pygame 的介绍 gif

问题描述

我正在为 pygame 制作一个平台游戏,现在我已经完成了,我只是在改进游戏。我想添加的一件事是游戏的介绍。目前,当您运行游戏时,它会打开并有两个按钮位于背景图像上,但我想使用来自星球大战(游戏以太空为主题)的 gif 或经线速度旅行动画。然后我想要一个标题和按钮。我不知道这个问题问得对不对,但基本上我想在我的游戏中添加一个介绍场景,当你运行程序时会播放一次

#import modules
import pygame
from pygame.locals import *
import pickle
from os import path


#initiliaze pygamee
pygame.init()

#fps
clock = pygame.time.Clock()

#screen creation/global variables
screen_width = 800
screen_height = 800
tile_size = 40
fps = 60

game_over = 0
main_menu = True
level = 0
max_levels = 7

screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Crashlandingv6')

#load images
bg_img = pygame.image.load('img/background.jpg')
bg_img = pygame.transform.scale(bg_img,(1000,1000))
earth_img = pygame.image.load('img/earth.png')
earth_img = pygame.transform.scale(earth_img,(100,100))
rect = bg_img.get_rect()
restart_img = pygame.image.load('img/restart_btn.png')
start_img = pygame.image.load('img/start_btn.png')
exit_img = pygame.image.load('img/exit_btn.png')

#function to reset level
def reset_level(level):
    player.reset(100,screen_height - 130)
    blob_group.empty()
    lava_group.empty()
    exit_group.empty()
    if path.exists(f'level{level}_data'):
        pickle_in = open(f'level{level}_data','rb')
        world_data = pickle.load(pickle_in)
    world = World(world_data)
    return world

#create button class

class Button():
    def __init__(self,x,y,image):
        self.image = image
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.clicked = False

    def draw(self):
        action = False

        pos = pygame.mouse.get_pos()


        #check for button collision (if button was clicked {action}
        if self.rect.collidepoint(pos):
            if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
                action = True
                self.clicked = True
        if pygame.mouse.get_pressed()[0] == 0:
            self.clicked = False
        #draw button to screen
        screen.blit(self.image,self.rect)

        return action

#class for player
class Player():
    def __init__(self,y):
        self.reset(x,y)

    def update(self,game_over):
        dx = 0 #delta x
        dy = 0 #delta y
        walk_cooldown = 5 #speed

        if game_over == 0: #if game is running gameover = 0 if game is over gameover = -1
            #get keypresses (controls)
            key = pygame.key.get_pressed()
            if key[pygame.K_SPACE] and self.jumped == False:
                self.vel_y = -15
                self.jumped = True

            if key[pygame.K_LEFT]:
                dx -= 5
                self.counter += 1
                self.direction = -1
            if key[pygame.K_RIGHT]:
                dx += 5
                self.counter += 1
                self.direction = 1
            if key[pygame.K_LEFT] == False and key[pygame.K_RIGHT] == False:
                self.counter = 0
                self.index = 0
                if self.direction == 1:
                    self.image = self.images_right[self.index]
                if self.direction == -1:
                    self.image = self.images_left[self.index]

            #TO DO < insert here !!
            # add idle player animation if all buttons are false set player to idle



            # players animation
            if self.counter > walk_cooldown:
                self.counter = 0
                self.index += 1
                if self.index >= len(self.images_right):
                    self.index = 0
                if self.direction == 1:
                    self.image = self.images_right[self.index]
                if self.direction == -1:
                    self.image = self.images_left[self.index]



            #add gravity
            self.vel_y += 1
            if self.vel_y > 10:
                self.vel_y = 10
            dy += self.vel_y

            #check for collision

            for tile in world.tile_list:
                #x direction collision
                if tile[1].colliderect(self.rect.x + dx,self.rect.y,self.width,self.height):
                    dx=0




                #y direction collision
                if tile[1].colliderect(self.rect.x,self.rect.y + dy,self.height):
                    #check if below ground (jumping)
                    if self.vel_y <0:
                        dy = tile[1].bottom - self.rect.top
                        self.vel_y = 0
                    #check if above ground(falling)
                    elif self.vel_y >= 0:
                        dy = tile[1].top - self.rect.bottom
                        self.jumped = False
                #check for collision with enemies
                if pygame.sprite.spritecollide(self,blob_group,False):
                    game_over = -1



                #check for collision with lava
                if pygame.sprite.spritecollide(self,lava_group,False):
                    game_over = -1


                # check for collision with lava
                if pygame.sprite.spritecollide(self,exit_group,False):
                    game_over = 1



            #if gameover (recall gameover = -1 gamerunning = 0)
        elif game_over == -1:
            self.image = self.dead_image
            if self.rect.y > 200:
                self.rect.y -= 5
        #update player coordinates
        self.rect.x += dx
        self.rect.y += dy



