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如何用Python创建自己的Dino Run?

2020-07-21 14:55:05 | 来源:中培企业IT培训网

今天,将向大家展示如何构建离线状态下几乎每个人都可以玩的最受欢迎的游戏之一。如果您猜测哪个游戏,就是在谈论浏览器的Dino游戏。但是,我们的Dino游戏是彩色版本的浏览器版本的修改形式。现在,让我们直接进入教程,如何用Python创建自己的Dino Run?请遵循所有精心给出的说明,以免在运行Dino Run游戏时出现任何问题。

  如何用Python创建自己的Dino Run?

首先,从安装python后,打开cmd 并键入以下命令。

其次,复制下面提供的代码以及可以从下面的下载按钮中获得的资源。

1.点安装pygame

2.点安装random2

最后,使用python main.py命令运行python代码。[在这里,main.py是文件名]。

源代码:

__author__ = "Tripura Coders"

import os

import sys

import pygame

import random

from pygame import *

pygame.init()

scr_size = (width,height) = (600,600)

FPS = 60

gravity = 0.6

black = (0,0,0)

white = (255,255,255)

background_col = (235,235,235)

high_score = 0

screen = pygame.display.set_mode(scr_size)

clock = pygame.time.Clock()

pygame.display.set_caption("Dino Run by Tripura Coders")

jump_sound = pygame.mixer.Sound('templates/jump.wav')

die_sound = pygame.mixer.Sound('templates/die.wav')

checkPoint_sound = pygame.mixer.Sound('templates/checkPoint.wav')def load_image(

name,

sizex=-1,

sizey=-1,

colorkey=None,

):

fullname = os.path.join('templates', name)

image = pygame.image.load(fullname)

image = image.convert()

if colorkey is not None:

if colorkey is -1:

colorkey = image.get_at((0, 0))

image.set_colorkey(colorkey, RLEACCEL)

if sizex != -1 or sizey != -1:

image = pygame.transform.scale(image, (sizex, sizey))

return (image, image.get_rect())def load_sprite_sheet(

sheetname,

nx,

ny,

scalex = -1,

scaley = -1,

colorkey = None,

):

fullname = os.path.join('templates',sheetname)

sheet = pygame.image.load(fullname)

sheet = sheet.convert()

sheet_rect = sheet.get_rect()

templates = []

sizex = sheet_rect.width/nx

sizey = sheet_rect.height/ny

for i in range(0,ny):

for j in range(0,nx):

rect = pygame.Rect((j*sizex,i*sizey,sizex,sizey))

image = pygame.Surface(rect.size)

image = image.convert()

image.blit(sheet,(0,0),rect)

if colorkey is not None:

if colorkey is -1:

colorkey = image.get_at((0,0))

image.set_colorkey(colorkey,RLEACCEL)

if scalex != -1 or scaley != -1:

image = pygame.transform.scale(image,(scalex,scaley))

templates.append(image)

sprite_rect = templates[0].get_rect()

return templates,sprite_rectdef disp_gameOver_msg(retbutton_image,gameover_image):

retbutton_rect = retbutton_image.get_rect()

retbutton_rect.centerx = width / 2

retbutton_rect.top = height*0.52

gameover_rect = gameover_image.get_rect()

gameover_rect.centerx = width / 2

gameover_rect.centery = height*0.35

screen.blit(retbutton_image, retbutton_rect)

screen.blit(gameover_image, gameover_rect)def extractDigits(number):

if number > -1:

digits = []

i = 0

while(number/10 != 0):

digits.append(number%10)

number = int(number/10)

digits.append(number%10)

for i in range(len(digits),5):

digits.append(0)

digits.reverse()

return digitsclass Dino():

def __init__(self,sizex=-1,sizey=-1):

self.images,self.rect = load_sprite_sheet('dino.png',5,1,sizex,sizey,-1)

self.images1,self.rect1 = load_sprite_sheet('dino_ducking.png',2,1,59,sizey,-1)

self.rect.bottom = int(0.98*height)

self.rect.left = width/15

self.image = self.images[0]

self.index = 0

self.counter = 0

self.score = 0

self.isJumping = False

self.isDead = False

self.isDucking = False

self.isBlinking = False

self.movement = [0,0]

self.jumpSpeed = 11.5

self.stand_pos_width = self.rect.width

self.duck_pos_width = self.rect1.width

def draw(self):

screen.blit(self.image,self.rect)

def checkbounds(self):

if self.rect.bottom > int(0.98*height):

self.rect.bottom = int(0.98*height)

self.isJumping = False

def update(self):

if self.isJumping:

self.movement[1] = self.movement[1] + gravity

if self.isJumping:

self.index = 0

elif self.isBlinking:

if self.index == 0:

if self.counter % 400 == 399:

self.index = (self.index + 1)%2

else:

if self.counter % 20 == 19:

self.index = (self.index + 1)%2

elif self.isDucking:

if self.counter % 5 == 0:

self.index = (self.index + 1)%2

else:

if self.counter % 5 == 0:

self.index = (self.index + 1)%2 + 2

if self.isDead:

self.index = 4

if not self.isDucking:

self.image = self.images[self.index]

self.rect.width = self.stand_pos_width

else:

self.image = self.images1[(self.index)%2]

self.rect.width = self.duck_pos_width

self.rect = self.rect.move(self.movement)

self.checkbounds()

if not self.isDead and self.counter % 7 == 6 and self.isBlinking == False:

self.score += 1

if self.score % 100 == 0 and self.score != 0:

if pygame.mixer.get_init() != None:

checkPoint_sound.play()

self.counter = (self.counter + 1)class Cactus(pygame.sprite.Sprite):

def __init__(self,speed=5,sizex=-1,sizey=-1):

pygame.sprite.Sprite.__init__(self,self.containers)

self.images,self.rect = load_sprite_sheet('cacti-small.png',3,1,sizex,sizey,-1)

self.rect.bottom = int(0.98*height)

self.rect.left = width + self.rect.width

self.image = self.images[random.randrange(0,3)]

self.movement = [-1*speed,0]

def draw(self):

screen.blit(self.image,self.rect)

def update(self):

self.rect = self.rect.move(self.movement)

if self.rect.right < 0:

self.kill()class Ptera(pygame.sprite.Sprite):

def __init__(self,speed=5,sizex=-1,sizey=-1):

pygame.sprite.Sprite.__init__(self,self.containers)

self.images,self.rect = load_sprite_sheet('ptera.png',2,1,sizex,sizey,-1)

self.ptera_height = [height*0.82,height*0.75,height*0.60]

self.rect.centery = self.ptera_height[random.randrange(0,3)]

self.rect.left = width + self.rect.width

self.image = self.images[0]

self.movement = [-1*speed,0]

self.index = 0

self.counter = 0

def draw(self):

screen.blit(self.image,self.rect)

def update(self):

if self.counter % 10 == 0:

self.index = (self.index+1)%2

self.image = self.images[self.index]

self.rect = self.rect.move(self.movement)

self.counter = (self.counter + 1)

if self.rect.right < 0:

self.kill()class Ground():

def __init__(self,speed=-5):

self.image,self.rect = load_image('ground.png',-1,-1,-1)

self.image1,self.rect1 = load_image('ground.png',-1,-1,-1)

self.rect.bottom = height

self.rect1.bottom = height

self.rect1.left = self.rect.right

self.speed = speed

def draw(self):

screen.blit(self.image,self.rect)

screen.blit(self.image1,self.rect1)

def update(self):

self.rect.left += self.speed

self.rect1.left += self.speed

if self.rect.right < 0:

self.rect.left = self.rect1.right

if self.rect1.right < 0:

self.rect1.left = self.rect.rightclass Cloud(pygame.sprite.Sprite):

def __init__(self,x,y):

pygame.sprite.Sprite.__init__(self,self.containers)

self.image,self.rect = load_image('cloud.png',int(90*30/42),30,-1)

self.speed = 1

self.rect.left = x

self.rect.top = y

self.movement = [-1*self.speed,0]

def draw(self):

screen.blit(self.image,self.rect)

def update(self):

self.rect = self.rect.move(self.movement)

if self.rect.right < 0:

self.kill()class Scoreboard():

def __init__(self,x=-1,y=-1):

self.score = 0

self.tempimages,self.temprect = load_sprite_sheet('numbers.png',12,1,11,int(11*6/5),-1)

self.image = pygame.Surface((55,int(11*6/5)))

self.rect = self.image.get_rect()

if x == -1:

self.rect.left = width*0.89

else:

self.rect.left = x

if y == -1:

self.rect.top = height*0.1

else:

self.rect.top = y

def draw(self):

screen.blit(self.image,self.rect)

def update(self,score):

score_digits = extractDigits(score)

self.image.fill(background_col)

for s in score_digits:

self.image.blit(self.tempimages[s],self.temprect)

self.temprect.left += self.temprect.width

self.temprect.left = 0def introscreen():

temp_dino = Dino(44,47)

temp_dino.isBlinking = True

gameStart = False

temp_ground,temp_ground_rect = load_sprite_sheet('ground.png',15,1,-1,-1,-1)

temp_ground_rect.left = width/20

temp_ground_rect.bottom = height

logo,logo_rect = load_image('logo.jpg',300,140,-1)

logo_rect.centerx = width*0.6

logo_rect.centery = height*0.6

while not gameStart:

if pygame.display.get_surface() == None:

print("Couldn't load display surface")

return True

else:

for event in pygame.event.get():

if event.type == pygame.QUIT:

return True

if event.type == pygame.KEYDOWN:

if event.key == pygame.K_SPACE or event.key == pygame.K_UP:

temp_dino.isJumping = True

temp_dino.isBlinking = False

temp_dino.movement[1] = -1*temp_dino.jumpSpeed

temp_dino.update()

if pygame.display.get_surface() != None:

screen.fill(background_col)

screen.blit(temp_ground[0],temp_ground_rect)

if temp_dino.isBlinking:

screen.blit(logo,logo_rect)

temp_dino.draw()

pygame.display.update()

clock.tick(FPS)

if temp_dino.isJumping == False and temp_dino.isBlinking == False:

gameStart = Truedef gameplay():

global high_score

gamespeed = 4

startMenu = False

gameOver = False

gameQuit = False

playerDino = Dino(44,47)

new_ground = Ground(-1*gamespeed)

scb = Scoreboard()

highsc = Scoreboard(width*0.78)

counter = 0

cacti = pygame.sprite.Group()

pteras = pygame.sprite.Group()

clouds = pygame.sprite.Group()

last_obstacle = pygame.sprite.Group()

