基于Python+Pygame实现经典赛车游戏

作者:顾木子吖 时间:2023-09-18 03:57:43 

导语

哈喽!哈喽~我是木木子,很久没给大家更新游戏的类似啦——

有粉丝投稿,说最近由于受疫情影响封闭在家不能离开小区,前不久刚刚报名的驾照考试只能无线延期,在家里还是挺无聊的,“憋在家里没事干的时候去打打游戏写写代码还挺好的。

于是,小编灵机一动,就有了今天这款简易版本的《赛车计划》也就是咳咳咳.......

通俗点儿就是一款代码写的一款关于汽车的小游戏,由于小编的思路跟编程的学习跟不上!!

SO,我尽力了......只能展示出这样的一款赛车游戏~有大神的话可以优化啦~

一、环境安装

1.各种素材(图片)

基于Python+Pygame实现经典赛车游戏

2.运行环境

小编使用的环境:Python3、Pycharm社区版、Pygame模块部分自带。

模块安装:pip install -i https://pypi.douban.com/simple/ pygame

二、代码展示

这款游戏代码特别多啦,小编这里就主要展示一下主程序运行的代码,全部的就找我文末拿哈~

1.主程序main.py

import os, sys, pygame, random, array, gamemode
import direction,  bounds, timeout, menu
from pygame.locals import *

#Import game modules.
from loader import load_image
import player, maps, traffic, camera, tracks

TRAFFIC_COUNT = 45
CENTER_W = -1
CENTER_H = -1

#Main function.
def main():
#initialize objects.
   clock = pygame.time.Clock()
   running = True
   font = pygame.font.Font(None, 24)
   car = player.Player()
   cam = camera.Camera()
   target = gamemode.Finish()
   bound_alert = bounds.Alert()
   time_alert = timeout.Alert()
   info = menu.Alert()
   pointer = direction.Tracker(int(CENTER_W * 2), int(CENTER_H * 2))
#create sprite groups.
   map_s     = pygame.sprite.Group()
   player_s  = pygame.sprite.Group()
   traffic_s = pygame.sprite.Group()
   tracks_s  = pygame.sprite.Group()
   target_s  = pygame.sprite.Group()
   pointer_s = pygame.sprite.Group()
   timer_alert_s = pygame.sprite.Group()
   bound_alert_s = pygame.sprite.Group()
   menu_alert_s = pygame.sprite.Group()

#generate tiles
   for tile_num in range (0, len(maps.map_tile)):
       maps.map_files.append(load_image(maps.map_tile[tile_num], False))
   for x in range (0, 10):
       for y in range (0, 10):
           map_s.add(maps.Map(maps.map_1[x][y], x * 1000, y * 1000, maps.map_1_rot[x][y]))

#load tracks
   tracks.initialize()
#load finish
   target_s.add(target)
#load direction
   pointer_s.add(pointer)
#load alerts
   timer_alert_s.add(time_alert)
   bound_alert_s.add(bound_alert)
   menu_alert_s.add(info)
#load traffic
   traffic.initialize(CENTER_W, CENTER_H)
   for count in range(0, TRAFFIC_COUNT):
       traffic_s.add(traffic.Traffic())

player_s.add(car)

cam.set_pos(car.x, car.y)

while running:
#Render loop.

#Check for menu/reset, (keyup event - trigger ONCE)
       for event in pygame.event.get():
           if event.type == pygame.KEYUP:
               if keys[K_m]:
                   if (info.visibility == True):
                       info.visibility = False
                   else:
                       info.visibility = True
               if (keys[K_p]):
                   car.reset()
                   target.reset()
               if (keys[K_q]):
                   pygame.quit()
                   sys.exit(0)

if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
               running = False
               break

#Check for key input. (KEYDOWN, trigger often)
       keys = pygame.key.get_pressed()
       if (target.timeleft > 0):
           if keys[K_LEFT]:
               car.steerleft()
           if keys[K_RIGHT]:
               car.steerright()
           if keys[K_UP]:
               car.accelerate()
           else:
               car.soften()
           if keys[K_DOWN]:
               car.deaccelerate()

cam.set_pos(car.x, car.y)

#Show text data.
       text_fps = font.render('FPS: ' + str(int(clock.get_fps())), 1, (224, 16, 16))
       textpos_fps = text_fps.get_rect(centery=25, centerx=60)

text_score = font.render('Score: ' + str(target.score), 1, (224, 16, 16))
       textpos_score = text_fps.get_rect(centery=45, centerx=60)

text_timer = font.render('Timer: ' + str(int((target.timeleft / 60)/60)) + ":" + str(int((target.timeleft / 60) % 60)), 1, (224, 16, 16))
       textpos_timer = text_fps.get_rect(centery=65, centerx=60)

#Render Scene.
       screen.blit(background, (0,0))

#cam.set_pos(car.x, car.y)

map_s.update(cam.x, cam.y)
       map_s.draw(screen)

