之前始终在手机上玩flappy bird游戏,空闲工夫就编写了一个

是采纳python3+pygame模块制作而成的,运行成果十分晦涩,会让你大吃一惊哦????哈哈

一、运行成果展现

下载游戏之后,留神在本人的python环境中装置pygame模块,如果没有装置能够应用pip install pygame 进行装置

而后应用应用命令运行起这个.py文件,运行之后的第一个界面成果如下,是不是很酷炫

当点击上图中的“Play”按钮之后的成果如下:

运行之后是有音乐的,大家能够下载代码的时候一起将素材下载,这样就在运行时就能听到音乐

二、残缺代码

上面代码用到了素材(背景图片,音乐等,下载地址 https://www.itprojects.cn/detail.html?example_id=8af93ac601523a955f8280c95c2a9e0b)

import mathimport osimport timefrom  random import randintfrom random import uniformimport pygamefrom pygame.locals import * #导入一些罕用的变量from collections import deque#退出了队列FPS = 60BK_WIDTH = 900  #背景宽度BK_HEIGHT = 650  #背景高度PIPE_WIDTH = 80 #水管的宽度PIPE_HEIGHT = 10 #水管素材的高度PIPE_HEAD_HEIGHT = 32#管子头的高度#初始化全局变量BK_MOVE_SPEED = 0.22#主柱子每毫秒挪动的速度ADD_TIME = 2500##每隔多少毫秒就减少一个柱子 这种办法不会有破绽吗  就是当毫秒数和帧数不匹配啥的  #还须要认真的思考TOTAL_PIPE_BODY  =  int(3/5 * BK_HEIGHT)  # 像素值必须为整数   占窗口的3/5PIPE_RATE =0.96a_i="bird-wingup"b_i="bird-wingmid"c_i="bird-wingdown"INITAL_SPEED = -0.37#鸟的Y轴初速度BIRD_WIDTH = 50BIRD_HEIGHT = 40BIRD_INIT_SCORE  = 7#鸟的初始通关分数STONE_ADD_TIME = 1000 #每隔多少毫秒就减少一个石头STONE_WIDTH = 40STONE_HEIGHT = 30STONE_LEVEL = 4#石头呈现的等级BUTTON_WIDTH = 140BUTT0N_HEIGHT = 60BULLET_SPEED = 0.32#子弹的速度BULLET_WIETH = 50BULLET_HEIGHT = 30#设置全局变量 不便批改参数pygame.init()screen = pygame.display.set_mode((BK_WIDTH,BK_HEIGHT))pygame.mixer.init()music_lose = pygame.mixer.Sound("lose.wav")music1 = pygame.mixer.Sound("touch.wav")pygame.mixer.music.load("bkm.mp3")font = pygame.font.SysFont('comicsansms', 25)#用于设置鸟的品种def little_bird(list):    global a_i    global b_i    global c_i    a_i=list[0]    b_i=list[1]    c_i=list[2]#用于设置关卡难度def seteasy(list):    global BK_MOVE_SPEED  # 背景每毫秒挪动的速度   就是柱子挪动的速度    global ADD_TIME  # 每隔多少毫秒就减少一个柱子    global TOTAL_PIPE_BODY  # 像素值必须为整数   占窗口的3/5    global PIPE_RATE    global STONE_LEVEL  # 鸟呈现的等    global BIRD_INIT_SCORE    BK_MOVE_SPEED = list[0]  # 背景每毫秒挪动的速度    ADD_TIME = list[1]  # 每隔多少毫秒就减少一个柱子    TOTAL_PIPE_BODY =list[2]  # 像素值必须为整数   占窗口的3/5    PIPE_RATE = list[3]    Pipe.add_time = list[1]    BIRD_INIT_SCORE = list[4]    STONE_LEVEL = list[5]#子弹类class Bullet(pygame.sprite.Sprite):    speed = BULLET_SPEED    width = BULLET_WIETH    height = BULLET_HEIGHT    def __init__(self,bird,images):        super(Bullet,self).__init__() #d调用父类的初始函数 应用此办法 能够缩小代码的更改量 并且解决了多重继承的问题        self.x,self.y = bird.x,bird.y        self.bullet = images #给鸟的图片进行赋值        self.mask_bullet = pygame.mask.from_surface(self.bullet)    def update(self):#计算鸟在下一点的新坐标并更新        self.x=self.x+self.speed*frames_to_msec(1)    @property    def image(self):        return self.bullet    @property    def mask(self):        return self.mask_bullet    @property    def rect(self):        return Rect(self.x,self.y,Bullet.width,Bullet.height)    def visible(self):        return 0<self.x<BK_WIDTH+Bullet.width#小鸟做竖直上抛静止  当小鸟减速到肯定状态时 就不再减速了class Bird(pygame.sprite.Sprite):    width =BIRD_WIDTH #鸟宽    height = BIRD_HEIGHT #鸟长    sink_gravity = 0.001#鸟的降落重力    def __init__(self,x,y,level,images):        super(Bird,self).