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import random
import sys
import pygame.time
from settings import *
from dinosaur import Dinosaur
from cloud import Cloud
from bullet import Bullet
pygame.init() # 初始化pygame
pygame.display.set_caption('谷歌小游戏(小恐龙快跑)') # 设置标题
class Barrier: # 定义一个障碍物基类, 后面的各个障碍物都是Barrier的子类
def __init__(self, image, type):
self.image = image
self.type = type
self.rect = self.image[self.type].get_rect()
self.rect.x = SCREEN_WIDTH # 先把障碍物放到地图的右下角,然后出来
self.game_speed = game_speed
self.hp = 100 # 血量
def update(self):
self.rect.x -= self.game_speed # x坐标向左移动即障碍物向左移动
if self.rect.x < -self.rect.width or self.hp <= 0: # 还需要判断障碍物是否移出了边界,如果越界的话我们要把该障碍物释放掉
barriers.pop()
def draw(self, SCREEN):
SCREEN.blit(self.image[self.type], self.rect)
# 头顶显示血量
def showHp(self):
font = pygame.font.SysFont(['方正粗黑宋简体','microsoftsansserif'], 30)
text = font.render("Hp: " + str(self.hp), True, (0, 0, 0))
SCREEN.blit(text, (self.rect.x, self.rect.y - 20))
def showHit(self):
font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 30)
text = font.render("┗|`O'|┛", True, (0, 0, 0))
SCREEN.blit(text, (self.rect.x, self.rect.y - 70))
# barriers的子类
class SmallCactus(Barrier):
def __init__(self, image):
self.type = random.randint(0, 2) #随机生成0-2下标即随机生成3种小仙人掌中的一个
super().__init__(image, self.type) # super调用父类对象的方法
self.rect.y = 325
class LargeCactus(Barrier):
def __init__(self, image):
self.type = random.randint(0, 2)
super().__init__(image, self.type)
self.rect.y = 300
class Bird(Barrier):
def __init__(self, image):
self.type = 0
super().__init__(image, self.type)
self.rect.y = 250
self.index = 0
self.ori_vy = 5
self.vy = self.ori_vy
def draw(self, SCREEN):
if self.index >= 9:
self.index = 0
SCREEN.blit(self.image[self.index // 5], self.rect)
self.index += 1
def update(self): # 多态实现鸟的上下移动
self.rect.x -= self.game_speed
if self.rect.x < -self.rect.width or self.hp <= 0: # 还需要判断障碍物是否移出了边界,如果越界的话我们要把该障碍物释放掉
barriers.pop()
self.rect.y -= self.vy * 3
self.vy -= 0.5
if self.rect.y <= 0:
self.vy = self.ori_vy
self.vy = -self.vy
elif self.rect.y >= SCREEN_HEIGHT - 250:
self.vy = 10
def menu(death_cnt):
global points, max_score# 引入points, max_score全局变量
run = True
while run:
SCREEN.fill((255, 255, 255)) # 背景色设置为白色
font = pygame.font.SysFont('microsoftyahei', 50)# 微软雅黑
if death_cnt == 0:
text = font.render("按任意键开始", True, (0, 0, 0))
elif death_cnt > 0:
text = font.render("按任意键重新启动", True, (0, 0, 0))
score = font.render("你的分数: " + str(points), True, (0, 0, 0)) # 分数
if death_cnt == 1:
max_score = points
else:
max_score = max(max_score, points)
maxScore = font.render("最高分: " + str(max_score), True, (0, 0, 0)) # 最高分
scoreRect = score.get_rect()
scoreRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50) # 将分数显示在游戏屏幕中间
SCREEN.blit(GAMEOVER, (SCREEN_WIDTH // 2 - 200, SCREEN_HEIGHT // 2 - 200)) # 显示GAMEOVER图片
SCREEN.blit(score, scoreRect) # 显示分数
SCREEN.blit(maxScore, (SCREEN_WIDTH // 2 - 170, SCREEN_HEIGHT // 2 + 70)) # 显示最高分数
textRect = text.get_rect()
textRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
SCREEN.blit(text, textRect)
SCREEN.blit(RUNNING[0], (SCREEN_WIDTH // 2 - 50, SCREEN_HEIGHT // 2 - 140)) #把恐龙的图片显示在菜单界面
# 添加作者信息
author_font = pygame.font.SysFont('microsoftyahei', 30)# 创建一个字体对象,使用 'microsoftyahei' 字体,字号大小为 30
author_text = author_font.render("作者: 袁恒", True, (0, 0, 0)) # render 方法的参数依次是文本内容是否开启抗锯齿True 开启),文本颜色(黑色)
author_text_rect = author_text.get_rect()
author_text_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 150) # 设置文本矩形的中心位置
SCREEN.blit(author_text, author_text_rect) # 使用 blit 方法将渲染后的文本表面绘制到屏幕上
pygame.display.update() # 更新画面
# 判断各个事件, 开始游戏
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