Cactus.containers = cacti

Ptera.containers = pteras

Cloud.containers = clouds

retbutton_image,retbutton_rect = load_image('replay_button.png',35,31,-1)

gameover_image,gameover_rect = load_image('game_over.png',190,11,-1)

temp_images,temp_rect = load_sprite_sheet('numbers.png',12,1,11,int(11*6/5),-1)

HI_image = pygame.Surface((22,int(11*6/5)))

HI_rect = HI_image.get_rect()

HI_image.fill(background_col)

HI_image.blit(temp_images[10],temp_rect)

temp_rect.left += temp_rect.width

HI_image.blit(temp_images[11],temp_rect)

HI_rect.top = height*0.1

HI_rect.left = width*0.73

while not gameQuit:

while startMenu:

pass

while not gameOver:

if pygame.display.get_surface() == None:

print("Couldn't load display surface")

gameQuit = True

gameOver = True

else:

for event in pygame.event.get():

if event.type == pygame.QUIT:

gameQuit = True

gameOver = True

if event.type == pygame.KEYDOWN:

if event.key == pygame.K_SPACE:

if playerDino.rect.bottom == int(0.98*height):

playerDino.isJumping = True

if pygame.mixer.get_init() != None:

jump_sound.play()

playerDino.movement[1] = -1*playerDino.jumpSpeed

if event.key == pygame.K_DOWN:

if not (playerDino.isJumping and playerDino.isDead):

playerDino.isDucking = True

if event.type == pygame.KEYUP:

if event.key == pygame.K_DOWN:

playerDino.isDucking = False

for c in cacti:

c.movement[0] = -1*gamespeed

if pygame.sprite.collide_mask(playerDino,c):

playerDino.isDead = True

if pygame.mixer.get_init() != None:

die_sound.play()

for p in pteras:

p.movement[0] = -1*gamespeed

if pygame.sprite.collide_mask(playerDino,p):

playerDino.isDead = True

if pygame.mixer.get_init() != None:

die_sound.play()

if len(cacti) < 2:

if len(cacti) == 0:

last_obstacle.empty()

last_obstacle.add(Cactus(gamespeed,40,40))

else:

for l in last_obstacle:

if l.rect.right < width*0.7 and random.randrange(0,50) == 10:

last_obstacle.empty()

last_obstacle.add(Cactus(gamespeed, 40, 40))

if len(pteras) == 0 and random.randrange(0,200) == 10 and counter > 500:

for l in last_obstacle:

if l.rect.right < width*0.8:

last_obstacle.empty()

last_obstacle.add(Ptera(gamespeed, 46, 40))

if len(clouds) < 5 and random.randrange(0,300) == 10:

Cloud(width,random.randrange(height/5,height/2))

playerDino.update()

cacti.update()

pteras.update()

clouds.update()

new_ground.update()

scb.update(playerDino.score)

highsc.update(high_score)

if pygame.display.get_surface() != None:

screen.fill(background_col)

new_ground.draw()

clouds.draw(screen)

scb.draw()

if high_score != 0:

highsc.draw()

screen.blit(HI_image,HI_rect)

cacti.draw(screen)

pteras.draw(screen)

playerDino.draw()

pygame.display.update()

clock.tick(FPS)

if playerDino.isDead:

gameOver = True

if playerDino.score > high_score:

high_score = playerDino.score

if counter%700 == 699:

new_ground.speed -= 1

gamespeed += 1

counter = (counter + 1)

if gameQuit:

break

while gameOver:

if pygame.display.get_surface() == None:

print("Couldn't load display surface")

gameQuit = True

gameOver = False

else:

for event in pygame.event.get():

if event.type == pygame.QUIT:

gameQuit = True

gameOver = False

if event.type == pygame.KEYDOWN:

if event.key == pygame.K_ESCAPE:

gameQuit = True

gameOver = False

if event.key == pygame.K_RETURN or event.key == pygame.K_SPACE:

gameOver = False

gameplay()

highsc.update(high_score)

if pygame.display.get_surface() != None:

disp_gameOver_msg(retbutton_image, gameover_image)

if high_score != 0:

highsc.draw()

screen.blit(HI_image, HI_rect)

pygame.display.update()

clock.tick(FPS)

pygame.quit()

quit()def main():

isGameQuit = introscreen()

if not isGameQuit:

gameplay()

main()

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标签: Python 软件研发

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