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@@ -6,7 +6,10 @@
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# Datetime: 2026/7/25 下午10:44
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# Description:
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# ---------------------------------------------------------------------------
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import os
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import pygame
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from src.config.game_config import data_path
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# 初始化pygame
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pygame.init()
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@@ -22,7 +25,8 @@ screen = pygame.display.set_mode(size)
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pygame.display.set_caption("New_game")
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# 播放并循环音乐
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pygame.mixer_music.load(r'D:\python_project\Game_project\file\vespidaze-upbeat-rpg-battle-460971.mp3')
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data_path = data_path()
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pygame.mixer_music.load(os.path.join(data_path, "vespidaze-upbeat-rpg-battle-460971.mp3"))
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pygame.mixer_music.play(-1)
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# 状态值
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@@ -0,0 +1,6 @@
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class Color:
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black = (0, 0, 0)
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white = (255, 255, 255)
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a = (255, 0, 0)
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b = (0, 255, 0)
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c = (0, 0, 255)
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@@ -0,0 +1,17 @@
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import os
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class GameConfig:
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game_name = "Test Game"
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window_x = 1920/2
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window_y = 1080/2
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bg_color = (0, 0, 0)
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def data_path():
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file_path = os.path.abspath(__file__)
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project_path = os.path.dirname(os.path.dirname(os.path.dirname(file_path)))
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data_path = os.path.join(project_path, "data")
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return data_path
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if __name__ == '__main__':
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print(data_path())
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@@ -0,0 +1,8 @@
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from src.scenes.main_menu_scene import MainMenuScene
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from src.scenes.game_scene import GameScene
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scene_dict = {
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"MainMenuScene": MainMenuScene,
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"GameScene": GameScene,
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}
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@@ -0,0 +1,28 @@
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import pygame
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class BaseScene:
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def __init__(self, screen: pygame.Surface, clock: pygame.time.Clock):
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"""
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初始化场景,接收并保存画布、计时器
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"""
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self.screen = screen
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self.clock = clock
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self.next_scene = None
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def update(self):
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"""
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场景的每帧更新逻辑
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"""
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pass
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def handle_event(self, events):
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"""
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接收主循环传来的事件并处理
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"""
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pass
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def switch_to_scene(self, scene_name):
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"""
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切换场景
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"""
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self.next_scene = scene_name
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@@ -0,0 +1,82 @@
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import os
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import pygame
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from src.config.game_config import data_path, GameConfig
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from src.scenes.base_scene import BaseScene
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class GameScene(BaseScene):
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name = "GameScene"
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def __init__(self, screen, clock):
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super().__init__(screen, clock)
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# 初始化音乐
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pygame.mixer.init()
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# 播放并循环音乐
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pygame.mixer_music.load(os.path.join(data_path(), "vespidaze-upbeat-rpg-battle-460971.mp3"))
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pygame.mixer_music.play(-1)
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self.back_status = False
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# 状态值
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self.dirty_x = 400
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self.dirty_y = 300
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self.Left_status = False
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self.right_status = False
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self.up_status = False
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self.down_status = False
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# 颜色
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self.WHITE = (255, 255, 255)
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self.RED = (255, 0, 0)
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self.BLUE = (0, 0, 255)
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def update(self):
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if self.back_status:
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self.switch_to_scene("MainMenuScene")
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if self.Left_status and self.dirty_x >= 0:
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self.dirty_x -= 1
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if self.right_status and self.dirty_x <= GameConfig.window_x - 20:
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self.dirty_x += 1
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if self.up_status and self.dirty_y >= 0:
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self.dirty_y -= 1
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if self.down_status and self.dirty_y <= GameConfig.window_y - 30:
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self.dirty_y += 1
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# 填充窗口颜色
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self.screen.fill((255, 255, 255))
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# 绘制矩形(移动体和固定体)
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dirty = pygame.draw.rect(self.screen, self.BLUE, [self.dirty_x, self.dirty_y, 20, 30])
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enemy = pygame.draw.rect(self.screen, self.RED, [40, 60, 10, 10])
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# 碰撞监测
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if dirty.colliderect(enemy):
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print("die")
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self.dirty_x = 400
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self.dirty_y = 300
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dirty = pygame.draw.rect(self.screen, self.BLUE, [self.dirty_x, self.dirty_y, 20, 30])
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def handle_event(self, event):
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# 按下按键
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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self.back_status = True
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elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
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self.Left_status = True
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elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
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self.right_status = True
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elif event.key == pygame.K_UP or event.key == pygame.K_w:
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self.up_status = True
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elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
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self.down_status = True
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# 松开按键
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elif event.type == pygame.KEYUP:
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if event.key == pygame.K_LEFT or event.key == pygame.K_a:
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self.Left_status = False
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elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
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self.right_status = False
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elif event.key == pygame.K_UP or event.key == pygame.K_w:
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self.up_status = False
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elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
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self.down_status = False
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@@ -0,0 +1,136 @@
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import os
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import random
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import pygame
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from src.config.color import Color
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from src.config.game_config import data_path, GameConfig
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from src.scenes.base_scene import BaseScene
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class MainMenuScene(BaseScene):
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name = "MainMenuScene"