        #draw player onto screen
        screen.blit(self.image,self.rect)
        #for rect outlines uncomment #pygame.draw.rect(screen,(255,255,255),self.rect,2)

        return game_over

    def reset(self,y): #Player class under reset button,when player  class is created info gets called from reset for efficiency purposes (instead of typing out twice)
        self.images_right = []
        self.images_left = []
        self.index = 0
        self.counter = 0
        for num in range(1,7):
            img_right = pygame.image.load(f'img/guy{num}.png')
            img_right = pygame.transform.scale(img_right,(40,80))
            img_left = pygame.transform.flip(img_right,True,False)  # flips right image on the x axis {true} and not y axis {false}
            self.images_right.append(img_right)
            self.images_left.append(img_left)
        self.dead_image = pygame.image.load('img/ghost.png')
        self.image = self.images_right[self.index]
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.width = self.image.get_width()
        self.height = self.image.get_height()
        self.vel_y = 0
        self.jumped = False
        self.direction = 0

#class for tiles
class World():
    def __init__(self,data):
        self.tile_list = []

        #load images
        dirt_img = pygame.image.load('img/dirt.png')
        moonrock_img = pygame.image.load('img/moonrock.png')



#game map
        row_count = 0
        for row in data:
            col_count = 0
            for tile in row:
                if tile == 1: #replace with dirt
                    img = pygame.transform.scale(dirt_img,(tile_size,tile_size))
                    img_rect = img.get_rect()
                    img_rect.x = col_count * tile_size
                    img_rect.y = row_count * tile_size
                    tile = (img,img_rect)
                    self.tile_list.append(tile)
                if tile == 2: #replace with moonrock
                    img = pygame.transform.scale(moonrock_img,img_rect)
                    self.tile_list.append(tile)
                if tile == 3: #replace with alien
                    blob = Enemy(col_count * tile_size,row_count * tile_size + 10)
                    blob_group.add(blob)
                if tile == 6: #replace with acid
                    lava = Lava(col_count * tile_size,row_count * tile_size+(tile_size //2))
                    lava_group.add(lava)

                if tile == 8:
                    exit = Exit(col_count * tile_size,row_count * tile_size - (tile_size//2))
                    exit_group.add(exit)
                col_count += 1
            row_count += 1

    def draw(self): #draws tiles to screen
        for tile in self.tile_list:
            screen.blit(tile[0],tile[1])
    #for rectangle outlines uncomment       #pygame.draw.rect(screen,tile[1],1)



#ENEMY SPRITE class
class Enemy(pygame.sprite.Sprite):
    def __init__(self,y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load('img/blob.png')
        self.image = pygame.transform.scale(self.image,(70,35))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.move_direction = 1
        self.move_counter = 0

    def update(self): #update enemy (movement)
        self.rect.x += self.move_direction
        self.move_counter += 1
        if abs(self.move_counter) > 50:
            self.move_direction *= -1
            self.move_counter *= -1

#LIQUID SPRITE (acid)
class Lava(pygame.sprite.Sprite):
    def __init__(self,y):
        pygame.sprite.Sprite.__init__(self)
        img = pygame.image.load('img/lava2.jpg')
        self.image = pygame.transform.scale(img,tile_size//2))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
class Exit(pygame.sprite.Sprite):
    def __init__(self,y):
        pygame.sprite.Sprite.__init__(self)
        img = pygame.image.load('img/exit.png')
        self.image = pygame.transform.scale(img,int(tile_size * 1.5)))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y






player = Player(100,screen_height - 130)
blob_group = pygame.sprite.Group()
lava_group = pygame.sprite.Group()
exit_group = pygame.sprite.Group()

#load in level data and create world

if path.exists(f'level{level}_data'):
    pickle_in = open(f'level{level}_data','rb')
    world_data = pickle.load(pickle_in)
world = World(world_data)

#create buttons
restart_button = Button(screen_width // 2 - 50,screen_height // 2 + 100,restart_img)
start_button = Button(screen_width// 2 - 350,screen_height // 2,start_img)
exit_button = Button(screen_width// 2 + 100,exit_img)
#main loop/ WHILE GAME IS RUNNING DO THIS
run = True
while run:
    clock.tick(fps) #run the fps timers
    screen.blit(bg_img,rect) #add bg img
    screen.blit(earth_img,100))


    if main_menu == True:
        if exit_button.draw():
            run = False
        if start_button.draw():
            main_menu = False
    else:

        world.draw() #draw the world tiles
        if game_over == 0: # while alive / not dead
            blob_group.update()
        blob_group.draw(screen)
        lava_group.draw(screen)
        exit_group.draw(screen)


        game_over = player.update(game_over)


        #if player is dead
        if game_over == -1:
            if restart_button.draw():
                world_data = []
                world = reset_level(level)
                game_over = 0

        #If level complete reset and next level
        if game_over == 1:
            level += 1
            if level <= max_levels:
                #reset level
                world_date = []
                world = reset_level(level)
                game_over = 0
            else:
                #restart game
                if restart_button.draw():
                    level = 1
                    # reset level
                    world_date = []
                    world = reset_level(level)
                    game_over = 0


    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False


    pygame.display.update() #update display

pygame.quit() #quit game

任何帮助谢谢

解决方法

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