作者 | marble_xu
編輯 | 郭芮
來源 | CSDN博客
小時候的經典遊戲,代碼參考了github上的項目Mario-Level-1(https://github.com/justinmeister/Mario-Level-1),使用pygame來實現,從中學習到了橫版過關遊戲實現中的一些處理方法。原項目實現了超級瑪麗的第一個小關。
在原項目的基礎上,遊戲使用json文件來保存每一個關卡的數據,將數據和代碼解耦合,目前已開發4個小關,後續關卡的擴展也很方便,只需要添加json文件和地圖圖片,支持新的怪物就行。遊戲還支持進入水管,到新的子地圖。
這篇文章是要介紹下遊戲中的幾個界面顯示和界面之間如何轉換,所以特意寫了一個demo程序,完整的遊戲代碼在下面的github連結(https://github.com/marblexu/PythonSuperMario)中下載。
狀態機介紹
遊戲中的狀態機一般都是有限狀態機,簡寫為FSM(Finite State Machine),簡稱狀態機,是表示有限個狀態以及在這些狀態之間的轉移和動作等行為的數學模型。
狀態機的每一個狀態至少需要有下面三個操作:
Startup:當從其他狀態進入這個狀態時,需要進行的初始化操作;Update :在這個狀態運行時進行的更新操作;Cleanup:當從這個狀態退出時,需要進行的清除操作。狀態需要的變量:
next: 表示這個狀態退出後要轉到的下一個狀態;persist:在狀態間轉換時需要傳遞的數據;done:表示這個狀態是否結束,狀態機會根據這個值來決定轉換狀態。遊戲界面狀態機的狀態轉換圖如下,箭頭表示可能的狀態轉換方向:(注意有個轉換不太好畫出來:Time Out狀態可以轉換到Game Over狀態。)
圖1
這幾個狀態的意思比較簡單,下面把遊戲界面的截圖發一下。
Main Menu:主菜單,啟動程序就進入這個狀態,可以用UP和DOWN鍵選擇player 1或player 2,按回車鍵開啟遊戲。
圖2
Load Screen:遊戲開始前的加載界面。
圖3
Game Run:遊戲運行時的狀態,在代碼實現中是Level類。
圖4
Game Over:人物死亡且生命數目為0時到這個狀態。
圖5
Time Out:在遊戲中時間超時會到這個狀態,這個和Game Over類似,就不截圖了。狀態機代碼實現
因為這篇文章的目的是遊戲界面的狀態機實現,所以專門寫了一個state_demo.py文件,讓大家可以更加方便的看代碼。
遊戲啟動代碼
開始是 pygame的初始化,設置屏幕大小為c.SCREEN_SIZE(800, 600)。所有的常量都保存在單獨的constants.py中。
import osimport pygame as pgimport constants as cpg.initpg.event.set_allowed([pg.KEYDOWN, pg.KEYUP, pg.QUIT])pg.display.set_caption(c.ORIGINAL_CAPTION)SCREEN = pg.display.set_mode(c.SCREEN_SIZE)SCREEN_RECT = SCREEN.get_rectload_all_gfx函數查找指定目錄下所有符合後綴名的圖片,使用pg.image.load函數加載,保存在graphics set中。
GFX 保存在resources/graphics目錄找到的所有圖片,後面獲取各種圖形時會用到。
def load_all_gfx(directory, colorkey=(255,0,255), accept=('.png', '.jpg', '.bmp', '.gif')):graphics = {}for pic in os.listdir(directory):name, ext = os.path.splitext(pic)if ext.lower in accept:img = pg.image.load(os.path.join(directory, pic))if img.get_alpha:img = img.convert_alphaelse:img = img.convertimg.set_colorkey(colorkey)graphics[name] = imgreturn graphicsGFX = load_all_gfx(os.path.join("resources","graphics"))下面是demo的入口函數,先創建了一個保存所有狀態的state_dict set,調用setup_states函數設置起始狀態是 MAIN_MENU。
if __name__=='__main__':game = Controlstate_dict = {c.MAIN_MENU: Menu,c.LOAD_SCREEN: LoadScreen,c.LEVEL: Level,c.GAME_OVER: GameOver,c.TIME_OUT: TimeOut}game.setup_states(state_dict, c.MAIN_MENU)game.main狀態類
先定義一個State 基類, 按照上面說的狀態需要的三個操作分別定義函數(startup, update, cleanup)。在 init 函數中定義了上面說的三個變量(next,persist,done),還有start_time 和 current_time 用於記錄時間。
class State:def __init__(self):self.start_time = 0.0self.current_time = 0.0self.done = Falseself.next = Noneself.persist = {}@abstractmethoddef startup(self, current_time, persist):'''abstract method'''def cleanup(self):self.done = Falsereturn self.persist@abstractmethoddef update(sefl, surface, keys, current_time):'''abstract method'''看一個狀態類LoadScreen的具體實現,這個狀態的顯示效果如圖3。
startup 函數保存了傳入的persist,設置 next 為Level 狀態類,start_time保存進入這個狀態的開始時間。初始化一個Info類,這個就是專門用來顯示界面信息的。
update 函數根據在這個狀態已運行的時間(current_time - self.start_time),決定顯示內容和是否結束狀態(self.done = True)。
class LoadScreen(State):def __init__(self):State.__init__(self)self.time_list = [2400, 2600, 2635]def startup(self, current_time, persist):self.start_time = current_timeself.persist = persistself.game_info = self.persistself.next = self.set_next_stateinfo_state = self.set_info_stateself.overhead_info = Info(self.game_info, info_state)def set_next_state(self):return c.LEVELdef set_info_state(self):return c.LOAD_SCREENdef update(self, surface, keys, current_time):if (current_time - self.start_time) < self.time_list[0]:surface.fill(c.BLACK)self.overhead_info.update(self.game_info)self.overhead_info.draw(surface)elif (current_time - self.start_time) < self.time_list[1]:surface.fill(c.BLACK)elif (current_time - self.start_time) < self.time_list[2]:surface.fill((106, 150, 252))else:self.done = TrueInfo類
