前言
《愤怒的小鸟》其实活得还不错,尽管我们一直在嘲笑它的IP帝国梦做得太大。
但要知道,把休闲益智游戏的生意做到这个份上的,恐怕也就独此一家了。尤其还是这样的一款古早、过时、难让人相信还能翻出什么花样的游戏。继前两期的效果来看,大家还是依旧挺喜欢这款游戏的啦~嘿!我是栗子,今天终于迎来了最终版本啦~
这一期给大家写完《愤怒的小鸟最终版》三期完结撒花!
后续再想想给大家更新一些什么内容,爬虫的内容一般过不了,这就没办法!还有其他的游戏、opencv方面的可以给大家继续更新研究一下啦!
一、运行环境
本文用到的环境:Python3.6、Pycharm社区版、Pygame游戏模块、pymunk模块自带的就不展示。
pip install -i https://pypi.douban.com/simple/ +模块名
图片素材:
(还有很多素材音频、字体、图片等就不展示啦,比较多,啊随机展示了一点点)
二、代码展示
代码分为四大块,内容有很多代码,这里直接展示主程序,其他的直接找我拿,就直接给你们
看下效果展示一下哈!
主程序:
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import os import sys import math import time import pygame current_path = os.getcwd() import pymunk as pm from characters import Bird from level import Level pygame.init() screen = pygame.display.set_mode(( 1200 , 650 )) redbird = pygame.image.load( "../resources/images/red-bird3.png" ).convert_alpha() background2 = pygame.image.load( "../resources/images/background3.png" ).convert_alpha() sling_image = pygame.image.load( "../resources/images/sling-3.png" ).convert_alpha() full_sprite = pygame.image.load( "../resources/images/full-sprite.png" ).convert_alpha() rect = pygame.Rect( 181 , 1050 , 50 , 50 ) cropped = full_sprite.subsurface(rect).copy() pig_image = pygame.transform.scale(cropped, ( 30 , 30 )) buttons = pygame.image.load( "../resources/images/selected-buttons.png" ).convert_alpha() pig_happy = pygame.image.load( "../resources/images/pig_failed.png" ).convert_alpha() stars = pygame.image.load( "../resources/images/stars-edited.png" ).convert_alpha() rect = pygame.Rect( 0 , 0 , 200 , 200 ) star1 = stars.subsurface(rect).copy() rect = pygame.Rect( 204 , 0 , 200 , 200 ) star2 = stars.subsurface(rect).copy() rect = pygame.Rect( 426 , 0 , 200 , 200 ) star3 = stars.subsurface(rect).copy() rect = pygame.Rect( 164 , 10 , 60 , 60 ) pause_button = buttons.subsurface(rect).copy() rect = pygame.Rect( 24 , 4 , 100 , 100 ) replay_button = buttons.subsurface(rect).copy() rect = pygame.Rect( 142 , 365 , 130 , 100 ) next_button = buttons.subsurface(rect).copy() clock = pygame.time.Clock() rect = pygame.Rect( 18 , 212 , 100 , 100 ) play_button = buttons.subsurface(rect).copy() clock = pygame.time.Clock() running = True # the base of the physics space = pm.Space() space.gravity = ( 0.0 , - 700.0 ) pigs = [] birds = [] balls = [] polys = [] beams = [] columns = [] poly_points = [] ball_number = 0 polys_dict = {} mouse_distance = 0 rope_lenght = 90 angle = 0 x_mouse = 0 y_mouse = 0 count = 0 mouse_pressed = False t1 = 0 tick_to_next_circle = 10 RED = ( 255 , 0 , 0 ) BLUE = ( 0 , 0 , 255 ) BLACK = ( 0 , 0 , 0 ) WHITE = ( 255 , 255 , 255 ) sling_x, sling_y = 135 , 450 sling2_x, sling2_y = 160 , 450 score = 0 game_state = 0 bird_path = [] counter = 0 restart_counter = False bonus_score_once = True bold_font = pygame.font.SysFont( "arial" , 30 , bold = True ) bold_font2 = pygame.font.SysFont( "arial" , 40 , bold = True ) bold_font3 = pygame.font.SysFont( "arial" , 50 , bold = True ) wall = False # Static floor static_body = pm.Body(body_type = pm.Body.STATIC) static_lines = [pm.Segment(static_body, ( 0.0 , 060.0 ), ( 1200.0 , 060.0 ), 0.0 )] static_lines1 = [pm.Segment(static_body, ( 1200.0 , 060.0 ), ( 1200.0 , 800.0 ), 0.0 )] for line in static_lines: line.elasticity = 0.95 line.friction = 1 line.collision_type = 3 for line in static_lines1: line.elasticity = 0.95 line.friction = 1 line.collision_type = 3 space.add(static_body) for line in static_lines: space.add(line) def to_pygame(p): """Convert pymunk to pygame coordinates""" return int (p.x), int ( - p.y + 600 ) def vector(p0, p1): """Return the vector of the points p0 = (xo,yo), p1 = (x1,y1)""" a = p1[ 0 ] - p0[ 0 ] b = p1[ 1 ] - p0[ 1 ] return (a, b) def unit_vector(v): """Return