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  • Skier 游戏

    # Listing_10-1.py
    # Copyright Warren Sande, 2009
    # Released under MIT license   http://www.opensource.org/licenses/mit-license.php
    # Version 61  ----------------------------
    
    # Very simple skiing game.
    # Avoid the trees and pick up flags to get points
    
    import pygame, sys, random
    
    # different images for the skier depending on his direction
    skier_images = ["skier_down.png", "skier_right1.png", "skier_right2.png",
                     "skier_left2.png", "skier_left1.png"]
    
    # class for the skier sprite
    class SkierClass(pygame.sprite.Sprite):
        def __init__(self):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.image.load("skier_down.png")
            self.rect = self.image.get_rect()
            self.rect.center = [320, 100]
            self.angle = 0
            
        def turn(self, direction): 
            # load new image and change speed when the skier turns
            self.angle = self.angle + direction
            if self.angle < -2:  self.angle = -2
            if self.angle >  2:  self.angle =  2 
            center = self.rect.center
            self.image = pygame.image.load(skier_images[self.angle])
            self.rect = self.image.get_rect()
            self.rect.center = center
            speed = [self.angle, 6 - abs(self.angle) * 2]
            return speed
        
        def move(self, speed):
            # move the skier right and left
            self.rect.centerx = self.rect.centerx + speed[0]
            if self.rect.centerx < 20:  self.rect.centerx = 20
            if self.rect.centerx > 620: self.rect.centerx = 620 
            
    # class for obstacle sprites (trees and flags)
    class ObstacleClass(pygame.sprite.Sprite):
        def __init__(self, image_file, location, type):
            pygame.sprite.Sprite.__init__(self)  #call Sprite initializer
            self.image_file = image_file        
            self.image = pygame.image.load(image_file)
            self.location = location
            self.rect = self.image.get_rect()
            self.rect.center = location
            self.type = type
            self.passed = False
                       
        def scroll(self, terrainPos):
            self.rect.centery = self.location[1] - terrainPos
    
    # create one "screen" of terrain: 640 x 640
    # use "blocks" of 64 x 64 pixels, so objects aren't too close together
    def create_map(start, end):
        obstacles = pygame.sprite.Group()
        locations = []
        gates = pygame.sprite.Group()
        for i in range(10):                 # 10 obstacles per screen 
            row = random.randint(start, end)
            col = random.randint(0, 9)
            location  = [col * 64 + 20, row * 64 + 20] #center x, y for obstacle
            if not (location in locations):        # prevent 2 obstacles in the same place
                locations.append(location)          
                type = random.choice(["tree", "flag"])
                if type == "tree": img = "skier_tree.png"
                elif type == "flag":  img = "skier_flag.png"
                obstacle = ObstacleClass(img, location, type)
                obstacles.add(obstacle)
        return obstacles
    
    # redraw the screen, including all sprites
    def animate():
        screen.fill([255, 255, 255])
        pygame.display.update(obstacles.draw(screen)) 
        screen.blit(skier.image, skier.rect)
        screen.blit(score_text, [10, 10])
        pygame.display.flip()    
    
    def updateObstacleGroup(map0, map1):
        obstacles = pygame.sprite.Group()
        for ob in map0:  obstacles.add(ob)
        for ob in map1:  obstacles.add(ob)
        return obstacles
    
    # initialize everything
    pygame.init()
    screen = pygame.display.set_mode([640,640])
    clock = pygame.time.Clock()
    skier = SkierClass()
    speed = [0, 6]
    map_position = 0
    points = 0
    map0 = create_map(20, 29)
    map1 = create_map(10, 19)
    activeMap = 0
    
    # group for all obstacles to do collision detection
    obstacles = updateObstacleGroup(map0, map1)
    
    # font object for score
    font = pygame.font.Font(None, 50)
    
    # main Pygame event loop
    while True:
        clock.tick(30)
        for event in pygame.event.get():
            if event.type == pygame.QUIT: sys.exit()
            if event.type == pygame.KEYDOWN:          # check for key presses
                if event.key == pygame.K_LEFT:        # left arrow turns left
                    speed = skier.turn(-1)
                elif event.key == pygame.K_RIGHT:     #right arrow turns right
                    speed = skier.turn(1)
        skier.move(speed)
        map_position += speed[1]                      # scroll the terrain
        
        # manage terrain maps, switch between them,
        # and create new terrain at the bottom
        if map_position >=640 and activeMap == 0:
            activeMap = 1
            map0 = create_map(20, 29)
            obstacles = updateObstacleGroup(map0, map1)
        if map_position >=1280 and activeMap == 1:                        
            activeMap = 0
            for ob in map0:
                ob.location[1] = ob.location[1] - 1280   # wrap around to top
            map_position = map_position - 1280           #
            map1 = create_map(10, 19)
            obstacles = updateObstacleGroup(map0, map1)
        
        for obstacle in obstacles:
            obstacle.scroll(map_position)
        
        # check for hitting trees or getting flags
        hit =  pygame.sprite.spritecollide(skier, obstacles, False)
        if hit:
            if hit[0].type == "tree" and not hit[0].passed:  #crashed into tree  
                points = points - 100
                skier.image = pygame.image.load("skier_crash.png")  # crash image
                animate()  
                pygame.time.delay(1000)
                skier.image = pygame.image.load("skier_down.png")  # resume skiing
                skier.angle = 0
                speed = [0, 6]
                hit[0].passed = True
            elif hit[0].type == "flag" and not hit[0].passed:   # got a flag
                points += 10
                obstacles.remove(hit[0])                    # remove the flag
        
        score_text = font.render("Score: " +str(points), 1, (0, 0, 0))
        animate()
        
    View Code
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  • 原文地址:https://www.cnblogs.com/wangchenghua/p/11202963.html
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