下面介紹Info類,界面的顯示大部分都是由它來完成,init函數中create_info_labels函數創建通用的信息,create_state_labels函數對於不同的狀態,會初始化不同的信息。
class Info:def __init__(self, game_info, state):self.coin_total = game_info[c.COIN_TOTAL]self.total_lives = game_info[c.LIVES]self.state = stateself.game_info = game_infoself.create_font_image_dictself.create_info_labelsself.create_state_labelsself.flashing_coin = FlashCoin(280, 53)create_font_image_dict函數從之前加載的圖片GFX[『text_images』]中,截取字母和數字對應的圖形,保存在一個set中,在後面創建文字時會用到。
def create_font_image_dict(self):self.image_dict = {}image_list = image_rect_list = [# 0 - 9(3, 230, 7, 7), (12, 230, 7, 7), (19, 230, 7, 7),(27, 230, 7, 7), (35, 230, 7, 7), (43, 230, 7, 7),(51, 230, 7, 7), (59, 230, 7, 7), (67, 230, 7, 7),(75, 230, 7, 7),# A - Z(83, 230, 7, 7), (91, 230, 7, 7), (99, 230, 7, 7),(107, 230, 7, 7), (115, 230, 7, 7), (123, 230, 7, 7),(3, 238, 7, 7), (11, 238, 7, 7), (20, 238, 7, 7),(27, 238, 7, 7), (35, 238, 7, 7), (44, 238, 7, 7),(51, 238, 7, 7), (59, 238, 7, 7), (67, 238, 7, 7),(75, 238, 7, 7), (83, 238, 7, 7), (91, 238, 7, 7),(99, 238, 7, 7), (108, 238, 7, 7), (115, 238, 7, 7),(123, 238, 7, 7), (3, 246, 7, 7), (11, 246, 7, 7),(20, 246, 7, 7), (27, 246, 7, 7), (48, 246, 7, 7),# -*(68, 249, 6, 2), (75, 247, 6, 6)]character_string = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ -*'for character, image_rect in zip(character_string, image_rect_list):self.image_dict[character] = get_image(GFX['text_images'],*image_rect, (92, 148, 252), 2.9)get_image函數從一個大的Surface sheet 中按照 area(x, y, width, height)截取出部分圖片 放入Surface image對應的起始位置(0,0),並按照scale參數調整大小。
pygame的 blit 函數介紹如下:
pg.Surface.blit(source, dest, area=None, special_flags=0) -> Rectdraw one image onto anotherdef get_image(sheet, x, y, width, height, colorkey, scale):image = pg.Surface([width, height])rect = image.get_rectimage.blit(sheet, (0, 0), (x, y, width, height))image.set_colorkey(colorkey)image = pg.transform.scale(image,(int(rect.width*scale),int(rect.height*scale)))return image看一下create_info_labels函數中其中一個字符串』MARIO』是如何在界面上顯示的。
create_label函數參數 (x, y) 表示字符串在界面上的起始位置,從self.image_dict中根據字符獲取對應的Surface 對象。
set_label_rects函數會設置字符串中每一個Surface 對象 rect 的(x, y)值。
pygame.Rect 對象中常用的成員變量(x,y),表示這個Surface的左上角的位置。top, bottom: 表示Surface 在y軸上最上邊和最下邊的值, 所以top和y 值是一樣的left, right: 表示Surface 在x軸上最左邊和最右邊的值,所以left 和x 值是一樣的下面的坐標圖可以看到,在左上角是整個屏幕的原點(0,0), 圖中標識了長方形rect的四個頂點的坐標。
def create_info_labels(self):...self.mario_label = ...self.create_label(self.mario_label, 'MARIO', 75, 30)def create_label(self, label_list, string, x, y):for letter in string:label_list.append(Character(self.image_dict[letter]))self.set_label_rects(label_list, x, y)def set_label_rects(self, label_list, x, y):for i, letter in enumerate(label_list):letter.rect.x = x + ((letter.rect.width + 3) * i)letter.rect.y = yif letter.image == self.image_dict['-']:letter.rect.y += 7letter.rect.x += 2Control類
Control 是狀態機類,main函數是遊戲的主循環,setup_states函數設置遊戲啟動時運行的狀態。
