import pgzrun
全局变量和初始化信息
TITLE = ‘xxx’
WIDTH = 400
HEIGHT = 500
绘制游戏元素
def draw():
pass
更新游戏状态
def update():
pass
解决键盘事件
def on_key_down():
pass
解决键盘事件
def on_mouse_down():
pass
执行
pgzrun.go()
import pgzrun
import random
TITLE = ‘Flappy Bird’
WIDTH = 400
HEIGHT = 500
These constants control the difficulty of the game
GAP = 130
GRAVITY = 0.3
FLAP_STRENGTH = 6.5
SPEED = 3
bird
bird = Actor(‘bird1’, (75, 200))
bird.dead = False
bird.score = 0
bird.vy = 0
storage = {}
storage[‘highscore’] = 0
def reset_pipes():
# 设置随机的高度
pipe_gap_y = random.randint(200, HEIGHT – 200)
pipe_top.pos = (WIDTH, pipe_gap_y – GAP // 2)
pipe_bottom.pos = (WIDTH, pipe_gap_y + GAP // 2)
pipe_top = Actor(‘top’, PerfectMoney 下载 anchor=(‘left’, ‘bottom’))
pipe_bottom = Actor(‘bottom’, anchor=(‘left’, ‘top’))
reset_pipes() # Set initial pipe positions.
def update_pipes():
# 一直的挪动柱子
pipe_top.left -= SPEED
pipe_bottom.left -= SPEED
if pipe_top.right < 0:
reset_pipes()
if not bird.dead:
bird.score += 1
if bird.score > storage[‘highscore’]:
storage[‘highscore’] = bird.score
def update_bird():
# 小鸟降落
uy = bird.vy
bird.vy += GRAVITY
bird.y += (uy + bird.vy) / 2
bird.x = 75
# 依据小鸟死亡切换小鸟的造型
if not bird.dead:
if bird.vy < -3:
bird.image = ‘bird2’
else:
bird.image = ‘bird1’
# 判断小鸟死亡:是否触碰柱子
if bird.colliderect(pipe_top) or bird.colliderect(pipe_bottom):
bird.dead = True
bird.image = ‘birddead’
# 小鸟超过边界 初始化
if not 0 < bird.y < 720:
bird.y = 200
bird.dead = False
bird.score = 0
bird.vy = 0
reset_pipes()
def update():
update_pipes()
update_bird()
按下任意键,小鸟回升
def on_key_down():
if not bird.dead:
bird.vy = -FLAP_STRENGTH
def draw():
# 背景图片
screen.blit(‘background’, (0, 0))
# 加载小鸟 / 柱子
pipe_top.draw()
pipe_bottom.draw()
bird.draw()
# 显示分数和最佳
screen.draw.text(
str(bird.score),
color=’white’,
midtop=(WIDTH // 2, 10),
fontsize=70,
shadow=(1, 1)
)
screen.draw.text(
“Best: {}”.format(storage[‘highscore’]),
color=(200, 170, 0),
midbottom=(WIDTH // 2, HEIGHT – 10),
fontsize=30,
shadow=(1, 1)
)
pgzrun.go()