用Python實(shí)現(xiàn)谷歌的小恐龍游戲:p
導(dǎo)
語(yǔ)
大家好,歡迎來(lái)到Crossin的編程教室!
谷歌流量器中有個(gè)很有名的彩蛋:當(dāng)你網(wǎng)絡(luò)出現(xiàn)問(wèn)題時(shí),就會(huì)出現(xiàn)一個(gè)“小恐龍游戲”。
(如果想要直接進(jìn)行游戲,可以在地址欄輸入:chrome://dino)

今天我們就來(lái)給大家演示下,用Python來(lái)自己做一個(gè)仿制的“小恐龍游戲”!
廢話(huà)不多說(shuō),讓我們愉快地開(kāi)始吧~
開(kāi)
發(fā)
工
具
Python版本:3.6.4
相關(guān)模塊:
pygame模塊;
以及一些python自帶的模塊。
環(huán)
境
搭
建
安裝Python并添加到環(huán)境變量,pip安裝需要的相關(guān)模塊即可。
先
睹
為
快
在終端運(yùn)行如下命令即可:
python?Game7.py效果如下:
代
碼
介
紹
這里介紹一下游戲的實(shí)現(xiàn)原理。
首先,我們對(duì)游戲進(jìn)行一些必要的初始化工作:
pygame.init()screen = pygame.display.set_mode(cfg.SCREENSIZE)pygame.display.set_caption('T-Rex Rush —— Charles的皮卡丘')sounds = {}for key, value in cfg.AUDIO_PATHS.items():sounds[key] = pygame.mixer.Sound(value)
接著,我們來(lái)考慮一下,游戲中有哪些游戲元素:
小恐龍:由玩家控制以躲避路上的障礙物;
路面:游戲的背景;
云:游戲的背景;
飛龍:路上的障礙物之一,小恐龍碰上就會(huì)死掉;
仙人掌:路上的障礙物之一,小恐龍碰上就會(huì)死掉;
記分板:記錄當(dāng)前的分?jǐn)?shù)和歷史最高分。
讓我們來(lái)依次定義一下這些游戲元素類(lèi)。對(duì)于云,路面以及仙人掌來(lái)說(shuō),定義起來(lái)很簡(jiǎn)單,我們只需要加載對(duì)應(yīng)的游戲元素圖片:



然后寫(xiě)兩個(gè)類(lèi)內(nèi)部方法update和draw就ok了。兩個(gè)方法分別用于將場(chǎng)景不斷向左移動(dòng)以實(shí)現(xiàn)小恐龍不斷向前移動(dòng)的動(dòng)畫(huà)效果和將場(chǎng)景顯示在游戲界面的對(duì)應(yīng)位置上。具體而言,代碼實(shí)現(xiàn)如下:
'''地板'''class Ground(pygame.sprite.Sprite):def __init__(self, imagepath, position, **kwargs):pygame.sprite.Sprite.__init__(self)# 導(dǎo)入圖片self.image_0 = pygame.image.load(imagepath)self.rect_0 = self.image_0.get_rect()self.rect_0.left, self.rect_0.bottom = positionself.image_1 = pygame.image.load(imagepath)self.rect_1 = self.image_1.get_rect()self.rect_1.left, self.rect_1.bottom = self.rect_0.right, self.rect_0.bottom# 定義一些必要的參數(shù)self.speed = -10'''更新地板'''def update(self):self.rect_0.left += self.speedself.rect_1.left += self.speedif self.rect_0.right < 0:self.rect_0.left = self.rect_1.rightif self.rect_1.right < 0:self.rect_1.left = self.rect_0.right'''將地板畫(huà)到屏幕'''def draw(self, screen):screen.blit(self.image_0, self.rect_0)screen.blit(self.image_1, self.rect_1)'''云'''class Cloud(pygame.sprite.Sprite):def __init__(self, imagepath, position, **kwargs):pygame.sprite.Sprite.__init__(self)# 導(dǎo)入圖片self.image = pygame.image.load(imagepath)self.rect = self.image.get_rect()self.rect.left, self.rect.top = position# 定義一些必要的參數(shù)self.speed = -1'''將云畫(huà)到屏幕上'''def draw(self, screen):screen.blit(self.image, self.rect)'''更新云'''def update(self):self.rect = self.rect.move([self.speed, 0])if self.rect.right < 0:self.kill()'''仙人掌'''class Cactus(pygame.sprite.Sprite):def __init__(self, imagepaths, position=(600, 147), sizes=[(40, 40), (40, 40)], **kwargs):pygame.sprite.Sprite.__init__(self)# 導(dǎo)入圖片self.images = []image = pygame.image.load(imagepaths[0])for i in range(3):self.images.append(pygame.transform.scale(image.subsurface((i*101, 0), (101, 101)), sizes[0]))image = pygame.image.load(imagepaths[1])for i in range(3):self.images.append(pygame.transform.scale(image.subsurface((i*68, 0), (68, 70)), sizes[1]))self.image = random.choice(self.images)self.rect = self.image.get_rect()self.rect.left, self.rect.bottom = positionself.mask = pygame.mask.from_surface(self.image)# 定義一些必要的變量self.speed = -10'''畫(huà)到屏幕上'''def draw(self, screen):screen.blit(self.image, self.rect)'''更新'''def update(self):self.rect = self.rect.move([self.speed, 0])if self.rect.right < 0:self.kill()
'''記分板'''class Scoreboard(pygame.sprite.Sprite):def __init__(self, imagepath, position, size=(11, 13), is_highest=False, bg_color=None, **kwargs):pygame.sprite.Sprite.__init__(self)# 導(dǎo)入圖片self.images = []image = pygame.image.load(imagepath)for i in range(12):self.images.append(pygame.transform.scale(image.subsurface((i*20, 0), (20, 24)), size))if is_highest:self.image = pygame.Surface((size[0]*8, size[1]))else:self.image = pygame.Surface((size[0]*5, size[1]))self.rect = self.image.get_rect()self.rect.left, self.rect.top = position# 一些必要的變量self.is_highest = is_highestself.bg_color = bg_colorself.score = '00000''''設(shè)置得分'''def set(self, score):self.score = str(score).zfill(5)'''畫(huà)到屏幕上'''def draw(self, screen):self.image.fill(self.bg_color)for idx, digital in enumerate(list(self.score)):digital_image = self.images[int(digital)]if self.is_highest:self.image.blit(digital_image, ((idx+3)*digital_image.get_rect().width, 0))else:self.image.blit(digital_image, (idx*digital_image.get_rect().width, 0))if self.is_highest:self.image.blit(self.images[-2], (0, 0))self.image.blit(self.images[-1], (digital_image.get_rect().width, 0))screen.blit(self.image, self.rect)
上面代碼用is_highest變量來(lái)區(qū)分該記分板是否用于記錄游戲最高分,還是只是記錄當(dāng)前的分?jǐn)?shù),做該區(qū)分的原因是游戲最高分前面有HI標(biāo)識(shí),所以占的空間更大:

飛龍的定義就稍微復(fù)雜一些了,因?yàn)樗粌H需要向左移動(dòng),還需要做出不停扇動(dòng)翅膀的效果。具體而言,飛龍有兩張圖:

你需要做的就是每隔一段時(shí)間就切換一次當(dāng)前的飛龍圖片,以實(shí)現(xiàn)飛龍扇動(dòng)翅膀的效果:
'''飛龍'''class Ptera(pygame.sprite.Sprite):def __init__(self, imagepath, position, size=(46, 40), **kwargs):pygame.sprite.Sprite.__init__(self)# 導(dǎo)入圖片self.images = []image = pygame.image.load(imagepath)for i in range(2):self.images.append(pygame.transform.scale(image.subsurface((i*92, 0), (92, 81)), size))self.image_idx = 0self.image = self.images[self.image_idx]self.rect = self.image.get_rect()self.rect.left, self.rect.centery = positionself.mask = pygame.mask.from_surface(self.image)# 定義一些必要的變量self.speed = -10self.refresh_rate = 10self.refresh_counter = 0'''畫(huà)到屏幕上'''def draw(self, screen):screen.blit(self.image, self.rect)'''更新'''def update(self):if self.refresh_counter % self.refresh_rate == 0:self.refresh_counter = 0self.image_idx = (self.image_idx + 1) % len(self.images)self.loadImage()self.rect = self.rect.move([self.speed, 0])if self.rect.right < 0:self.kill()self.refresh_counter += 1'''載入當(dāng)前狀態(tài)的圖片'''def loadImage(self):self.image = self.images[self.image_idx]rect = self.image.get_rect()rect.left, rect.top = self.rect.left, self.rect.topself.rect = rectself.mask = pygame.mask.from_surface(self.image)