class Control:def __init__(self):self.screen = pg.display.get_surfaceself.done = Falseself.clock = pg.time.Clockself.fps = 60self.current_time = 0.0self.keys = pg.key.get_pressedself.state_dict = {}self.state_name = Noneself.state = Nonedef setup_states(self, state_dict, start_state):self.state_dict = state_dictself.state_name = start_stateself.state = self.state_dict[self.state_name]def main(self):while not self.done:self.event_loopself.updatepg.display.updateself.clock.tick(self.fps)event_loop函數負責監聽輸入(鍵盤輸入和退出按鈕),slef.keys 保存鍵盤輸入。
update函數會檢測狀態的done值,調用狀態的更新函數。如果檢測到當前狀態結束,就調用flip_state函數進行舊狀態的清理操作,並轉換到下一個狀態。
def update(self):self.current_time = pg.time.get_ticksif self.state.done:self.flip_stateself.state.update(self.screen, self.keys, self.current_time)def flip_state(self):previous, self.state_name = self.state_name, self.state.nextpersist = self.state.cleanupself.state = self.state_dict[self.state_name]self.state.startup(self.current_time, persist)def event_loop(self):for event in pg.event.get:if event.type == pg.QUIT:self.done = Trueelif event.type == pg.KEYDOWN:self.keys = pg.key.get_pressedelif event.type == pg.KEYUP:self.keys = pg.key.get_pressed完整代碼
有兩個文件constants.py 和 state_demo.py,constants.py 保存了所有的字符串定義和常量。
constants.py
GAME_TIME_OUT 表示遊戲的超時時間,這邊為了demo演示,設成了5秒,實際是300秒。
SCREEN_HEIGHT = 600SCREEN_WIDTH = 800SCREEN_SIZE = (SCREEN_WIDTH,SCREEN_HEIGHT)ORIGINAL_CAPTION = "Super Mario Bros"GAME_TIME_OUT = 5## COLORS ### R G BBLACK = ( 0, 0, 0)SIZE_MULTIPLIER = 2.5BRICK_SIZE_MULTIPLIER = 2.69BACKGROUND_MULTIPLER = 2.679GROUND_HEIGHT = SCREEN_HEIGHT - 62#STATES FOR ENTIRE GAMEMAIN_MENU = 'main menu'LOAD_SCREEN = 'load screen'TIME_OUT = 'time out'GAME_OVER = 'game over'LEVEL = 'level'#MAIN MENU CURSOR STATESPLAYER1 = '1 PLAYER GAME'PLAYER2 = '2 PLAYER GAME'#GAME INFO DICTIONARY KEYSCOIN_TOTAL = 'coin total'SCORE = 'score'TOP_SCORE = 'top score'LIVES = 'lives'CURRENT_TIME = 'current time'LEVEL_NUM = 'level num'PLAYER_NAME = 'player name'PLAYER_MARIO = 'mario'PLAYER_LUIGI = 'luigi'ITEM_SHEET = 'item_objects'state_demo.py
上面講的狀態類,狀態機類都放在這裡。
import osimport pygame as pgfrom abc import ABC, abstractmethodimport constants as cclass State:def __init__(self):self.start_time = 0.0self.current_time = 0.0self.done = Falseself.next = Noneself.persist = {}@abstractmethoddef startup(self, current_time, persist):'''abstract method'''def cleanup(self):self.done = Falsereturn self.persist@abstractmethoddef update(sefl, surface, keys, current_time):'''abstract method'''class Menu(State):def __init__(self):State.__init__(self)persist = {c.COIN_TOTAL: 0,c.SCORE: 0,c.LIVES: 3,c.TOP_SCORE: 0,c.CURRENT_TIME: 0.0,c.LEVEL_NUM: 1,c.PLAYER_NAME: c.PLAYER_MARIO}self.startup(0.0, persist)def startup(self, current_time, persist):self.next = c.LOAD_SCREENself.persist = persistself.game_info = persistself.overhead_info = Info(self.game_info, c.MAIN_MENU)self.setup_backgroundself.setup_playerself.setup_cursordef setup_background(self):self.background = GFX['level_1']self.background_rect = self.background.get_rectself.background = pg.transform.scale(self.background,(int(self.background_rect.width*c.BACKGROUND_MULTIPLER),int(self.background_rect.height*c.BACKGROUND_MULTIPLER)))self.viewport = SCREEN.get_rect(bottom=SCREEN_RECT.bottom)self.image_dict = {}image = get_image(GFX['title_screen'], 1, 60, 176, 88,(255, 0, 220), c.SIZE_MULTIPLIER)rect = image.get_rectrect.x, rect.y = (170, 100)self.image_dict['GAME_NAME_BOX'] = (image, rect)def setup_player(self):self.player_list = player_rect_info = [(178, 32, 12, 16), (178, 128, 12, 16)]for rect in player_rect_info:image = get_image(GFX['mario_bros'],*rect, c.BLACK, 2.9)rect = image.get_rectrect.x, rect.bottom = 110, c.GROUND_HEIGHTself.player_list.append((image, rect))self.player_index = 0def setup_cursor(self):self.cursor = pg.sprite.Spriteself.cursor.image = get_image(GFX[c.ITEM_SHEET], 24, 160, 8, 8, c.BLACK, 3)rect = self.cursor.image.get_rectrect.x, rect.y = (220, 358)self.cursor.rect = rectself.cursor.state = c.PLAYER1def update(self, surface, keys, current_time):self.current_time = current_timeself.game_info[c.CURRENT_TIME] = self.current_timeself.player_image = self.player_list[self.player_index][0]self.player_rect = self.player_list[self.player_index][1]self.update_cursor(keys)self.overhead_info.update(self.game_info)surface.blit(self.background, self.viewport, self.viewport)surface.blit(self.image_dict['GAME_NAME_BOX'][0],self.image_dict['GAME_NAME_BOX'][1])surface.blit(self.player_image, self.player_rect)surface.blit(self.cursor.image, self.cursor.rect)self.overhead_info.draw(surface)def update_cursor(self, keys):if self.cursor.state == c.PLAYER1:self.cursor.rect.y = 358if keys[pg.K_DOWN]:self.cursor.state = c.PLAYER2self.player_index = 1self.game_info[c.PLAYER_NAME] = c.PLAYER_LUIGIelif self.cursor.state == c.PLAYER2:self.cursor.rect.y = 403if keys[pg.K_UP]:self.cursor.state = c.PLAYER1self.player_index = 0self.game_info[c.PLAYER_NAME] = c.PLAYER_MARIOif keys[pg.K_RETURN]:self.done = Trueclass LoadScreen(State):def __init__(self):State.__init__(self)self.time_list = [2400, 2600, 2635]def startup(self, current_time, persist):self.start_time = current_timeself.persist = persistself.game_info = self.persistself.next = self.set_next_stateinfo_state = self.set_info_stateself.overhead_info = Info(self.game_info, info_state)def set_next_state(self):return c.LEVELdef set_info_state(self):return c.LOAD_SCREENdef update(self, surface, keys, current_time):if (current_time - self.start_time) < self.time_list[0]:surface.fill(c.BLACK)self.overhead_info.update(self.game_info)self.overhead_info.draw(surface)elif (current_time - self.start_time) < self.time_list[1]:surface.fill(c.BLACK)elif (current_time - self.start_time) < self.time_list[2]:surface.fill((106, 150, 252))else:self.done = Trueclass GameOver(LoadScreen):def __init__(self):LoadScreen.__init__(self)self.time_list = [3000, 3200, 3235]def set_next_state(self):return c.MAIN_MENUdef set_info_state(self):return c.GAME_OVERclass TimeOut(LoadScreen):def __init__(self):LoadScreen.__init__(self)self.time_list = [2400, 2600, 2635]def set_next_state(self):if self.persist[c.LIVES] == 0:return c.GAME_OVERelse:return c.LOAD_SCREENdef set_info_state(self):return c.TIME_OUTclass Level(State):def __init__(self):State.__init__(self)def startup(self, current_time, persist):self.game_info = persistself.persist = self.game_infoself.player = Noneself.overhead_info = Info(self.game_info, c.LEVEL)self.setup_backgrounddef setup_background(self):self.background = GFX['level_1']self.bg_rect = self.background.get_rectself.background = pg.transform.scale(self.background,(int(self.bg_rect.width*c.BACKGROUND_MULTIPLER),int(self.bg_rect.height*c.BACKGROUND_MULTIPLER)))self.bg_rect = self.background.get_rectself.