the unit vector of the points v = (a,b)""" h = ((v[ 0 ] * * 2 ) + (v[ 1 ] * * 2 )) * * 0.5 if h = = 0 : h = 0.000000000000001 ua = v[ 0 ] / h ub = v[ 1 ] / h return (ua, ub) def distance(xo, yo, x, y): """distance between points""" dx = x - xo dy = y - yo d = ((dx * * 2 ) + (dy * * 2 )) * * 0.5 return d def load_music(): """Load the music""" song1 = '../resources/sounds/angry-birds.ogg' pygame.mixer.music.load(song1) pygame.mixer.music.play( - 1 ) def sling_action(): """Set up sling behavior""" global mouse_distance global rope_lenght global angle global x_mouse global y_mouse # Fixing bird to the sling rope v = vector((sling_x, sling_y), (x_mouse, y_mouse)) uv = unit_vector(v) uv1 = uv[ 0 ] uv2 = uv[ 1 ] mouse_distance = distance(sling_x, sling_y, x_mouse, y_mouse) pu = (uv1 * rope_lenght + sling_x, uv2 * rope_lenght + sling_y) bigger_rope = 102 x_redbird = x_mouse - 20 y_redbird = y_mouse - 20 if mouse_distance > rope_lenght: pux, puy = pu pux - = 20 puy - = 20 pul = pux, puy screen.blit(redbird, pul) pu2 = (uv1 * bigger_rope + sling_x, uv2 * bigger_rope + sling_y) pygame.draw.line(screen, ( 0 , 0 , 0 ), (sling2_x, sling2_y), pu2, 5 ) screen.blit(redbird, pul) pygame.draw.line(screen, ( 0 , 0 , 0 ), (sling_x, sling_y), pu2, 5 ) else : mouse_distance + = 10 pu3 = (uv1 * mouse_distance + sling_x, uv2 * mouse_distance + sling_y) pygame.draw.line(screen, ( 0 , 0 , 0 ), (sling2_x, sling2_y), pu3, 5 ) screen.blit(redbird, (x_redbird, y_redbird)) pygame.draw.line(screen, ( 0 , 0 , 0 ), (sling_x, sling_y), pu3, 5 ) # Angle of impulse dy = y_mouse - sling_y dx = x_mouse - sling_x if dx = = 0 : dx = 0.00000000000001 angle = math.atan(( float (dy)) / dx) def draw_level_cleared(): """Draw level cleared""" global game_state global bonus_score_once global score level_cleared = bold_font3.render( "Level Cleared!" , 1 , WHITE) score_level_cleared = bold_font2.render( str (score), 1 , WHITE) if level.number_of_birds > = 0 and len (pigs) = = 0 : if bonus_score_once: score + = (level.number_of_birds - 1 ) * 10000 bonus_score_once = False game_state = 4 rect = pygame.Rect( 300 , 0 , 600 , 800 ) pygame.draw.rect(screen, BLACK, rect) screen.blit(level_cleared, ( 450 , 90 )) if score > = level.one_star and score < = level.two_star: screen.blit(star1, ( 310 , 190 )) if score > = level.two_star and score < = level.three_star: screen.blit(star1, ( 310 , 190 )) screen.blit(star2, ( 500 , 170 )) if score > = level.three_star: screen.blit(star1, ( 310 , 190 )) screen.blit(star2, ( 500 , 170 )) screen.blit(star3, ( 700 , 200 )) screen.blit(score_level_cleared, ( 550 , 400 )) screen.blit(replay_button, ( 510 , 480 )) screen.blit(next_button, ( 620 , 480 )) def draw_level_failed(): """Draw level failed""" global game_state failed = bold_font3.render( "Level Failed" , 1 , WHITE) if level.number_of_birds < = 0 and time.time() - t2 > 5 and len (pigs) > 0 : game_state = 3 rect = pygame.Rect( 300 , 0 , 600 , 800 ) pygame.draw.rect(screen, BLACK, rect) screen.blit(failed, ( 450 , 90 )) screen.blit(pig_happy, ( 380 , 120 )) screen.blit(replay_button, ( 520 , 460 )) def restart(): """Delete all objects of the level""" pigs_to_remove = [] birds_to_remove = [] columns_to_remove = [] beams_to_remove = [] for pig in pigs: pigs_to_remove.append(pig) for pig in pigs_to_remove: space.remove(pig.shape, pig.shape.body) pigs.remove(pig) for bird in birds: birds_to_remove.append(bird) for bird in birds_to_remove: space.remove(bird.shape, bird.shape.body) birds.remove(bird) for column in columns: columns_to_remove.append(column) for column in columns_to_remove: space.remove(column.shape, column.shape.body) columns.remove(column) for beam in beams: beams_to_remove.append(beam) for