__init__() #d调用父类的初始函数 应用此办法 能够缩小代码的更改量 并且解决了多重继承的问题        self.x,self.y = x,y        self.wing_up,self.wing_mid,self.wing_down = images #给鸟的图片进行赋值        self.mask_wing_up = pygame.mask.from_surface(self.wing_up)        self.mask_wing_mid = pygame.mask.from_surface(self.wing_mid)        self.mask_wing_down = pygame.mask.from_surface(self.wing_down)        self.inital_speed = 0 #鸟向上的初速度        self.level = level #鸟的初始等级        self.score = 0 #鸟的初始分数为 0    def update(self,t):#计算鸟在下一点的新坐标并更新        y_ = self.inital_speed*t+0.5*self.sink_gravity*t*t        if self.inital_speed<=0.3:            self.inital_speed = self.inital_speed +self.sink_gravity*t        self.y+=y_   #在主函数里计算工夫    @property    def image(self):        if pygame.time.get_ticks()%400>=120:            return self.wing_up        elif pygame.time.get_ticks()%400>=280:            return self.wing_mid        else:            return self.wing_down    @property    def mask(self):        if pygame.time.get_ticks()%400>=120:            return self.mask_wing_up        elif pygame.time.get_ticks()%400>=280:            return self.mask_wing_mid        else:            return self.mask_wing_down    @property    def rect(self):        return Rect(self.x,self.y,Bird.width,Bird.height)class Pipe(pygame.sprite.Sprite):    width = PIPE_WIDTH    pipe_head_height = PIPE_HEAD_HEIGHT    add_time = ADD_TIME    def __init__(self,pipe_head_image,pipe_body_image):        super(Pipe, self).__init__()        self.x = float(BK_WIDTH-1)        self.score_count = False        self.image = pygame.Surface((Pipe.width,BK_HEIGHT),SRCALPHA)#创立一个surface 我了解为能画到窗口上的对象        # #意为创立一个有ALPHA 通道的surface 如果须要通明就须要这个选项        self.image.convert()        self.image.fill((0,0,0,0))#前三位是色彩  最初一位是透明度        total_pipe_length = TOTAL_PIPE_BODY        self.bottom_length = randint(int(0.1*total_pipe_length),int(0.8*total_pipe_length))#用于生成指定范畴内的整数        self.top_length = total_pipe_length-self.bottom_length        for i in range(1,self.bottom_length+1):            pos = (0,BK_HEIGHT - i)            self.image.blit (pipe_body_image,pos)#用重叠的技术画进去管子        bottom_head_y = BK_HEIGHT - self.bottom_length-self.pipe_head_height  #求出管子头的长度        bottom_head_pos = (0,bottom_head_y)        self.image.blit(pipe_head_image,bottom_head_pos)#画管子        for i in range(-PIPE_HEIGHT,self.top_length-PIPE_HEIGHT):            pos = (0,i)            self.image.blit(pipe_body_image,pos)        top_head_y = self.top_length        self.image.blit(pipe_head_image,(0,top_head_y))        self.mask = pygame.mask.from_surface(self.image)    @property    def rect(self):        return Rect(self.x,0,Pipe.width,PIPE_HEIGHT)    @property    def visible(self):        return -Pipe.width<self.x<BK_WIDTH    def update(self,delta_frames=1):        self.x-=BK_MOVE_SPEED*frames_to_msec(delta_frames)    def collides(self,bird):        return pygame.sprite.collide_mask(self,bird)def change_add_time():    Pipe.add_time= int( (Pipe.add_time*PIPE_RATE) /100)*100#扭转管子的减少工夫#石头具备速度 地位等不同属性#起始的x属性为固定值 y随机 速度在肯定范畴内随机class Stone(pygame.sprite.Sprite):    add_time  = STONE_ADD_TIME    width = STONE_WIDTH    height = STONE_HEIGHT    def __init__(self,image):        super(Stone, self).