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convertself.viewport = SCREEN.get_rect(bottom=self.bg_rect.bottom)def update(self, surface, keys, current_time):self.game_info[c.CURRENT_TIME] = self.current_time = current_timeself.overhead_info.update(self.game_info, self.player)if self.overhead_info.time <= 0:self.update_game_infoself.done = Trueself.draw(surface)def update_game_info(self):self.persist[c.LIVES] -= 1if self.persist[c.LIVES] == 0:self.next = c.GAME_OVERelif self.overhead_info.time == 0:self.next = c.TIME_OUTelse:self.next = c.LOAD_SCREENdef draw(self, surface):self.level.blit(self.background, self.viewport, self.viewport)surface.blit(self.level, (0,0), self.viewport)self.overhead_info.draw(surface)class Character(pg.sprite.Sprite):def __init__(self, image):pg.sprite.Sprite.__init__(self)self.image = imageself.rect = self.image.get_rectclass Info:def __init__(self, game_info, state):self.coin_total = game_info[c.COIN_TOTAL]self.total_lives = game_info[c.LIVES]self.state = stateself.game_info = game_infoself.create_font_image_dictself.create_info_labelsself.create_state_labelsself.flashing_coin = FlashCoin(280, 53)def create_font_image_dict(self):self.image_dict = {}image_list = image_rect_list = [# 0 - 9(3, 230, 7, 7), (12, 230, 7, 7), (19, 230, 7, 7),(27, 230, 7, 7), (35, 230, 7, 7), (43, 230, 7, 7),(51, 230, 7, 7), (59, 230, 7, 7), (67, 230, 7, 7),(75, 230, 7, 7),# A - Z(83, 230, 7, 7), (91, 230, 7, 7), (99, 230, 7, 7),(107, 230, 7, 7), (115, 230, 7, 7), (123, 230, 7, 7),(3, 238, 7, 7), (11, 238, 7, 7), (20, 238, 7, 7),(27, 238, 7, 7), (35, 238, 7, 7), (44, 238, 7, 7),(51, 238, 7, 7), (59, 238, 7, 7), (67, 238, 7, 7),(75, 238, 7, 7), (83, 238, 7, 7), (91, 238, 7, 7),(99, 238, 7, 7), (108, 238, 7, 7), (115, 238, 7, 7),(123, 238, 7, 7), (3, 246, 7, 7), (11, 246, 7, 7),(20, 246, 7, 7), (27, 246, 7, 7), (48, 246, 7, 7),# -*(68, 249, 6, 2), (75, 247, 6, 6)]character_string ='0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ -*'for character, image_rect in zip(character_string, image_rect_list):self.image_dict[character] = get_image(GFX['text_images'],*image_rect, (92, 148, 252), 2.9)def create_info_labels(self):self.score_text = self.coin_count_text = self.mario_label = self.world_label = self.time_label = self.stage_label = self.create_label(self.score_text, '000000', 75, 55)self.create_label(self.coin_count_text, '*00', 300, 55)self.create_label(self.mario_label, 'MARIO', 75, 30)self.create_label(self.world_label, 'WORLD', 450, 30)self.create_label(self.time_label, 'TIME', 625, 30)self.create_label(self.stage_label, '1-1', 472, 55)self.info_labels = [self.score_text, self.coin_count_text, self.mario_label,self.world_label, self.time_label, self.stage_label]def create_state_labels(self):if self.state == c.MAIN_MENU:self.create_main_menu_labelselif self.state == c.LOAD_SCREEN:self.create_player_imageself.create_load_screen_labelselif self.state == c.LEVEL:self.create_level_labelselif self.state == c.GAME_OVER:self.create_game_over_labelselif self.state == c.TIME_OUT:self.create_time_out_labelsdef create_player_image(self):self.life_times_image = get_image(GFX['text_images'],75, 247, 6, 6, (92, 148, 252), 2.9)self.life_times_rect = self.life_times_image.get_rect(center=(378, 