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社区首页 >专栏 >重构13岁小孩写的游戏(上)

重构13岁小孩写的游戏(上)

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叶子陪你玩
发布2021-04-13 15:01:14
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发布2021-04-13 15:01:14
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这个游戏中文名网上写的是《兔子和獾》,启动游戏,BGM 响起,左边是城堡,獾会不断生成,从右边冲向左边,如果冲到城堡位置,血条的血会减少;兔子可以按下鼠标左键不断射箭,鼠标可以更改射箭方向,射中獾,獾就会消失,WASD可以上下左右移动,坚持到1.30没有gameover就算胜利,否则失败。

该游戏作者写了一个教程,步骤非常清晰,教你一步步添加游戏角色,音效,增加各种功能,跟着步骤就能够自己实现最终的游戏。

网址:

https://www.raywenderlich.com/2795-beginning-game-programming-for-teens-with-python

代码语言:javascript
复制
# 1 - Import library
import pygame
from pygame.locals import *
import math
import random

# 2 - Initialize the game
pygame.init()
width, height = 640, 480
screen=pygame.display.set_mode((width, height))
keys = [False, False, False, False]
playerpos=[100,100]
acc=[0,0]
arrows=[]
badtimer=100
badtimer1=0
badguys=[[640,100]]
healthvalue=194
pygame.mixer.init()

# 3 - Load image
player = pygame.image.load("resources/images/dude.png")
grass = pygame.image.load("resources/images/grass.png")
castle = pygame.image.load("resources/images/castle.png")
arrow = pygame.image.load("resources/images/bullet.png")
badguyimg1 = pygame.image.load("resources/images/badguy.png")
badguyimg=badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover.png")
youwin = pygame.image.load("resources/images/youwin.png")
# 3.1 - Load audio
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
hit.set_volume(0.05)
enemy.set_volume(0.05)
shoot.set_volume(0.05)
pygame.mixer.music.load('resources/audio/moonlight.wav')
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)

# 4 - keep looping through
running = 1
exitcode = 0
while running:
  badtimer-=1
  # 5 - clear the screen before drawing it again
  screen.fill(0)
  # 6 - draw the player on the screen at X:100, Y:100
  for x in range(int(width/grass.get_width())+1):
    for y in range(int(height/grass.get_height()+1)):
      screen.blit(grass,(x*100,y*100))
  screen.blit(castle,(0,30))
  screen.blit(castle,(0,135))
  screen.blit(castle,(0,240))
  screen.blit(castle,(0,345 ))
  # 6.1 - Set player position and rotation
  position = pygame.mouse.get_pos()
  angle = math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26))
  playerrot = pygame.transform.rotate(player, 360-angle*57.29)
  playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)
  screen.blit(playerrot, playerpos1) 
  # 6.2 - Draw arrows
  for bullet in arrows:
    index=0
    velx=math.cos(bullet[0])*10
    vely=math.sin(bullet[0])*10
    bullet[1]+=velx     
    bullet[2]+=vely
    if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:
      arrows.pop(index)#返回arrows中index位置的值,并把它从arrows中删除
    index+=1
    for projectile in arrows:
      arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57.29)
      screen.blit(arrow1, (projectile[1], projectile[2]))
  # 6.3 - Draw badgers
  if badtimer==0:
    badguys.append([640, random.randint(50,430)])#将所有敌人放在这个列表中
    badtimer=100-(badtimer1*2)#能让敌人出现的越来越快,然后不变
    if badtimer1>=35:
      badtimer1=35
    else:
      badtimer1+=5
  index=0
  for badguy in badguys:
    if badguy[0]<-64:
      badguys.pop(index)
    badguy[0]-=7
    # 6.3.1 - Attack castle
    badrect=pygame.Rect(badguyimg.get_rect())
    badrect.top=badguy[1]
    badrect.left=badguy[0]
    if badrect.left<64:
      hit.play()
      healthvalue -= random.randint(5,20)
      badguys.pop(index)
    #6.3.2 - Check for collisions
    index1=0
    for bullet in arrows:
      bullrect=pygame.Rect(arrow.get_rect())
      bullrect.left=bullet[1]
      bullrect.top=bullet[2]
      if badrect.colliderect(bullrect):
        enemy.play()
        acc[0]+=1
        badguys.pop(index)
        arrows.pop(index1)
      index1+=1
    # 6.3.3 - Next bad guy
    index+=1
  for badguy in badguys:
    screen.blit(badguyimg, badguy)
  # 6.4 - Draw clock
  font = pygame.font.Font(None, 24)
  survivedtext = font.render(str(int((90000-pygame.time.get_ticks())/60000))+":"+str(int((90000-pygame.time.get_ticks())/1000%60)).zfill(2), True, (0,0,0))
  textRect = survivedtext.get_rect()
  textRect.topright=[635,5]
  screen.blit(survivedtext, textRect)
  # 6.5 - Draw health bar
  screen.blit(healthbar, (5,5))
  for health1 in range(healthvalue):
    screen.blit(health, (health1+8,8))
  # 7 - update the screen
  pygame.display.flip()
  # 8 - loop through the events
  for event in pygame.event.get():
    # check if the event is the X button 
    if event.type==pygame.QUIT:
      # if it is quit the game
      pygame.quit()
      exit(0)
    if event.type == pygame.KEYDOWN:
      if event.key==K_w:
        keys[0]=True
      elif event.key==K_a:
        keys[1]=True
      elif event.key==K_s:
        keys[2]=True
      elif event.key==K_d:
        keys[3]=True
    if event.type == pygame.KEYUP:
      if event.key==pygame.K_w:
        keys[0]=False
      elif event.key==pygame.K_a:
        keys[1]=False
      elif event.key==pygame.K_s:
        keys[2]=False
      elif event.key==pygame.K_d:
        keys[3]=False
    if event.type==pygame.MOUSEBUTTONDOWN:
      shoot.play()
      position=pygame.mouse.get_pos()
      acc[1]+=1
      arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])
        