__init__()        self.x =BK_WIDTH-5        self.y = randint(1,int(0.95*BK_HEIGHT))        self.speed = uniform(0.1 ,0.5)        self.stone_image = image        self.mask_image = pygame.mask.from_surface(self.image)    @property    def rect(self):        return Rect(self.x,self.y,self.width,self.height)    @property    def image(self):        return self.stone_image    @property    def mask(self):        return self.mask_image    def update(self,frame = 1):        self.x -= int(self.speed*frames_to_msec(frame))    def collides(self, b):        return pygame.sprite.collide_mask(self, b)    def visible(self):        return -self.width<self.x<BK_WIDTH#返回每关须要达到的通关分数def level_goal(bird):    return bird.level*BIRD_INIT_SCORE#载入图片def load_image(img_file_name):    file_name = os.path.join(".","images",img_file_name)#进行门路字符串的合并    img = pygame.image.load(file_name)    img.convert()    return img#依据所在的等级返回须要的背景名def search_bk(bird):    return "bk"+str(bird.level)img_x = load_image('backgroundx.png')#加载背景图像def load_images():    #加载所有游戏须要用到的图像        #下面写了这个函数上面就用了起来  join用于分隔符和元组的拼接  os.path.join 用于门路的程序拼接    return {'bk1': load_image('background.png'),             'bk2':load_image("background2.png"),            "bk3":load_image("background3.png"),            "bk4":load_image("background4.png"),            "bk5":load_image("background5.png"),            "bk6":load_image("background6.png"),            'stone':load_image('stone.png'),            'bullet': load_image('bullet.png'),            'pipe-end': load_image('pipe_end.png'),            'pipe-body': load_image('pipe_body.png'),            'f_u': load_image('fenghuang_up.png'),            'f_m': load_image('fenghuang_mid.png'),            'f_w': load_image('fenghuang_down.png'),            'bird-wingup': load_image('bird_wing_up.png'),            'bird-wingmid': load_image('bird_wing_mid.png'),            'bird-wingdown': load_image('bird_wing_down.png')}def frames_to_msec(frames,fps=FPS):    return 1000.0*frames/fps   #难道限度的意思就是我能够限度图片进去的工夫def msec_to_frames(milliseconds, fps=FPS):    return fps * milliseconds / 1000.0#转化成对应的帧数    #转化成每秒的相应的帧数def game_loop():    pygame.mixer.music.play(-1)    pygame.display.set_caption("Flappy Bird")    clock = pygame.time.Clock()#创立一个时钟对象    images = load_images()#建设所有须要的图像字典    bird = Bird(20,BK_HEIGHT//2,1,(images[a_i],images[b_i] ,images[c_i]))    score_font = pygame.font.SysFont(None,50,bold=True)#名字 大小  粗体  建设画笔  用于记录 分数    score_font2 = pygame.font.SysFont(None, 40, bold=True)  # 名字 大小  粗体  建设画笔  用于记录 分数    score_font3 = pygame.font.SysFont(None, 70, bold=True)  # 名字 大小  粗体  建设画笔  用于记录 分数    pipes = deque()    stones =pygame.sprite.Group()#将石头新建为一个精灵组    bullets =pygame.sprite.Group()#将子弹新建为一个精灵组    pause = done = False    frames=0    while not done :#当没有按下停止键        clock.tick(FPS)        if not (pause or frames%msec_to_frames(Pipe.add_time)):#如果没有按下暂停 或者满足新生成柱子的条件            pp=Pipe(images['pipe-end'], images['pipe-body'])            pipes.append(pp)#生成新管子 并退出队列        if not (pause or frames%msec_to_frames(Stone.add_time)or bird.level<STONE_LEVEL):            ss = Stone(images["stone"])            stones.add(ss) #退出新生成的石头        #判断产生了什么事件进行相应的解决        for e in pygame.event.get():            if e.type == QUIT:                done = True                break            elif e.type == KEYUP :                if  e.key == K_p:                    pause = not pause                elif e.key ==K_d:#发射子弹                    bb=Bullet(bird,images["bullet"])                    bullets.add(bb)                elif e.key ==K_s or e.key == K_SPACE:                    bird.inital_speed = INITAL_SPEED            elif e.type == MOUSEBUTTONUP:                bird.inital_speed =INITAL_SPEED            # 从新更新工夫            # 使小鸟又进入相应的静止的开始        if pause:            continue  # 这个时段什么都不做        pygame.sprite.groupcollide(stones,bullets,True,True,pygame.sprite.collide_mask)        pipe_collision = any(p.collides(bird) for p in pipes)        stone_collision = any(s.collides(bird) for s in stones)        if pipe_collision:            pygame.mixer.music.stop()            done = True            pygame.mixer.Sound.play(music_lose, -1)            time.sleep(3.5)            pygame.mixer.Sound.stop(music_lose)            time.sleep(0.1)        if stone_collision:            pygame.mixer.music.stop()            pygame.mixer.Sound.play(music_lose, -1)            time.sleep(3.5)            pygame.mixer.Sound.stop(music_lose)            time.sleep(0.1)            done = True        if 0>=bird.y or bird.y>BK_HEIGHT-Bird.height:            done = True            pygame.mixer.music.stop()            pygame.mixer.Sound.play(music_lose, -1)            time.sleep(3.5)            pygame.mixer.Sound.stop(music_lose)            time.sleep(0.1)        screen.blit(images[search_bk(bird)], (0, 0))#画背景墙 这种是离开两张的        while pipes and not pipes[0].visible:            pipes.popleft()#当队列不为空  且管子 0 曾经不可见的时候        for s in stones:#删除看不见的石头            if  not s.visible():                del s        for b in bullets:#删除看不见的子弹            if not b.visible():                del b        for p in pipes:            p.update()            screen.blit(p.image,p.rect)#在指定的地位 画柱子        for s in stones:            s.update()            screen.blit(s.image,s.rect)        for b in bullets:            b.update()            screen.blit(b.bullet,b.rect)        for p in pipes:            if bird.x>p.x+Pipe.width and not p.score_count:  #当柱子超过了鸟的地位并且柱子还没有被计分                bird.score+=1                p.score_count = True        sl = score_font.render("level:",True,(255,255,255))        sc = score_font.render("score:",True,(255,255,255))        sl2 = score_font2.render(str(bird.level),True,(255,255,255))        sc2 = score_font2.render(str(bird.score),True,(255,255,255))        screen.blit (sc,(BK_WIDTH-170,20))        screen.blit(sl, (BK_WIDTH - 320, 20))        screen.blit(sc2, (BK_WIDTH - 50, 27))        screen.blit(sl2, (BK_WIDTH - 210, 27))        bird.update(frames_to_msec(1))#计算一帧所须要的工夫        screen.blit(bird.image,bird.rect)        pygame.display.flip()#绘制图像到屏幕        if bird.score >= level_goal(bird):#如果曾经达到了通关分数        #升入下一级  首先要初始化所有变量#清空柱子#扭转等级            change_add_time()            pipes.clear()            stones.empty()            bullets.empty()            bird.level += 1  # 分数先暂不做清空后续再退出吧            if bird.level<=6:                s3 = score_font3.render("Next   Level", True, (255, 255, 255))                screen.blit(s3, (BK_WIDTH//2-150, BK_HEIGHT//2-50))                pygame.display.flip()                time.sleep(2)            if bird.level >6:                s3 = score_font3.render("You   