295))self.life_total_label = self.create_label(self.life_total_label, str(self.total_lives), 450, 285)if self.game_info[c.PLAYER_NAME] == c.PLAYER_MARIO:rect = (178, 32, 12, 16)else:rect = (178, 128, 12, 16)self.player_image = get_image(GFX['mario_bros'],*rect, (92, 148, 252), 2.9)self.player_rect = self.player_image.get_rect(center=(320, 290))def create_main_menu_labels(self):mario_game = luigi_game = top = top_score = self.create_label(mario_game, c.PLAYER1, 272, 360)self.create_label(luigi_game, c.PLAYER2, 272, 405)self.create_label(top, 'TOP - ', 290, 465)self.create_label(top_score, '000000', 400, 465)self.state_labels = [mario_game, luigi_game, top, top_score,*self.info_labels]def create_load_screen_labels(self):world_label = self.stage_label2 = self.create_label(world_label, 'WORLD', 280, 200)self.create_label(self.stage_label2, '1-1', 430, 200)self.state_labels = [world_label, self.stage_label2,*self.info_labels, self.life_total_label]def create_level_labels(self):self.time = c.GAME_TIME_OUTself.current_time = 0self.clock_time_label = self.create_label(self.clock_time_label, str(self.time), 645, 55)self.state_labels = [*self.info_labels, self.clock_time_label]def create_game_over_labels(self):game_label = over_label = self.create_label(game_label, 'GAME', 280, 300)self.create_label(over_label, 'OVER', 400, 300)self.state_labels = [game_label, over_label, *self.info_labels]def create_time_out_labels(self):timeout_label = self.create_label(timeout_label, 'TIME OUT', 290, 310)self.state_labels = [timeout_label, *self.info_labels]def create_label(self, label_list, string, x, y):for letter in string:label_list.append(Character(self.image_dict[letter]))self.set_label_rects(label_list, x, y)def set_label_rects(self, label_list, x, y):for i, letter in enumerate(label_list):letter.rect.x = x + ((letter.rect.width + 3) * i)letter.rect.y = yif letter.image == self.image_dict['-']:letter.rect.y += 7letter.rect.x += 2def update(self, level_info, level=None):self.level = levelself.handle_level_state(level_info)def handle_level_state(self, level_info):self.score = level_info[c.SCORE]self.update_text(self.score_text, self.score)self.update_text(self.coin_count_text, level_info[c.COIN_TOTAL])self.update_text(self.stage_label, level_info[c.LEVEL_NUM])self.flashing_coin.update(level_info[c.CURRENT_TIME])if self.state == c.LOAD_SCREEN:self.update_text(self.stage_label2, level_info[c.LEVEL_NUM])if self.state == c.LEVEL:if (level_info[c.CURRENT_TIME] - self.current_time) > 1000:self.current_time = level_info[c.CURRENT_TIME]self.time -= 1self.update_text(self.clock_time_label, self.time, True)def update_text(self, text, score, reset=False):if reset and len(text) > len(str(score)):text.remove(text[0])index = len(text) - 1for digit in reversed(str(score)):rect = text[index].recttext[index] = Character(self.image_dict[digit])text[index].rect = rectindex -= 1def draw(self, surface):self.draw_info(surface, self.state_labels)if self.state == c.LOAD_SCREEN:surface.blit(self.player_image, self.player_rect)surface.blit(self.life_times_image, self.life_times_rect)surface.blit(self.flashing_coin.image, self.flashing_coin.rect)def draw_info(self, surface, label_list):for label in label_list:for letter in label:surface.blit(letter.image, letter.rect)class FlashCoin(pg.sprite.Sprite):def __init__(self, x, y):pg.sprite.Sprite.