  # 9 - Move player
  if keys[0]:
    playerpos[1]-=5
  elif keys[2]:
    playerpos[1]+=5
  if keys[1]:
    playerpos[0]-=5
  elif keys[3]:
    playerpos[0]+=5

  #10 - Win/Lose check
  if pygame.time.get_ticks()>=90000:
    running=0
    exitcode=1
  if healthvalue<=0:
    running=0
    exitcode=0
  if acc[1]!=0:
    accuracy=acc[0]*1.0/acc[1]*100
  else:
    accuracy=0
  # 11 - Win/lose display        
  if exitcode==0:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (255,0,0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(gameover, (0,0))
    screen.blit(text, textRect)
  else:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: "+str(int(accuracy))+"%", True, (0,255,0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(youwin, (0,0))
    screen.blit(text, textRect)
while 1:
  for event in pygame.event.get():
    if event.type == pygame.QUIT:
      pygame.quit()
      exit(0)
  pygame.display.flip()

虽然跟着教程一步一步可以实现最终的效果,但是很多人想要自己独立去实现一遍,发现还是有很大难度的,因为中间的代码逻辑全部都关联在一起,容易理不清。如果想为游戏增加一些新玩法,不知道从哪里下手,一动代码就乱了。

之所以会出现这种情况,是因为作者采用的是面向过程的,步骤很清晰,可以看明白,自己实现比较难。如果采用面向对象的方法,增加功能就会比较简单了。


其实绝大数游戏都是采用面向对象的,这样比较容易维护和扩展功能。而写面向对象的程序,最重要的就是抽象,尽量将每个角色的属性和方法独立出来。

比如定义这里的兔子类:

在类里面实现兔子的各种方法,这里暂时先实现其移动以及旋转功能。

代码语言:javascript
复制
# 兔子
class Dude(Sprite):
    def __init__(self, image):
        super().__init__(image)
        self.center_x = SCREEN_WIDTH//4
        self.center_y = SCREEN_HEIGHT//2

    # 移动
    def move(self, direction,speed):
        if direction == 1:
            self.change_y = speed
        elif direction == 0:
            self.change_x = speed

    # 旋转功能
    def rotate(self, mouse_x, mouse_y):
        y_distance = mouse_y-self.center_y-26
        x_distance = mouse_x - self.center_x-32
        radians = math.atan2(y_distance, x_distance)
        angle = math.degrees(radians)
        self.angle = angle

主游戏类:

里面实现绘制背景,绘制城堡,绘制兔子,案件检测,鼠标检测。

代码语言:javascript
复制
class MyGame(Window):
    def __init__(self, width, height, title):
        super().__init__(width, height, title)
        set_background_color(color.SKY_BLUE)
        #加载背景图片
        self.bg = Sprite("resources/images/grass.png")  
        self.castle = Sprite("resources/images/castle.png")