beam in beams_to_remove: space.remove(beam.shape, beam.shape.body) beams.remove(beam) def post_solve_bird_pig(arbiter, space, _): """Collision between bird and pig""" surface = screen a, b = arbiter.shapes bird_body = a.body pig_body = b.body p = to_pygame(bird_body.position) p2 = to_pygame(pig_body.position) r = 30 pygame.draw.circle(surface, BLACK, p, r, 4 ) pygame.draw.circle(surface, RED, p2, r, 4 ) pigs_to_remove = [] for pig in pigs: if pig_body = = pig.body: pig.life - = 20 pigs_to_remove.append(pig) global score score + = 10000 for pig in pigs_to_remove: space.remove(pig.shape, pig.shape.body) pigs.remove(pig) def post_solve_bird_wood(arbiter, space, _): """Collision between bird and wood""" poly_to_remove = [] if arbiter.total_impulse.length > 1100 : a, b = arbiter.shapes for column in columns: if b = = column.shape: poly_to_remove.append(column) for beam in beams: if b = = beam.shape: poly_to_remove.append(beam) for poly in poly_to_remove: if poly in columns: columns.remove(poly) if poly in beams: beams.remove(poly) space.remove(b, b.body) global score score + = 5000 def post_solve_pig_wood(arbiter, space, _): """Collision between pig and wood""" pigs_to_remove = [] if arbiter.total_impulse.length > 700 : pig_shape, wood_shape = arbiter.shapes for pig in pigs: if pig_shape = = pig.shape: pig.life - = 20 global score score + = 10000 if pig.life < = 0 : pigs_to_remove.append(pig) for pig in pigs_to_remove: space.remove(pig.shape, pig.shape.body) pigs.remove(pig) # bird and pigs space.add_collision_handler( 0 , 1 ).post_solve = post_solve_bird_pig # bird and wood space.add_collision_handler( 0 , 2 ).post_solve = post_solve_bird_wood # pig and wood space.add_collision_handler( 1 , 2 ).post_solve = post_solve_pig_wood load_music() level = Level(pigs, columns, beams, space) level.number = 0 level.load_level() while running: # Input handling for event in pygame.event.get(): if event. type = = pygame.QUIT: running = False elif event. type = = pygame.KEYDOWN and event.key = = pygame.K_ESCAPE: running = False elif event. type = = pygame.KEYDOWN and event.key = = pygame.K_w: # Toggle wall if wall: for line in static_lines1: space.remove(line) wall = False else : for line in static_lines1: space.add(line) wall = True elif event. type = = pygame.KEYDOWN and event.key = = pygame.K_s: space.gravity = ( 0.0 , - 10.0 ) level.bool_space = True elif event. type = = pygame.KEYDOWN and event.key = = pygame.K_n: space.gravity = ( 0.0 , - 700.0 ) level.bool_space = False if (pygame.mouse.get_pressed()[ 0 ] and x_mouse > 100 and x_mouse < 250 and y_mouse > 370 and y_mouse < 550 ): mouse_pressed = True if (event. type = = pygame.MOUSEBUTTONUP and event.button = = 1 and mouse_pressed): # Release new bird mouse_pressed = False if level.number_of_birds > 0 : level.number_of_birds - = 1 t1 = time.time() * 1000 xo = 154 yo = 156 if mouse_distance > rope_lenght: mouse_distance = rope_lenght if x_mouse < sling_x + 5 : bird = Bird(mouse_distance, angle, xo, yo, space) birds.append(bird) else : bird = Bird( - mouse_distance, angle, xo, yo, space) birds.append(bird) if level.number_of_birds = = 0 : t2 = time.time() if event. type = = pygame.MOUSEBUTTONUP and event.button = = 1 : if (x_mouse < 60 and y_mouse < 155 and y_mouse > 90 ): game_state = 1 if game_state = = 1 : if x_mouse > 500 and y_mouse > 200 and y_mouse < 300 : # Resume in the paused screen game_state = 0 if x_mouse > 500 and y_mouse > 300 : # Restart in the paused screen restart() level.load_level() game_state = 0 bird_path = [] if game_state = = 3 : # Restart in the failed level screen if x_mouse > 500 and x_mouse < 620 and y_mouse > 450 : restart() level.load_level() game_state = 0 bird_path = [] score = 0 if game_state = = 4 : # Build next level if x_mouse > 610 and y_mouse > 450 : restart() level.number + = 1 game_state = 0 level.load_level() score = 0 bird_path = [] bonus_score_once = True if x_mouse < 610 and x_mouse > 500 and y_mouse > 450 : # Restart in the level cleared screen restart() level.load_level() game_state = 0 bird_path = [] score = 0 x_mouse, y_mouse = pygame.mouse.get_pos() # Draw background screen.fill(( 130 , 200 , 100 )) screen.blit(background2, ( 0 , - 50 )) # Draw first part of the sling rect = pygame.Rect( 50 , 0 , 70 , 220 ) screen.blit(sling_image, ( 138 , 420 ), rect) # Draw the trail left behind for point in bird_path: pygame.draw.circle(screen, WHITE, point, 5 , 0 ) # Draw the birds in the wait line if level.number_of_birds > 0 : for i in range (level.number_of_birds - 1 ): x = 100 - (i * 35 ) screen.blit(redbird, (x, 508 )) # Draw sling behavior if mouse_pressed and level.number_of_birds > 0 : sling_action() else : if time.time() * 1000 - t1 > 300 and level.number_of_birds > 0 : screen.blit(redbird, ( 130 , 426 )) else : pygame.draw.line(screen, ( 0 , 0 , 0 ), (sling_x, sling_y - 8 ), (sling2_x, sling2_y - 7 ), 5 ) birds_to_remove = [] pigs_to_remove = [] counter + = 1 # Draw birds for bird in birds: if bird.shape.body.position.y < 0 : birds_to_remove.append(bird) p = to_pygame(bird.shape.body.position) x, y = p x - = 22 y - = 20 screen.blit(redbird, (x, y)) pygame.draw.circle(screen, BLUE, p, int (bird.shape.radius), 2 ) if counter > = 3 and time.time() - t1 < 5 : bird_path.append(p) restart_counter = True if restart_counter: counter = 0 restart_counter = False # Remove birds and pigs for bird in birds_to_remove: space.remove(bird.shape, bird.shape.body) birds.remove(bird) for pig in pigs_to_remove: space.remove(pig.shape, pig.shape.body) pigs.remove(pig) # Draw static lines for line in static_lines: body = line.body pv1 = body.position + line.a.rotated(body.angle) pv2 = body.position + line.b.rotated(body.angle) p1 = to_pygame(pv1) p2 = to_pygame(pv2) pygame.draw.lines(screen, ( 150 , 150 , 150 ), False , [p1, p2]) i = 0 # Draw pigs for pig in pigs: i + = 1 # print (i,pig.life) pig = pig.shape if pig.body.position.y < 0 : pigs_to_remove.append(pig) p = to_pygame(pig.body.position) x, y = p angle_degrees = math.degrees(pig.body.angle) img = pygame.transform.rotate(pig_image, angle_degrees) w,h = img.get_size() x - = w * 0.5 y - = h * 0.5 screen.blit(img, (x, y)) pygame.draw.circle(screen, BLUE, p, int (pig.radius), 2 ) # Draw columns and Beams for column in columns: column.draw_poly( 'columns' , screen) for beam in beams: beam.draw_poly( 'beams' , screen) # Update physics dt = 1.0 / 50.0 / 2. for x in range ( 2 ): space.step(dt) # make two updates per frame for better stability # Drawing second part of the sling rect = pygame.Rect( 0 , 0 , 60 , 200 ) screen.blit(sling_image, ( 120 , 420 ), rect) # Draw score score_font = bold_font.render( "SCORE" , 1 , WHITE) number_font = bold_font.render( str (score), 1 , WHITE) screen.blit(score_font, ( 1060 , 90 )) if score = = 0 : screen.blit(number_font, ( 1100 , 130 )) else : screen.blit(number_font, ( 1060 , 130 )) screen.blit(pause_button, ( 10 , 90 )) # Pause option if game_state = = 1 : screen.blit(play_button, ( 500 , 200 )) screen.blit(replay_button, ( 500 , 300 )) draw_level_cleared() draw_level_failed() pygame.display.flip() clock.tick( 50 ) pygame.display.set_caption( "fps: " + str (clock.get_fps())) |
三、效果展示
1)第一关
2)闯关成功
3)其他关卡(随机截图)
4)闯关失败
其实还有很多关卡,还有只有小猪在自己往上跳,需要你命中的......很有趣很好玩,想自己试试
以上就是Python Pygame实战之愤怒的小鸟游戏实现的详细内容,更多关于Python Pygame愤怒的小鸟的资料请关注服务器之家其它相关文章!
原文链接:https://blog.csdn.net/xy258009/article/details/123853884