEGAPSIZE}, # lower pipe
- ]
-
-
- def showScore(score):
- """displays score in center of screen"""
- scoreDigits = [int(x) for x in list(str(score))]
- totalWidth = 0 # total width of all numbers to be printed
-
- for digit in scoreDigits:
- totalWidth += IMAGES['numbers'][digit].get_width()
-
- Xoffset = (SCREENWIDTH - totalWidth) / 2
-
- for digit in scoreDigits:
- SCREEN.blit(IMAGES['numbers'][digit], (Xoffset, SCREENHEIGHT * 0.1))#显示得分
- Xoffset += IMAGES['numbers'][digit].get_width()
-
-
- def checkCrash(player, upperPipes, lowerPipes):
- """returns True if player collders with base or pipes."""
- pi = player['index']#飞行姿势
- player['w'] = IMAGES['player'][0].get_width()
- player['h'] = IMAGES['player'][0].get_height()
-
- # if player crashes into ground 掉在地上
- if player['y'] + player['h'] >= BASEY - 1:
- return [True, True] #返回
- else:
-
- playerRect = pygame.Rect(player['x'], player['y'],
- player['w'], player['h'])
- pipeW = IMAGES['pipe'][0].get_width()
- pipeH = IMAGES['pipe'][0].get_height()
-
- for uPipe, lPipe in zip(upperPipes, lowerPipes):
- # upper and lower pipe rects
- uPipeRect = pygame.Rect(uPipe['x'], uPipe['y'], pipeW, pipeH)
- lPipeRect = pygame.Rect(lPipe['x'], lPipe['y'], pipeW, pipeH)
-
- # player and upper/lower pipe hitmasks
- pHitMask = HITMASKS['player'][pi]
- uHitmask = HITMASKS['pipe'][0]
- lHitmask = HITMASKS['pipe'][1]
-
- # if bird collided with upipe or lpipe
- uCollide = pixelCollision(playerRect, uPipeRect, pHitMask, uHitmask)
- lCollide = pixelCollision(playerRect, lPipeRect, pHitMask, lHitmask)
-
- if uCollide or lCollide:#如果撞击到了上管道或者下管道 返回
- return [True, False]
-
- return [False, False]
-
- def pixelCollision(rect1, rect2, hitmask1, hitmask2):
- """Checks if two objects collide and not just their rects"""
- rect = rect1.clip(rect2)#角色和管道之间重合的情况
-
- if rect.width == 0 or rect.height == 0:#没重合就是没撞击到
- return False
-
- x1, y1 = rect.x - rect1.x, rect.y - rect1.y
- x2, y2 = rect.x - rect2.x, rect.y - rect2.y
-
- for x in xrange(rect.width):
- for y in xrange(rect.height):
- if hitmask1[x1+x][y1+y] and hitmask2[x2+x][y2+y]:#撞击到了
- return True
- return False
-
- def getHitmask(image):
- """returns a hitmask using an image's alpha."""
- #得到撞击mask
- mask = []
- for x in xrange(image.get_width()):
- mask.append([])
- for y in xrange(image.get_height()):
- mask[x].append(bool(image.get_at((x,y))[3]))
- return mask
-
- if __name__ == '__main__':
- main()
复制代码
素材:
|
|