        # 实例化对象
        self.dude = Dude("resources/images/dude.png")

    # 绘制背景
    def draw_bg(self):
        for x in range(640//self.bg.width+1):
            for y in range(480//self.bg.height+1):
                self.bg.center_x = self.bg.width//2+x*self.bg.width
                self.bg.center_y = self.bg.height//2+y*self.bg.height
                self.bg.draw()
    # 绘制城堡
    def draw_castle(self):
        castle_pos = [(55, 85), (55, 190), (55, 295), (55, 400)]
        for pos in castle_pos:
            self.castle.center_x = pos[0]
            self.castle.center_y = pos[1]
            self.castle.draw()
    # 渲染显示
    def on_draw(self):
        start_render()
        self.draw_bg()
        self.draw_castle()
        self.dude.draw()

    # 更新
    def on_update(self, delta_time):
        self.dude.update()
    # 按键按下检测
    def on_key_press(self, symbol, key_modifiers):
        if symbol == key.LEFT:
            self.dude.move(0, -1)
        if symbol == key.RIGHT:
            self.dude.move(0, 1)
        if symbol == key.UP:
            self.dude.move(1, 1)
        if symbol == key.DOWN:
            self.dude.move(1,-1)
    # 按键释放检测
    def on_key_release(self, symbol, key_modifiers):
        if symbol == key.LEFT:
            self.dude.move(0, 0)
        if symbol == key.RIGHT:
            self.dude.move(0, 0)
        if symbol == key.UP:
            self.dude.move(1, 0)
        if symbol == key.DOWN:
            self.dude.move(1, 0)
    # 鼠标移动检测
    def on_mouse_motion(self, x, y, delta_x, delta_y):
        self.dude.rotate(x,y)

完整代码:

代码语言:javascript
复制
from arcade import *
from arcade import key, color
import math

SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
SCREEN_TITLE = "Dude&Badguy"

# 兔子
class Dude(Sprite):
    def __init__(self, image):
        super().__init__(image)
        self.center_x = SCREEN_WIDTH//4
        self.center_y = SCREEN_HEIGHT//2

    # 移动
    def move(self, direction,speed):
        if direction == 1:
            self.change_y = speed
        elif direction == 0:
            self.change_x = speed

    # 旋转功能
    def rotate(self, mouse_x, mouse_y):
        y_distance = mouse_y-self.center_y-26
        x_distance = mouse_x - self.center_x-32
        radians = math.atan2(y_distance, x_distance)
        angle = math.degrees(radians)
        self.angle = angle
        
class MyGame(Window):
    def __init__(self, width, height, title):
        super().__init__(width, height, title)
        set_background_color(color.SKY_BLUE)
        #加载背景图片
        self.bg = Sprite("resources/images/grass.png")  
        self.castle = Sprite("resources/images/castle.png")

        # 实例化对象
        self.dude = Dude("resources/images/dude.png")

    # 绘制背景
    def draw_bg(self):
        for x in range(640//self.bg.width+1):
            for y in range(480//self.bg.height+1):
                self.bg.center_x = self.bg.width//2+x*self.bg.width
                self.bg.center_y = self.bg.height//2+y*self.bg.height
                self.bg.draw()
    # 绘制城堡
    def draw_castle(self):
        castle_pos = [(55, 85), (55, 190), (55, 295), (55, 400)]
        for pos in castle_pos:
            self.castle.center_x = pos[0]
            self.castle.center_y = pos[1]
            self.castle.draw()
    # 渲染显示
    def on_draw(self):
        start_render()
        self.draw_bg()
        self.draw_castle()
        self.dude.draw()

    # 更新
    def on_update(self, delta_time):
        self.dude.update()
    # 按键按下检测
    def on_key_press(self, symbol, key_modifiers):
        if symbol == key.LEFT:
            self.dude.move(0, -1)
        if symbol == key.RIGHT:
            self.dude.move(0, 1)
        if symbol == key.UP:
            self.dude.move(1, 1)
        if symbol == key.DOWN:
            self.dude.move(1,-1)
    # 按键释放检测
    def on_key_release(self, symbol, key_modifiers):
        if symbol == key.LEFT:
            self.dude.move(0, 0)
        if symbol == key.RIGHT:
            self.dude.move(0, 0)
        if symbol == key.UP:
            self.dude.move(1, 0)
        if symbol == key.DOWN:
            self.dude.move(1, 0)
    # 鼠标移动检测
    def on_mouse_motion(self, x, y, delta_x, delta_y):
        self.dude.rotate(x,y)

if __name__ == "__main__":
    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    run()

这样游戏的界面,以及兔子的移动,旋转功能都实现了,剩余的射击,獾的前进,箭与獾的碰撞检测,獾与城堡的碰撞检测,血条实现,限时功能,开始结束界面,背景音乐,关卡设计等在之后的文章再写啦。

(全文完)


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原始发表:2021-03-31,如有侵权请联系 cloudcommunity@tencent.com 删除

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