import pygame
from sys import exit
from random import randint
import time
import os
# 定義窗口分辨率
SCREEN_WIDTH = 700
SCREEN_HEIGHT = 600
current_path = os.path.abspath(os.path.dirname(__file__))
root_path = current_path[:current_path.find("monkey-picking-peach\\") + len("monkey-picking-peach\\")] \
+ "resource\\images\\"
# 圖片
BACKGROUND_IMAGE_PATH = root_path + "background.jpg"
MONKEY_IMAGE_PATH = root_path + "monkey.png"
APPLE_IMAGE_PATH = root_path + "apple.png"
JUMP_STATUS = False
OVER_FLAG = False
START_TIME = None
offset = {pygame.K_LEFT: 0, pygame.K_RIGHT: 0, pygame.K_UP: 0, pygame.K_DOWN: 0}
# 定義畫(huà)面幀率
FRAME_RATE = 60
# 定義動(dòng)畫(huà)周期(幀數(shù))
ANIMATE_CYCLE = 30
ticks = 0
clock = pygame.time.Clock()
# 猴子類(lèi)
class Monkey(pygame.sprite.Sprite):
# 蘋(píng)果的數(shù)量
apple_num = 0
def __init__(self, mon_surface, monkey_pos):
pygame.sprite.Sprite.__init__(self)
self.image = mon_surface
self.rect = self.image.get_rect()
self.rect.topleft = monkey_pos
self.speed = 5
# 控制猴子的移動(dòng)
def move(self, _offset):
global JUMP_STATUS
x = self.rect.left + _offset[pygame.K_RIGHT] - _offset[pygame.K_LEFT]
y = self.rect.top + _offset[pygame.K_DOWN] - _offset[pygame.K_UP]
if y 0:
self.rect.top = 0
JUMP_STATUS = True
elif y >= SCREEN_HEIGHT - self.rect.height:
self.rect.top = SCREEN_HEIGHT - self.rect.height
JUMP_STATUS = False
else:
self.rect.top = y
JUMP_STATUS = True
if x 0:
self.rect.left = 0
elif x > SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left = x
# 接蘋(píng)果
def picking_apple(self, app_group):
# 判斷接到幾個(gè)蘋(píng)果
picked_apples = pygame.sprite.spritecollide(self, app_group, True)
# 添加分?jǐn)?shù)
self.apple_num += len(picked_apples)
# 接到的蘋(píng)果消失
for picked_apple in picked_apples:
picked_apple.kill()
# 蘋(píng)果類(lèi)
class Apple(pygame.sprite.Sprite):
def __init__(self, app_surface, apple_pos):
pygame.sprite.Sprite.__init__(self)
self.image = app_surface
self.rect = self.image.get_rect()
self.rect.topleft = apple_pos
self.speed = 1
def update(self):
global START_TIME
if START_TIME is None:
START_TIME = time.time()
self.rect.top += (self.speed * (1 + (time.time() - START_TIME) / 40))
if self.rect.top > SCREEN_HEIGHT:
# 蘋(píng)果落地游戲結(jié)束
global OVER_FLAG
OVER_FLAG = True
self.kill()
# 初始化游戲
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("猴子接蘋(píng)果")
# 載入圖片
background_surface = pygame.image.load(BACKGROUND_IMAGE_PATH).convert()
monkey_surface = pygame.image.load(MONKEY_IMAGE_PATH).convert_alpha()
apple_surface = pygame.image.load(APPLE_IMAGE_PATH).convert_alpha()
# 創(chuàng)建猴子
monkey = Monkey(monkey_surface, (200, 500))
# 創(chuàng)建蘋(píng)果組
apple_group = pygame.sprite.Group()
# 分?jǐn)?shù)字體
score_font = pygame.font.SysFont("arial", 40)
# 主循環(huán)
while True:
if OVER_FLAG:
break
# 控制游戲最大幀率
clock.tick(FRAME_RATE)
# 繪制背景
screen.blit(background_surface, (0, 0))
if ticks >= ANIMATE_CYCLE:
ticks = 0
# 產(chǎn)生蘋(píng)果
if ticks % 30 == 0:
apple = Apple(apple_surface,
[randint(0, SCREEN_WIDTH - apple_surface.get_width()), -apple_surface.get_height()])
apple_group.add(apple)
# 控制蘋(píng)果
apple_group.update()
# 繪制蘋(píng)果組
apple_group.draw(screen)
# 繪制猴子
screen.blit(monkey_surface, monkey.rect)
ticks += 1
# 接蘋(píng)果
monkey.picking_apple(apple_group)
# 更新分?jǐn)?shù)
score_surface = score_font.render(str(monkey.apple_num), True, (0, 0, 255))
screen.blit(score_surface, (620, 10))
# 更新屏幕
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
# 控制方向
if event.type == pygame.KEYDOWN:
if event.key in offset:
if event.key == pygame.K_UP:
offset[event.key] = 80
else:
offset[event.key] = monkey.speed
elif event.type == pygame.KEYUP:
if event.key in offset:
offset[event.key] = 0
# 移動(dòng)猴子
if JUMP_STATUS:
offset[pygame.K_DOWN] = 5
offset[pygame.K_UP] = 0
monkey.move(offset)
# 游戲結(jié)束推出界面
score_surface = score_font.render(str(monkey.apple_num), True, (0, 0, 255))
over_surface = score_font.render(u"Game Over!", True, (0, 0, 255))
screen.blit(background_surface, (0, 0))
screen.blit(score_surface, (620, 10))
screen.blit(over_surface, (250, 270))
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
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