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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