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HuangHai 4 months ago
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import pygame
import random
import os
import sys
# 获取当前脚本的目录
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
# 初始化Pygame
pygame.init()
# 游戏常量设置
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
FPS = 60
PLAYER_SPEED = 8 # 增加玩家速度
BULLET_SPEED = 15 # 增加子弹速度
ALIEN_COUNT = 8 # 初始外星人数量
PLAYER_SIZE = (50, 50)
ALIEN_SIZE = (50, 50)
BULLET_SIZE = (20, 40)
# 颜色定义
BACKGROUND_COLOR = (25, 62, 11) # 更改变量名以更好地反映其用途
TEXT_COLOR = (255, 0, 255)
SCORE_COLOR = (255, 0, 0)
# 创建游戏窗口
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("外星人大战")
# 字体设置 - 改进中文字体加载
def load_chinese_font(size=48):
"""尝试多种方式加载中文字体"""
# 常见的中文字体文件路径
font_paths = [
"c:/Windows/Fonts/simhei.ttf", # Windows 黑体
"c:/Windows/Fonts/msyh.ttc", # Windows 微软雅黑
"c:/Windows/Fonts/simsun.ttc", # Windows 宋体
"/System/Library/Fonts/PingFang.ttc", # macOS
"/usr/share/fonts/truetype/droid/DroidSansFallbackFull.ttf", # Linux
]
# 尝试从文件加载字体
for path in font_paths:
try:
if os.path.exists(path):
return pygame.font.Font(path, size)
except:
continue
# 如果无法从文件加载,尝试使用系统字体
try:
return pygame.font.SysFont('simhei', size)
except:
pass
# 最后的备选方案:使用默认字体
print("警告: 无法加载中文字体,将使用默认字体")
return pygame.font.Font(None, size)
# 加载字体 - 为所有文本使用同一个中文字体,但大小不同
chinese_font_large = load_chinese_font(48) # 大号中文字体
chinese_font_medium = load_chinese_font(36) # 中号中文字体
chinese_font_small = load_chinese_font(24) # 小号中文字体
# 加载图片并处理可能的错误
def load_image(filename, size):
"""加载并缩放图片,处理可能的错误"""
try:
path = os.path.join(BASE_DIR, filename)
image = pygame.image.load(path)
return pygame.transform.scale(image, size)
except pygame.error as e:
print(f"无法加载图片 {filename}: {e}")
# 创建一个彩色占位符图像
surface = pygame.Surface(size)
surface.fill((random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)))
return surface
# 加载游戏图片
player_img = load_image('ic.bmp', PLAYER_SIZE)
alien_img = load_image('in.bmp', ALIEN_SIZE)
bullet_img = load_image('ib.bmp', BULLET_SIZE)
# 玩家类
class Player(pygame.sprite.Sprite):
def __init__(self):
"""初始化玩家对象"""
super().__init__()
self.image = player_img
self.rect = self.image.get_rect()
self.rect.centerx = SCREEN_WIDTH // 2
self.rect.bottom = SCREEN_HEIGHT - 10
self.speed = PLAYER_SPEED
self.last_shot = pygame.time.get_ticks() # 记录上次射击时间
self.shoot_delay = 250 # 射击冷却时间(毫秒)
def update(self):
"""更新玩家位置"""
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.left > 0:
self.rect.x -= self.speed
if keys[pygame.K_RIGHT] and self.rect.right < SCREEN_WIDTH:
self.rect.x += self.speed
# 自动射击功能
now = pygame.time.get_ticks()
if keys[pygame.K_SPACE] and now - self.last_shot > self.shoot_delay:
self.shoot()
self.last_shot = now
def shoot(self):
"""创建一个新子弹"""
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
# 外星人类
class Alien(pygame.sprite.Sprite):
def __init__(self):
"""初始化外星人对象"""
super().__init__()
self.image = alien_img
self.rect = self.image.get_rect()
self.reset_position()
def reset_position(self):
"""重置外星人位置和速度"""
self.rect.x = random.randint(0, SCREEN_WIDTH - self.rect.width)
self.rect.y = random.randint(-150, -40) # 增加初始高度范围,使外星人出现更分散
self.speed = random.randint(2, 5) # 增加速度范围,使游戏更具挑战性
def update(self):
"""更新外星人位置"""
self.rect.y += self.speed
# 如果外星人飞出屏幕底部,重置其位置
if self.rect.top > SCREEN_HEIGHT:
self.reset_position()
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
"""初始化子弹对象"""
super().__init__()
self.image = bullet_img
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speed = BULLET_SPEED
def update(self):