#Conditional renders/effects
       car.grass(screen.get_at(((int(CENTER_W-5), int(CENTER_H-5)))).g)
       if (car.tracks):
           tracks_s.add(tracks.Track(cam.x + CENTER_W, cam.y + CENTER_H, car.dir))

#Just render..
       tracks_s.update(cam.x, cam.y)
       tracks_s.draw(screen)

player_s.update(cam.x, cam.y)
       player_s.draw(screen)

traffic_s.update(cam.x, cam.y)
       traffic_s.draw(screen)

target_s.update(cam.x, cam.y)
       target_s.draw(screen)

pointer_s.update(car.x + CENTER_W, car.y + CENTER_H, target.x, target.y)
       pointer_s.draw(screen)

#Conditional renders.
       if (bounds.breaking(car.x+CENTER_W, car.y+CENTER_H) == True):
           bound_alert_s.update()
           bound_alert_s.draw(screen)
       if (target.timeleft == 0):
           timer_alert_s.draw(screen)
           car.speed = 0
           text_score = font.render('Final Score: ' + str(target.score), 1, (224, 16, 16))
           textpos_score = text_fps.get_rect(centery=CENTER_H+56, centerx=CENTER_W-20)
       if (info.visibility == True):
           menu_alert_s.draw(screen)

#Blit Blit..      
       screen.blit(text_fps, textpos_fps)
       screen.blit(text_score, textpos_score)
       screen.blit(text_timer, textpos_timer)
       pygame.display.flip()

#Check collision!!!
       if pygame.sprite.spritecollide(car, traffic_s, False):
           car.impact()
           target.car_crash()

if pygame.sprite.spritecollide(car, target_s, True):
           target.claim_flag()
           target.generate_finish()
           target_s.add(target)

clock.tick(64)

#initialization
pygame.init()

screen = pygame.display.set_mode((pygame.display.Info().current_w,
                                 pygame.display.Info().current_h),
                                 pygame.FULLSCREEN)

pygame.display.set_caption('Race of Math.')
pygame.mouse.set_visible(False)
font = pygame.font.Font(None, 24)

CENTER_W =  int(pygame.display.Info().current_w /2)
CENTER_H =  int(pygame.display.Info().current_h /2)

#new background surface
background = pygame.Surface(screen.get_size())
background = background.convert_alpha()
background.fill((26, 26, 26))

#Enter the mainloop.
main()

pygame.quit()
sys.exit(0)

2.地图设置maps.py

import os, sys, pygame, math
from pygame.locals import *
from loader import load_image
from random import randrange

#Map filenames.

map_files = []
map_tile = ['X.png', 'I.png', 'L.png', 'T.png', 'O.png', 'null.png']

#Map to tile.
crossing = 0
straight = 1
turn     = 2
split    = 3
deadend  = 4
null     = 5

#tilemap.
map_1 = [
         [2,1,3,1,1,3,1,1,1,4],
         [1,5,1,5,4,0,1,2,5,4],
         [1,4,3,1,3,3,1,3,2,1],
         [3,1,3,1,3,5,4,5,1,1],
         [3,2,1,5,1,5,3,1,0,3],
         [1,2,0,1,0,3,0,4,1,1],
         [1,5,1,4,2,1,1,2,3,1],
         [1,2,0,1,3,3,0,0,2,1],
         [1,1,4,2,2,5,1,2,1,3],
         [2,3,1,3,1,1,3,1,1,2]
       ]

#tilemap rotation, x90ccw
map_1_rot = [
         [1,1,0,1,1,0,1,1,1,3],
         [0,0,0,0,1,0,1,0,0,0],
         [0,1,2,1,0,2,1,2,0,0],
         [1,1,0,1,3,0,0,0,0,0],
         [1,0,0,0,0,0,1,1,0,3],
         [0,2,0,1,0,0,0,3,0,0],
         [0,0,0,1,3,0,0,1,3,0],
         [0,1,0,1,0,2,0,0,3,0],
         [0,0,2,1,3,0,0,2,1,3],
         [2,2,1,2,1,1,2,1,1,3]
           ]

class Map(pygame.sprite.Sprite):
   def __init__(self, tile_map, y, x, rot):
       pygame.sprite.Sprite.__init__(self)
       self.image = map_files[tile_map]
       self.rect = self.image.get_rect()

if rot != 0:
           self.image = pygame.transform.rotate(self.image, rot * 90)

self.x = x
       self.y = y

#Realign the map
   def update(self, cam_x, cam_y):
       self.rect.topleft = self.x - cam_x, self.y - cam_y

三、效果展示

游戏玩法:M游戏开始——P重来——Q退出游戏。跟着红色箭头运行会出现奖杯。一个奖杯15

分,在规定时间拿到的奖杯越多数越高啦~

1.游戏界面

基于Python+Pygame实现经典赛车游戏

2.游戏运行中

基于Python+Pygame实现经典赛车游戏

3.15分到手

基于Python+Pygame实现经典赛车游戏

来源:https://blog.csdn.net/weixin_55822277/article/details/124310523

标签:Python,Pygame,赛车,游戏
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