Escape The Dragon Game
Chapter 7
import sys, time, random, math, pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def __init__(self, target): pygame.sprite.Sprite.__init__(self) #extend the base Sprite class self.master_image = None self.frame = 0 self.old_frame = -1 self.frame_width = 1 self.frame_height = 1 self.first_frame = 0 self.last_frame = 0 self.columns = 1 self.last_time = 0 self.score=0#X propertydef _getx(self): return self.rect.xdef _setx(self,value): self.rect.x = valueX = property(_getx,_setx)#Y propertydef _gety(self): return self.rect.ydef _sety(self,value): self.rect.y = valueY = property(_gety,_sety)#position propertydef _getpos(self): return self.rect.topleftdef _setpos(self,pos): self.rect.topleft = posposition = property(_getpos,_setpos)def load(self, filename, width, height, columns): self.master_image = pygame.image.load(filename).convert_alpha() self.frame_width = width self.frame_height = height self.rect = Rect(0,0,width,height) self.columns = columns #try to auto-calculate total frames rect = self.master_image.get_rect() self.last_frame = (rect.width // width) * (rect.height // height) - 1def update(self, current_time, rate=30): #update animation frame number if current_time > self.last_time + rate: self.frame += 1 if self.frame > self.last_frame: self.frame = self.first_frame self.last_time = current_time #build current frame only if it changed if self.frame != self.old_frame: frame_x =[农产品期货](https://www.gendan5.com/cf/af.html) (self.frame % self.columns) * self.frame_width frame_y = (self.frame // self.columns) * self.frame_height rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height) self.image = self.master_image.subsurface(rect) self.old_frame = self.framedef __str__(self): return str(self.frame) + "," + str(self.first_frame) + \ "," + str(self.last_frame) + "," + str(self.frame_width) + \ "," + str(self.frame_height) + "," + str(self.columns) + \ "," + str(self.rect)
def print_text(font, x, y, text, color=(255,255,255)):
imgText = font.render(text, True, color)screen.blit(imgText, (x,y))
def reset_arrow():
y = random.randint(250,350)arrow.position = 800,y
main program begins
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Escape The Dragon Game")
font = pygame.font.Font(None, 18)
font1 = pygame.font.Font(None, 38)
framerate = pygame.time.Clock()
load bitmaps
bg = pygame.image.load("background.png").convert_alpha()
create a sprite group
group = pygame.sprite.Group()
create the dragon sprite
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
create the player sprite
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
player.score=0
player.life=3
group.add(player)
create the arrow sprite
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800,320
group.add(arrow)
arrow_vel = 10.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
repeating loop
while True:
framerate.tick(30)ticks = pygame.time.get_ticks()for event in pygame.event.get(): if event.type == QUIT: sys.exit()keys = pygame.key.get_pressed()if keys[K_ESCAPE]: sys.exit()elif keys[K_SPACE]: if not player_jumping: player_jumping = True jump_vel = -8.0elif keys[K_d]: lst=list(player.position) lst[0]+=5 player.position=tuple(lst)elif keys[K_a]: lst=list(player.position) lst[0]-=5 player.position=tuple(lst) #update the arrowif not game_over: arrow.X -= arrow_vel if arrow.X < -40: reset_arrow()#did arrow hit player?if pygame.sprite.collide_rect(arrow, player): reset_arrow() player.life-=1 player.X -= 10#did arrow hit dragon?if pygame.sprite.collide_rect(arrow, dragon): reset_arrow() dragon.X -= 10 player.score+=10#did the play died?if player.life ==0: game_over=True#did dragon eat the player?if pygame.sprite.collide_rect(player, dragon): game_over = True#did the dragon get defeated?if dragon.X < -100: you_win = True game_over = True#is the player jumping?if player_jumping: player.Y += jump_vel jump_vel += 0.5 if player.Y > player_start_y: player_jumping = False player.Y = player_start_y jump_vel = 0.0key_pressed = pygame.key.get_pressed()if key_pressed[pygame.K_SPACE]: jump_vel-=0.3#draw the backgroundscreen.blit(bg, (0,0))print_text(font1, 320, 160, "Your score:"+str(player.score))#update spritesif not game_over: group.update(ticks, 50)#draw spritesgroup.draw(screen)print_text(font, 350, 560, "Press SPACE to jump!")if game_over: print_text(font, 360, 100, "G A M E O V E R") if you_win: print_text(font, 330, 130, "YOU BEAT THE DRAGON!") else: print_text(font, 330, 130, "THE DRAGON GOT YOU!")pygame.display.update()