你只需要和飛龍扇動(dòng)翅膀一樣,不斷切換兩張低頭的圖片以實(shí)現(xiàn)小恐龍跑動(dòng)的效果就可以了。
對(duì)于普通狀態(tài)也是類(lèi)似的:

對(duì)于跳躍狀態(tài),我們則可以通過(guò)初中學(xué)的上拋和自由落體運(yùn)動(dòng)公式來(lái)建模,從而計(jì)算小恐龍?jiān)谪Q直方向上的位置。具體而言,代碼實(shí)現(xiàn)如下:
'''小恐龍'''class Dinosaur(pygame.sprite.Sprite):def __init__(self, imagepaths, position=(40, 147), size=[(44, 47), (59, 47)], **kwargs):pygame.sprite.Sprite.__init__(self)# 導(dǎo)入所有圖片self.images = []image = pygame.image.load(imagepaths[0])for i in range(5):self.images.append(pygame.transform.scale(image.subsurface((i*88, 0), (88, 95)), size[0]))image = pygame.image.load(imagepaths[1])for i in range(2):self.images.append(pygame.transform.scale(image.subsurface((i*118, 0), (118, 95)), size[1]))self.image_idx = 0self.image = self.images[self.image_idx]self.rect = self.image.get_rect()self.rect.left, self.rect.bottom = positionself.mask = pygame.mask.from_surface(self.image)# 定義一些必要的變量self.init_position = positionself.refresh_rate = 5self.refresh_counter = 0self.speed = 11.5self.gravity = 0.6self.is_jumping = Falseself.is_ducking = Falseself.is_dead = Falseself.movement = [0, 0]'''跳躍'''def jump(self, sounds):if self.is_dead or self.is_jumping:returnsounds['jump'].play()self.is_jumping = Trueself.movement[1] = -1 * self.speed'''低頭'''def duck(self):if self.is_jumping or self.is_dead:returnself.is_ducking = True'''不低頭'''def unduck(self):self.is_ducking = False'''死掉了'''def die(self, sounds):if self.is_dead:returnsounds['die'].play()self.is_dead = True'''將恐龍畫(huà)到屏幕'''def draw(self, screen):screen.blit(self.image, self.rect)'''載入當(dāng)前狀態(tài)的圖片'''def loadImage(self):self.image = self.images[self.image_idx]rect = self.image.get_rect()rect.left, rect.top = self.rect.left, self.rect.topself.rect = rectself.mask = pygame.mask.from_surface(self.image)'''更新小恐龍'''def update(self):if self.is_dead:self.image_idx = 4self.loadImage()returnif self.is_jumping:self.movement[1] += self.gravityself.image_idx = 0self.loadImage()self.rect = self.rect.move(self.movement)if self.rect.bottom >= self.init_position[1]:self.rect.bottom = self.init_position[1]self.is_jumping = Falseelif self.is_ducking:if self.refresh_counter % self.refresh_rate == 0:self.refresh_counter = 0self.image_idx = 5 if self.image_idx == 6 else 6self.loadImage()else:if self.refresh_counter % self.refresh_rate == 0:self.refresh_counter = 0if self.image_idx == 1:self.image_idx = 2elif self.image_idx == 2:self.image_idx = 3else:self.image_idx = 1self.loadImage()self.refresh_counter += 1
定義完游戲精靈類(lèi),我們就可以實(shí)例化他們:
# 定義一些游戲中必要的元素和變量score = 0score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(534, 15), bg_color=cfg.BACKGROUND_COLOR)highest_score = highest_scorehighest_score_board = Scoreboard(cfg.IMAGE_PATHS['numbers'], position=(435, 15), bg_color=cfg.BACKGROUND_COLOR, is_highest=True)dino = Dinosaur(cfg.IMAGE_PATHS['dino'])ground = Ground(cfg.IMAGE_PATHS['ground'], position=(0, cfg.SCREENSIZE[1]))cloud_sprites_group = pygame.sprite.Group()cactus_sprites_group = pygame.sprite.Group()ptera_sprites_group = pygame.sprite.Group()add_obstacle_timer = 0score_timer = 0
然后寫(xiě)游戲主循環(huán)啦:
clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_SPACE or event.key == pygame.K_UP:dino.jump(sounds)elif event.key == pygame.K_DOWN:dino.duck()elif event.type == pygame.KEYUP and event.key == pygame.K_DOWN:dino.unduck()screen.fill(cfg.BACKGROUND_COLOR)if len(cloud_sprites_group) < 5 and random.randrange(0, 300) == 10:cloud_sprites_group.add(Cloud(cfg.IMAGE_PATHS['cloud'], position=(cfg.SCREENSIZE[0], random.randrange(30, 75))))add_obstacle_timer += 1if add_obstacle_timer > random.randrange(50, 150):add_obstacle_timer = 0random_value = random.randrange(0, 10)if random_value >= 5 and random_value <= 7:cactus_sprites_group.add(Cactus(cfg.IMAGE_PATHS['cacti']))else:position_ys = [cfg.SCREENSIZE[1]*0.82, cfg.SCREENSIZE[1]*0.75, cfg.SCREENSIZE[1]*0.60, cfg.SCREENSIZE[1]*0.20]ptera_sprites_group.add(Ptera(cfg.IMAGE_PATHS['ptera'], position=(600, random.choice(position_ys))))dino.update()ground.update()cloud_sprites_group.update()cactus_sprites_group.update()ptera_sprites_group.update()score_timer += 1if score_timer > (cfg.FPS//12):score_timer = 0score += 1score = min(score, 99999)if score > highest_score:highest_score = scoreif score % 100 == 0:sounds['point'].play()if score % 1000 == 0:ground.speed -= 1for item in cloud_sprites_group:item.speed -= 1for item in cactus_sprites_group:item.speed -= 1for item in ptera_sprites_group:item.speed -= 1for item in cactus_sprites_group:if pygame.sprite.collide_mask(dino, item):dino.die(sounds)for item in ptera_sprites_group:if pygame.sprite.collide_mask(dino, item):dino.die(sounds)dino.draw(screen)ground.draw(screen)cloud_sprites_group.draw(screen)cactus_sprites_group.draw(screen)ptera_sprites_group.draw(screen)score_board.set(score)highest_score_board.set(highest_score)score_board.draw(screen)highest_score_board.draw(screen)pygame.display.update()clock.tick(cfg.FPS)if dino.is_dead:break
游戲主循環(huán)的邏輯很簡(jiǎn)單,即每幀游戲畫(huà)面,我們都需要檢測(cè)一下玩家的操作,如果玩家按下了空格鍵或者↑鍵,則小恐龍?zhí)S,如果玩家按下了↓鍵,則小恐龍低頭,否則小恐龍正常向前沖。
然后在游戲中,我們隨機(jī)產(chǎn)生云,飛龍和仙人掌這些游戲場(chǎng)景和障礙物,并且和路面一起以相同的速度向左移動(dòng),從而實(shí)現(xiàn)小恐龍向右移動(dòng)的視覺(jué)效果。在移動(dòng)的過(guò)程中,我們需要對(duì)小恐龍和仙人掌,小恐龍和飛龍進(jìn)行碰撞檢測(cè),當(dāng)小恐龍碰到這些障礙物時(shí),小恐龍就死掉了,本局游戲也隨之結(jié)束。
需要注意的是我們應(yīng)該使用collide_mask函數(shù)來(lái)進(jìn)行更為精確的碰撞檢測(cè),而不是之前的collide_rect函數(shù):

即當(dāng)兩個(gè)目標(biāo)的最小外接矩形有重疊時(shí),collide_rect就會(huì)判定兩個(gè)目標(biāo)有碰撞,這顯然是不合理的,會(huì)給玩家?guī)?lái)較差的游戲體驗(yàn)。
另外,當(dāng)分?jǐn)?shù)每提高一千分,我們就和原版的游戲一樣增加一點(diǎn)場(chǎng)景和障礙物向左移動(dòng)的速度(也就是增加小恐龍向右移動(dòng)的速度)。
最后,把當(dāng)前所有的游戲元素綁定到屏幕上并更新當(dāng)前的屏幕就ok了。
大概就是這樣,大功告成~完整源代碼詳見(jiàn)相關(guān)文件唄~
源
碼
https://github.com/CharlesPikachu/Games/tree/master/Game7
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