Win!", True, (255, 255, 255))                screen.blit(s3, (BK_WIDTH // 2 - 150, BK_HEIGHT // 2 - 50))                pygame.display.flip()                time.sleep(2)                exit()        frames+= 1    pygame.mixer.music.stop()    Pipe.add_time = ADD_TIME#再次初始化柱子的速度    main()def quit_but():    pygame.quit()    exit()def buttons(x, y, w, h, color, color2, text,action,list=[]):    mouse_position = pygame.mouse.get_pos()    click = pygame.mouse.get_pressed()    if x+w > mouse_position[0] > x and y+h > mouse_position[1] > y:        color = color2        #get_pressed  只返回鼠标三个键是否被按过的状态 不会分辨它是在哪里被按的        if click[0]== 1 and action != None:            pygame.mixer.Sound.play(music1, -1)            time.sleep(0.215)            pygame.mixer.Sound.stop(music1)            if list:                action(list)            else:                action()    pygame.draw.rect(screen, color, (x, y, w, h))    # font = pygame.font.SysFont('comicsansms', 25)    TextSurf = font.render(text, True, (0,0,0))    TextRect = TextSurf.get_rect()    TextRect.center = ((x + (w / 2)), (y + (h / 2)))    screen.blit(TextSurf, TextRect)    pygame.display.update()def setting():    # img = load_image('backgroundx.png')    screen.blit(img_x, (0, 0))  # 画背景墙 这种是离开两张的    pygame.display.flip()    while True:        for event in pygame.event.get():            if event.type==pygame.QUIT:                exit()        buttons(100, 200, BUTTON_WIDTH, BUTT0N_HEIGHT,(255, 0, 0), (170, 0, 0), 'easy',seteasy,[0.19,2500,int(5 / 11 * BK_HEIGHT),0.97,5,6])  # 绘制图标  进行事件        buttons(400, 200, BUTTON_WIDTH, BUTT0N_HEIGHT,(0, 255, 0), (0, 170, 0), 'normal', seteasy,[0.19,2500,int(3 / 5 * BK_HEIGHT),0.96,7,4])  # 绘制图标  进行事件        buttons(700 ,200, BUTTON_WIDTH, BUTT0N_HEIGHT,(0, 0, 255), (0, 0, 160),'hard',seteasy,[0.21,1300,int(9 / 14 * BK_HEIGHT),0.96,2,1])  # 绘制图标  进行事件        buttons(700, 550, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 0, 255), (0, 0, 160), 'back', main)  # 绘制图标  进行事件        buttons(100, 400, BUTTON_WIDTH, BUTT0N_HEIGHT, (255, 0, 0), (170, 0, 0), 'huo lie niao',little_bird,["f_u","f_m","f_w"])  # 绘制图标  进行事件        buttons(400, 400, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 255, 0), (0, 170, 0),  'xiao niao',little_bird,["bird-wingup","bird-wingmid","bird-wingdown"])  # 绘制图标  进行事件        # buttons(700, 400, BUTTON_WIDTH, BUTT0N_HEIGHT, (0, 0, 255), (0, 0, 160), 'back', main)  # 绘制图标  进行事件def main():    screen.blit(img_x, (0, 0))  # 画背景墙 这种是离开两张的    pygame.display.flip()    while True:        for event in pygame.event.get():            if event.type==pygame.QUIT:                exit()        buttons((BK_WIDTH-BUTTON_WIDTH)//2,(BK_HEIGHT-BUTT0N_HEIGHT-100)//2,BUTTON_WIDTH,BUTT0N_HEIGHT,(0,255,0),(0,170,0),'Play!',game_loop)#绘制图标  进行事件        buttons((BK_WIDTH - BUTTON_WIDTH) // 2, (BK_HEIGHT - BUTT0N_HEIGHT + 100) // 2, BUTTON_WIDTH, BUTT0N_HEIGHT,(0, 0, 255), (0, 0, 160), 'setting', setting)  # 绘制图标  进行事件        buttons((BK_WIDTH - BUTTON_WIDTH) // 2, (BK_HEIGHT - BUTT0N_HEIGHT + 300) // 2, BUTTON_WIDTH, BUTT0N_HEIGHT,(255, 0, 0), (170, 0, 0), 'Quit', quit_but)if __name__ =="__main__":   main()

上述代码是第1版本,简略起见 没有齐全封装为面向对象,等前面有工夫再进行欠缺

指标是:全副用类进行分装,而后拆分到多个模块中