#遇見兩種bug,一個是導入MyLibrary 必須是python文件
#第二個是由於MyLibrary缺少函數,導致元素對象沒有collide
import itertools, sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
def calc_velocity(direction, vel=1.0):#向左走減,右走加
velocity = Point(0,0)
if direction == 0: #上
velocity.y = -vel
elif direction == 2: #右
velocity.x = vel
elif direction == 4: #下
velocity.y = vel
elif direction == 6: #左
velocity.x = -vel
return velocity
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("吃蘋果")
font = pygame.font.Font(None, 36)
timer = pygame.time.Clock()
#創建精靈組
player_group = pygame.sprite.Group()
food_group = pygame.sprite.Group()
#初始化玩家精靈組
player = MySprite()
player.load("farmer walk.png", 96, 96, 8)
player.position = 80, 80
player.direction = 4
player_group.add(player)
#初始化food精靈組
for n in range(1,50):
food = MySprite();
food.load("food_low.png", 35, 35, 1)
food.position = random.randint(0,780),random.randint(0,580)
food_group.add(food)
game_over = False
player_moving = False
player_health = 0
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
elif keys[K_UP] or keys[K_w]:
player.direction = 0
player_moving = True
elif keys[K_RIGHT] or keys[K_d]:
player.direction = 2
player_moving = True
elif keys[K_DOWN] or keys[K_s]:
player.direction = 4
player_moving = True
elif keys[K_LEFT] or keys[K_a]:
player.direction = 6
player_moving = True
else:
player_moving = False
if not game_over:
#根據角色的不同方向,使用不同的動畫幀
player.first_frame = player.direction * player.columns#每一行代表一個方向,每行跟每列都是8個
player.last_frame = player.first_frame + player.columns-1
if player.frame < player.first_frame:
player.frame = player.first_frame
if not player_moving:
#當停止按鍵(即人物停止移動的時候),停止更新動畫幀
player.frame = player.first_frame = player.last_frame
else:
player.velocity = calc_velocity(player.direction, 1.5)
player.velocity.x *= 1.5
player.velocity.y *= 1.5
#更新玩家精靈組
player_group.update(ticks, 50)
#移動玩家
if player_moving:
player.X += player.velocity.x
player.Y += player.velocity.y
if player.X < 0: player.X = 0#處理邊界
elif player.X > 700: player.X = 700
if player.Y < 0: player.Y = 0
elif player.Y > 500: player.Y = 500
#檢測玩家是否與食物衝突,是否吃到果實
attacker = None
attacker = pygame.sprite.spritecollideany(player,food_group)#pygame1.9文檔中說返回值是一個布爾值,實際上是組中哪些與其他精靈發生衝突的對象
if attacker != None:
if pygame.sprite.collide_circle_ratio(0.65)(player,attacker):#兩個精靈之間的圓檢測,參數精靈的半徑值
player_health +=2;
food_group.remove(attacker);
if player_health > 100: player_health = 100
#更新食物精靈組
food_group.update(ticks, 50)
if len(food_group) == 0:
game_over = True
#清屏
screen.fill((50,50,100))
#繪製精靈
food_group.draw(screen)
player_group.draw(screen)
#繪製玩家血量條
pygame.draw.rect(screen, (50,150,50,180), Rect(300,570,player_health*2,25))
pygame.draw.rect(screen, (100,200,100,180), Rect(300,570,200,25), 2)
if game_over:
print_text(font, 300, 100, "G A M E O V E R")
pygame.display.update()
MyLibrary.py
import sys, time, random, math, pygame
from pygame.locals import *
# prints text using the supplied font
def print_text(font, x, y, text, color=(255,255,255)):
imgText = font.render(text, True, color)
screen = pygame.display.get_surface() #req'd when function moved into MyLibrary 說明是一個矩形
screen.blit(imgText, (x,y))
# MySprite class extends pygame.sprite.Sprite
class MySprite(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.velocity = Point(0.0,0.0)
#X property
def _getx(self): return self.rect.x
def _setx(self,value): self.rect.x = value
X = property(_getx,_setx)
#Y property
def _gety(self): return self.rect.y
def _sety(self,value): self.rect.y = value
Y = property(_gety,_sety)
#position property
def _getpos(self): return self.rect.topleft
def _setpos(self,pos): self.rect.topleft = pos
position = property(_getpos,_setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0,0,width,height)
self.columns = columns
#try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) * (rect.height // height) - 1
def update(self, current_time, rate=30):
#update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
#build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
#Point class
class Point(object):
def __init__(self, x, y):
self.__x = x
self.__y = y
#X property
def getx(self): return self.__x
def setx(self, x): self.__x = x
x = property(getx, setx)
#Y property
def gety(self): return self.__y
def sety(self, y): self.__y = y
y = property(gety, sety)
def __str__(self):
return "{X:" + "{:.0f}".format(self.__x) + \
",Y:" + "{:.0f}".format(self.__y) + "}"