这篇文章主要介绍python实现超级马里奥的案例,文中介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们一定要看完!
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import pygame as pg from source.main import main if __name__=='__main__': main() pg.quit()
main
__author__ = 'marble_xu' import pygame as pg from . import setup, tools from . import constants as c from .states import main_menu, load_screen, level def main(): game = tools.Control() state_dict = {c.MAIN_MENU: main_menu.Menu(), c.LOAD_SCREEN: load_screen.LoadScreen(), c.LEVEL: level.Level(), c.GAME_OVER: load_screen.GameOver(), c.TIME_OUT: load_screen.TimeOut()} game.setup_states(state_dict, c.MAIN_MENU) game.main()
setup
__author__ = 'marble_xu' import os import pygame as pg from . import constants as c from . import tools pg.init() pg.event.set_allowed([pg.KEYDOWN, pg.KEYUP, pg.QUIT]) pg.display.set_caption(c.ORIGINAL_CAPTION) SCREEN = pg.display.set_mode(c.SCREEN_SIZE) SCREEN_RECT = SCREEN.get_rect() GFX = tools.load_all_gfx(os.path.join("resources","graphics"))
tools
__author__ = 'marble_xu' import os import pygame as pg from abc import ABC, abstractmethod keybinding = { 'action':pg.K_s, 'jump':pg.K_a, 'left':pg.K_LEFT, 'right':pg.K_RIGHT, 'down':pg.K_DOWN } class State(): def __init__(self): self.start_time = 0.0 self.current_time = 0.0 self.done = False self.next = None self.persist = {} @abstractmethod def startup(self, current_time, persist): '''abstract method''' def cleanup(self): self.done = False return self.persist @abstractmethod def update(sefl, surface, keys, current_time): '''abstract method''' class Control(): def __init__(self): self.screen = pg.display.get_surface() self.done = False self.clock = pg.time.Clock() self.fps = 60 self.current_time = 0.0 self.keys = pg.key.get_pressed() self.state_dict = {} self.state_name = None self.state = None def setup_states(self, state_dict, start_state): self.state_dict = state_dict self.state_name = start_state self.state = self.state_dict[self.state_name] def update(self): self.current_time = pg.time.get_ticks() if self.state.done: self.flip_state() self.state.update(self.screen, self.keys, self.current_time) def flip_state(self): previous, self.state_name = self.state_name, self.state.next persist = self.state.cleanup() self.state = self.state_dict[self.state_name] self.state.startup(self.current_time, persist) def event_loop(self): for event in pg.event.get(): if event.type == pg.QUIT: self.done = True elif event.type == pg.KEYDOWN: self.keys = pg.key.get_pressed() elif event.type == pg.KEYUP: self.keys = pg.key.get_pressed() def main(self): while not self.done: self.event_loop() self.update() pg.display.update() self.clock.tick(self.fps) def get_image(sheet, x, y, width, height, colorkey, scale): image = pg.Surface([width, height]) rect = image.get_rect() image.blit(sheet, (0, 0), (x, y, width, height)) image.set_colorkey(colorkey) image = pg.transform.scale(image, (int(rect.width*scale), int(rect.height*scale))) return image def load_all_gfx(directory, colorkey=(255,0,255), accept=('.png', '.jpg', '.bmp', '.gif')): graphics = {} for pic in os.listdir(directory): name, ext = os.path.splitext(pic) if ext.lower() in accept: img = pg.image.load(os.path.join(directory, pic)) if img.get_alpha(): img = img.convert_alpha() else: img = img.convert() img.set_colorkey(colorkey) graphics[name] = img return graphics
运行成果
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