"""更新子弹位置"""
self.rect.y -= self.speed
# 如果子弹飞出屏幕顶部,删除它
if self.rect.bottom < 0:
self.kill()
# 游戏状态类
class GameState:
def __init__(self):
"""初始化游戏状态"""
self.score = 0
self.game_over = False
self.reset_game()
def reset_game(self):
"""重置游戏状态和精灵组"""
global all_sprites, aliens, bullets, player
# 创建精灵组
all_sprites = pygame.sprite.Group()
aliens = pygame.sprite.Group()
bullets = pygame.sprite.Group()
# 创建玩家实例并添加到精灵组
player = Player()
all_sprites.add(player)
# 创建多个外星人实例并添加到精灵组
for i in range(ALIEN_COUNT):
alien = Alien()
all_sprites.add(alien)
aliens.add(alien)
# 重置游戏状态
self.score = 0
self.game_over = False
# 创建游戏状态实例
game_state = GameState()
# 预渲染文本,避免在游戏循环中反复渲染
try:
game_over_text = chinese_font_large.render("游戏结束", True, SCORE_COLOR)
restart_text = chinese_font_medium.render("按 R 键重新开始", True, SCORE_COLOR)
score_label = chinese_font_medium.render("得分: ", True, SCORE_COLOR)
except:
# 如果中文渲染失败,使用英文替代
game_over_text = pygame.font.Font(None, 48).render("GAME OVER", True, SCORE_COLOR)
restart_text = pygame.font.Font(None, 36).render("Press R to Restart", True, SCORE_COLOR)
score_label = pygame.font.Font(None, 36).render("Score: ", True, SCORE_COLOR)
# 游戏主循环
clock = pygame.time.Clock()
running = True
while running:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: # 按ESC退出游戏
running = False
elif event.key == pygame.K_r and game_state.game_over: # 按R重新开始游戏
game_state.reset_game()
elif event.key == pygame.K_SPACE and not game_state.game_over:
player.shoot()
# 更新游戏状态
if not game_state.game_over:
# 更新所有精灵
all_sprites.update()
# 检查子弹和外星人的碰撞
hits = pygame.sprite.groupcollide(bullets, aliens, True, True)
for hit in hits:
game_state.score += 10
# 创建新的外星人
alien = Alien()
all_sprites.add(alien)
aliens.add(alien)
# 检查玩家和外星人的碰撞
if pygame.sprite.spritecollide(player, aliens, False):
game_state.game_over = True
# 绘制
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
# 显示得分 - 使用预渲染的标签和动态渲染的分数
screen.blit(score_label, (10, 10))
# 动态渲染分数部分
try:
score_value = chinese_font_medium.render(str(game_state.score), True, SCORE_COLOR)
except:
score_value = pygame.font.Font(None, 36).render(str(game_state.score), True, SCORE_COLOR)
screen.blit(score_value, (10 + score_label.get_width(), 10))
# 游戏结束逻辑
if game_state.game_over:
# 绘制半透明覆盖层
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 128)) # 黑色半透明
screen.blit(overlay, (0, 0))
# 显示游戏结束文本
screen.blit(game_over_text, (SCREEN_WIDTH // 2 - game_over_text.get_width() // 2,
SCREEN_HEIGHT // 2 - game_over_text.get_height() // 2))
# 显示重新开始提示
screen.blit(restart_text, (SCREEN_WIDTH // 2 - restart_text.get_width() // 2,
SCREEN_HEIGHT // 2 + game_over_text.get_height()))
# 更新屏幕
pygame.display.flip()
# 控制帧率
clock.tick(FPS)
# 退出Pygame
pygame.quit()
sys.exit()

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import pygame
import sys
# 初始化 Pygame
pygame.init()
# 定义窗口大小
WIDTH, HEIGHT = 600, 400
# 创建窗口
win = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Flappy Bird Clone")
# 颜色定义
BACKGROUND_COLOR = (135, 206, 250)
BIRD_COLOR = (255, 255, 0)
# 初始化小鸟位置和速度
bird_x, bird_y = WIDTH // 2, HEIGHT // 2
# print(type(bird_x))
bird_vel_y = 0
# 游戏主循环
while True:
# 事件处理
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# 小鸟控制
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
bird_vel_y = -1
# 小鸟移动
bird_y += bird_vel_y
bird_vel_y += 0.02 # 添加重力
# 绘制背景
win.fill(BACKGROUND_COLOR)
# 绘制小鸟
print(bird_x)
print(bird_y)
pygame.draw.circle(win, BIRD_COLOR, (bird_x, bird_y), 10)
# 更新窗口
pygame.display.update()
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