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"""
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主菜单场景,显示提示信息,展示雨天特效
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"""
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def __init__(self, screen, clock):
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"""
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初始化函数,初始化按钮按下状态、雨滴列表
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"""
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super().__init__(screen, clock)
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self.button_status = False
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self.debug_status = False
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# 设置字体
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font_file = os.path.join(data_path(),"Dymon-ShouXieTi.otf")
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self.font = pygame.font.Font(font_file,16)
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# 文本
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self.game_info_text = self.font.render('按任意键开始游戏,鼠标点击退出', True, Color.white)
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# 雨滴列表
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self.rain_max = 50
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self.rain_list = []
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# 雨滴生命周期
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self.rain_live_max = 6
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# 初始化雨滴
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self.init_rain(self.rain_max)
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def update(self):
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# 按键按下则切换场景
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if self.button_status:
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self.switch_to_scene("GameScene")
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# 显示提示文本
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screen_rect = self.screen.get_rect() # 获取屏幕矩形
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text_rect = self.game_info_text.get_rect() # 获取文本矩形
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self.__show(text_rect, (0, 15))
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text_rect.center = screen_rect.center # 将文本居中到屏幕
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self.screen.blit(self.game_info_text, text_rect.topleft)
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# 调试信息,debug模式下显示
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self.__show(screen_rect)
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self.__show(text_rect,(0,30))
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self.__show(text_rect.center,(0,45))
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# 雨滴坠落
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self.rain_fall()
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def handle_event(self, event):
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"""
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接收主循环传来的事件并处理
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"""
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if event.type == pygame.KEYDOWN:
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self.button_status = True
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elif event.type == pygame.MOUSEBUTTONDOWN:
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return "exit" # 主循环接收返回,为exit时设置running为False,退出游戏
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def __show(self, info, dest=(0, 0)):
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"""
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显示调试文本
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"""
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if not self.debug_status:
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return
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if not isinstance(info, str):
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info = str(info)
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info_text = self.font.render(info, True, Color.white)
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self.screen.blit(info_text, dest)
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def __rain_list_append(self, status=0):
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"""
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向列表中添加一个雨滴,默认状态为0
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"""
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x = random.randint(0, int(GameConfig.window_x))
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y = random.randint(0, int(GameConfig.window_y))
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rain = {
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"dest": (x, y),
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"timer": 0,
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"status": status
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}
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self.rain_list.append(rain)
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def init_rain(self, max_num):
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"""
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初始化雨滴列表,保存雨滴落点的坐标
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"""
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for i in range(max_num):
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status = random.randint(1, self.rain_live_max)
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self.__rain_list_append(status)
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def rain_fall(self):
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"""
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展示雨滴画面
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"""
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dt = self.clock.tick()
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for rain in self.rain_list:
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# 当状态在区间1时绘制雨滴线条
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if rain["status"] <= self.rain_live_max - 3:
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# 线条长度
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line_len = 10*(self.rain_live_max - rain["status"])
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# 起点位置
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x = rain["dest"][0]
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y = rain["dest"][1] - line_len
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line_start_point = (x, y)
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pygame.draw.line(self.screen, Color.white, line_start_point, rain["dest"], 1)
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# 状态在区间2时绘制涟漪
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elif self.rain_live_max - 3 < rain["status"]:
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point_width = rain["status"] - (self.rain_live_max - 3)
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pygame.draw.circle(self.screen, Color.white, rain["dest"], point_width, 1)
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# # 椭圆
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# rain_point_rect = [rain["dest"][0], rain["dest"][1], rain["status"], rain["status"]]
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# pygame.draw.ellipse(self.screen, Color.white, rain_point_rect, 1)
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# 雨滴状态每d_status毫秒变化一次
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d_status = 200
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if rain["timer"] > d_status:
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rain["status"] += 1
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rain["timer"] -= d_status # 不设为0,避免累计时间误差
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# 生命周期走完后销毁并添加新雨滴
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if rain["status"] > self.rain_live_max:
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self.rain_list.remove(rain)
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self.__rain_list_append()
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# timer累计每帧时间
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rain["timer"] += dt
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@@ -0,0 +1,55 @@
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import pygame
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from src.config.game_config import GameConfig
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from src.config.scenes import scene_dict
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from src.scenes.main_menu_scene import MainMenuScene
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class Game:
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def __init__(self):
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# 初始化
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pygame.init()
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# 设置窗口大小
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size = (GameConfig.window_x, GameConfig.window_y)
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self.screen = pygame.display.set_mode(size, pygame.NOFRAME)
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# 设置计时器
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self.clock = pygame.time.Clock()
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# 场景字典
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self.game_scenes = scene_dict
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# 当前场景
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self.scene = self.game_scenes["MainMenuScene"](self.screen, self.clock)
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# 运行循环
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self.running = True
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self.run()
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def run(self):
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while self.running:
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# 事件处理
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for event in pygame.event.get(): # 这里已经获取了事件,事件队列被清空,在场景的update中再次获取将没有事件
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if event.type == pygame.QUIT:
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self.running = False
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result = self.scene.handle_event(event) # 当前场景接收事件
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if result == "exit":
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self.running = False
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# 检查是否切换场景
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if self.scene.next_scene is not None:
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if self.scene.next_scene in self.game_scenes.keys():
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scene_class = self.game_scenes[self.scene.next_scene]
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self.scene = scene_class(self.screen, self.clock)
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# 清屏
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self.screen.fill(GameConfig.bg_color)
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# 场景每帧更新逻辑运行
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self.scene.update()
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# 更新显示
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pygame.display.update()
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if __name__ == "__main__":
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Game()
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