run = False
if event.type == pygame.KEYUP:
main()
def main():
global game_speed, x_ori_bg, y_ori_bg, points, barriers, death_cnt, barrier, clock_cnt
run = True
clock = pygame.time.Clock()
game_speed = 5 # 游戏的速度
player = Dinosaur(game_speed) # 实例化对象
cloud = Cloud(game_speed)
# 设置背景图片的初始位置
x_ori_bg = 0
y_ori_bg = 380
points = 0
font = pygame.font.SysFont(['方正粗黑宋简体','microsoftsansserif'], 20) # 分数的字体
# 设置障碍物列表
barriers = []
# 设置子弹列表
bullets = []
def score():
global points, game_speed
points += 1
if points % 150 == 0: # 分数每过150速度加1时间越长速度越快
game_speed += 1
text = font.render("score: " + str(points), True, (0, 0, 0)) # render内容是否抗锯齿字体颜色字体背景颜色
textRect = text.get_rect()
textRect.center = (550, 40)
SCREEN.blit(text, textRect)
def background():
global x_ori_bg, y_ori_bg
image_width = BG.get_width()
SCREEN.blit(BG, (x_ori_bg, y_ori_bg))
SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg)) # 保证图片连续
if x_ori_bg <= -image_width: # 越界
SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg))
x_ori_bg = 0
x_ori_bg -= game_speed # 背景图片每帧往左移game_speed个单位
flag_hit = 0 # 标记恐龙是否被击中过
death_cnt = 0 # 记录死亡次数death_cnt = 0显示开始界面大于0的就会显示重开界面
last_timestamp = 0 # 记录时钟记录的上一个时刻
last_timestamp_hit = 0 # 记录恐龙受到伤害时钟记录的上一个时刻
last_timestamp_barr_hit = 0 # 记录障碍物受到伤害时钟记录的上一个时刻
flag_barr_hit = 0 # 记录障碍物有没有受得伤害
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
SCREEN.fill((255, 255, 255)) # 背景填充为白色
userInput = pygame.key.get_pressed() # 从键盘读入按键
# 3s内显示血量的简单逻辑
if flag_hit == 1:
if pygame.time.get_ticks() - last_timestamp_hit <= 3000:
player.showHit()
if pygame.time.get_ticks() - last_timestamp_hit > 3000:
flag_hit = 0
background() # 画出背景
cloud.draw(SCREEN) # 画出云的图像
cloud.update() # 更新云的位置
score() # 显示分数
clock.tick(60) # 60fps
# 如果还没有障碍物,那么生成一个障碍物
if len(barriers) <= 1:
# 防止障碍物为0的情况下恐龙闪烁
player.draw(SCREEN) # 渲染恐龙画面
player.update(userInput) # 调用dinosaur的update函数每次渲染都判断一次是否按下相应的键位
player.showHp()
# 随机等可能生成障碍物
if random.randint(0, 2) == 0:
barriers.append(SmallCactus(SMALL_CACTUS)) # 向列表添加障碍物元素
elif random.randint(0, 2) == 1:
barriers.append(LargeCactus(LARGE_CACTUS))
elif random.randint(0, 2) == 2:
barriers.append(Bird(BIRD))
for barrier in barriers:
barrier.draw(SCREEN) # 调用barrier类的draw函数渲染画面
barrier.update()
barrier.showHp() # 显示血量
if flag_barr_hit == 1:
if barrier.hp < 100 and pygame.time.get_ticks() - last_timestamp_barr_hit <= 3000:
barrier.showHit()
if pygame.time.get_ticks() - last_timestamp_barr_hit > 3000:
flag_barr_hit = 0
if player.dino_rect.colliderect(barrier.rect): # pygame的一个方法colliderect检测两个物体是否碰撞
last_timestamp_hit = pygame.time.get_ticks()
player.hp -= 1 # 被击中生命值减1
flag_hit = 1
if not len(barriers) == 0:
barriers.remove(barrier)
else:
player.draw(SCREEN) # 渲染恐龙画面
player.update(userInput) # 调用dinosaur的update函数每次渲染都判断一次是否按下相应的键位
player.showHp()
if player.hp == 0: # 血量为0时
player.showDead()
player.draw_death(SCREEN)
pygame.display.update() # 显示死亡动画
pygame.time.delay(1000)
death_cnt += 1
menu(death_cnt) # 调出死亡界面
# 子弹击中障碍物部分
for bullet in bullets:
bullet.draw(SCREEN)
bullet.update()
if bullet.rect.x > SCREEN_WIDTH:
if not len(bullets):
bullets.remove(bullet)
if bullet.rect.colliderect(barrier.rect):
last_timestamp_barr_hit = pygame.time.get_ticks()
barrier.hp -= 50
flag_barr_hit = 1
bullets.remove(bullet)
if not len(barriers) == 0 and barrier.hp <= 0:
points += 50
barriers.remove(barrier)
# 发射子弹, 并且保证每个子弹的发射间隔小于200毫秒
if (userInput[pygame.K_SPACE] and pygame.time.get_ticks() - last_timestamp >= 200) or (userInput[pygame.K_SPACE] and last_timestamp == 0):
last_timestamp = pygame.time.get_ticks() # 更新当前时间
bullets.append(Bullet(game_speed, player))
pygame.display.update()
if __name__ == '__main__':
menu(death_cnt = 0)
main()