The examples in this article share the specific code of python to realize the apple-eating game for your reference. The specific content is as follows
import pygame
from pygame.rect import Rect
def print_text(font, x, y, text, color=(255,255,255)):
imgText=font.render(text, True, color)
screen=pygame.display.get_surface()
screen.blit(imgText,(x, y))classMySprite(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
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 =0
self.last_time =1
self.direction =0
self.velocity =0
def _getx(self):return self.rect.x
def _gety(self):return self.rect.y
def _setx(self, value): self.rect.x = value
def _sety(self, value): self.rect.y = value
"""
description
property()The function of the function is to return the attribute value in the new-style class.
grammar
The following is the property()Method syntax:classproperty([fget[, fset[, fdel[, doc]]]])
parameter
fget --Function to get attribute value
fset --Function to set attribute value
fdel --Delete attribute value function
doc --Property description information
return value
Returns the new-style class attributes.
"""
X =property(_getx, _setx)
Y =property(_gety, _sety)
# Location attribute
def _getpos(self):return self.rect.topleft
def _setpos(self, pos): self.rect.topleft = pos
position =property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image=pygame.image.load(filename).convert_alpha()
self.frame_height = height
self.frame_width = width
self.rect =Rect(0,0, width, height)
self.columns = columns
rect = self.master_image.get_rect()
self.last_frame =(rect.width//width)*(rect.height//height) - 1
def update(self, current_time, rate=30):
# With new animation frame
if current_time self.last_time + rate:
self.frame +=1if self.frame self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# Create frames only when changed
if self.frame != self.old_frame:
frame_x =(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.frame
classPoint(object):
def __init__(self, x, y):
self.x = x
self.y = y
def getx(self):return self.x
def gety(self):return self.y
def setx(self,value): self.x=value
def sety(self,value): self.y=value
x=property(getx,setx)
y=property(gety,sety)
def __str__(self):return'x:'+"{:.0f}".format(self.x)+'y:'+"{:.0f}".format(self.y)
import pygame
from pygame.rect import Rect
from.import MyLibrary
import random
import sys
def calc_velocity(direction, vel=1.0):
velocity = MyLibrary.Point(0,0)if direction ==0:#on
velocity.y =-vel
elif direction ==2:#right
velocity.x = vel
elif direction ==4:#under
velocity.y == vel
elif direction ==6:#left
velocity.x ==-vel
return velocity
pygame.init()
screen = pygame.display.set_mode(800,600)
font=pygame.font.Font(None,36)
timer=pygame.time.Clock()
# Create a sprite group
player_group=pygame.sprite.Group()
food_group=pygame.sprite.Group()
# Initialize the player sprite group
player=MyLibrary.MySprite()
player.load('farmer.png',96,96,8)############-----------------image
player.position=80,80
player.direction=4
player_group.add(player)
# Initialize the food wizard group
for n inrange(1,50):
food= MyLibrary.MySprite()
food.load('food.png',35,35,1) #################-----------Food pictures
food.position=random.randint(0,780), random.randint(0,580)
food_group.add(food)
game_over= False
player_moving = False
plyer_health = False
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()for event in pygame.event.get():if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed()if keys[pygame.key.K_UP]:
player.direction=0
player_moving = True
elif keys[pygame.key.k_DOWN]:
player_moving = True
player.direction=4
elif keys[pygame.key.K_RIGHT]:
player.direction =2
player_moving = True
elif keys[pygame.key.K_LEFT]:
player.direction =6
player_moving = True
else:
player_moving = False
if not game_over:
# According to different directions, the character moves in different animation frames
player.first_frame = player.direction*player.columns
player.last_time = player.first_frame + player.columns -1if player.frame < player.first_frame:
player.frame = player.first_frame
if not player_moving:
# Stop updating animation frames
player.frame = player.first_frame=player.last_frame
else:
player.velocity =calc_velocity(player.direction,1.5)
player.velocity.x*=1.5
player.velocity.y*=1.5
# Team with new player sprites
player_group.update(ticks,50)
# Mobile player
if player_moving:
player.X += player.velocity.x
player.Y += player.velocity.y
if player.X <0: player.X =0
elif player.X 700: player.X =700if player.Y <0: player.Y =0
elif player.Y 500:player.Y =500
# Check if the player is in conflict with food and if he has eaten an apple
attacker = None
attacker = pygame.sprite.spritecollideany(player,food_group)if attacker != None:if pygame.sprite.collide_circle_ratio(0.65)(player,food_group):
plyer_health +=2
food_group.remove(attacker)if plyer_health 100:
plyer_health=100
# With the new food wizard group
food_group.update(ticks,50)if food_group.__len__()==0:
game_over = True
screen.fill((50,50,100))
food_group.draw(screen)
player_group.draw(screen)
pygame.draw.rect(screen,(510,150,50,180),Rect(300,570,plyer_health*2,25))
pygame.draw.rect(screen,(100,200,100,180),Rect(300,570,200,2))if game_over:
MyLibrary.print_text(font,300,100,'Game Over!')
pygame.display.update()
The above is the whole content of this article, I hope it will be helpful to everyone's study.
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