__init__(self)self.frame_index = 0self.frames = self.load_framesself.image = self.frames[self.frame_index]self.rect = self.image.get_rectself.rect.x = xself.rect.y = yself.animation_timer = 0def load_frames(self):sheet = GFX[c.ITEM_SHEET]frame_rect_list = [(1, 160, 5, 8), (9, 160, 5, 8),(17, 160, 5, 8), (9, 160, 5, 8)]for frame_rect in frame_rect_list:self.frames.append(get_image(sheet, *frame_rect,c.BLACK, c.BRICK_SIZE_MULTIPLIER))def update(self, current_time):time_list = [375, 125, 125, 125]if self.animation_timer == 0:self.animation_timer = current_timeelif (current_time - self.animation_timer) > time_list[self.frame_index]:self.frame_index += 1if self.frame_index == 4:self.frame_index = 0self.animation_timer = current_timeself.image = self.frames[self.frame_index]class Control:def __init__(self):self.screen = pg.display.get_surfaceself.done = Falseself.clock = pg.time.Clockself.fps = 60self.current_time = 0.0self.keys = pg.key.get_pressedself.state_dict = {}self.state_name = Noneself.state = Nonedef setup_states(self, state_dict, start_state):self.state_dict = state_dictself.state_name = start_stateself.state = self.state_dict[self.state_name]def update(self):self.current_time = pg.time.get_ticksif self.state.done:self.flip_stateself.state.update(self.screen, self.keys, self.current_time)def flip_state(self):previous, self.state_name = self.state_name, self.state.nextpersist = self.state.cleanupself.state = self.state_dict[self.state_name]self.state.startup(self.current_time, persist)def event_loop(self):for event in pg.event.get:if event.type == pg.QUIT:self.done = Trueelif event.type == pg.KEYDOWN:self.keys = pg.key.get_pressedelif event.type == pg.KEYUP:self.keys = pg.key.get_presseddef main(self):while not self.done:self.event_loopself.updatepg.display.updateself.clock.tick(self.fps)def get_image(sheet, x, y, width, height, colorkey, scale):image = pg.Surface([width, height])rect = image.get_rectimage.blit(sheet, (0, 0), (x, y, width, height))image.set_colorkey(colorkey)image = pg.transform.scale(image,(int(rect.width*scale),int(rect.height*scale)))return imagedef load_all_gfx(directory, colorkey=(255,0,255), accept=('.png', '.jpg', '.bmp', '.gif')):graphics = {}for pic in os.listdir(directory):name, ext = os.path.splitext(pic)if ext.lower in accept:img = pg.image.load(os.path.join(directory, pic))if img.get_alpha:img = img.convert_alphaelse:img = img.convertimg.set_colorkey(colorkey)graphics[name] = imgreturn graphics# pygame related initial code pg.initpg.event.set_allowed([pg.KEYDOWN, pg.KEYUP, pg.QUIT])pg.display.set_caption(c.ORIGINAL_CAPTION)SCREEN = pg.display.set_mode(c.SCREEN_SIZE)SCREEN_RECT = SCREEN.get_rectGFX = load_all_gfx(os.path.join("resources","graphics"))if __name__=='__main__':game = Controlstate_dict = {c.MAIN_MENU: Menu,c.LOAD_SCREEN: LoadScreen,c.LEVEL: Level,c.GAME_OVER: GameOver,c.TIME_OUT: TimeOut}game.setup_states(state_dict, c.MAIN_MENU)game.main用到的圖片
圖片文件名要保存為對應的,不然代碼中會找不到,並且保存到state_demo.py所在目錄下的resources\graphics子目錄中。如果能上github,可以直接下載resources\graphics目錄中的圖片。
1、item_objects.png
2、level_1.png
3、mario_bros.png
4、text_images.png
5、tile_set.png
6、title_screen.png
編譯環境:python3.7 + pygame1.9。
聲明:本文為CSDN博主「marble_xu」的原創文章。
原文連結:
https://blog.csdn.net/marble_xu/article/details/96427946
(*本文為AI科技大本營轉載文章,轉載請聯繫原作者)