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@@ -1,2 +1,36 @@
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|||||||
### 项目1文档
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### 项目技术方案
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### 新增描述
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- 游戏引擎:pygame
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- 游戏设计:自行实现多场景
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### 项目结构
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```
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project
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start.py # 入口,包含初始化和主循环
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data\ # 资源
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src\ # 代码
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config\ # 基础配置
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game_config.py # 游戏配置
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scenes.py # 场景类字典,用于多场景切换
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scenes\ # 游戏场景
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base_scene.py # 场景基类,被其他场景继承,含画布、计时器、下一场景、事件接收、每帧更新、切换场景、退出等参数方法
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main_menu_scene.py # 主菜单场景,实现了按键组合、按键顺序、鼠标事件、文本显示、雨天特效等功能
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game_scene.py # 游戏场景,实现了方向移动、碰撞判断等功能
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empty_scene.py # 空场景,测试或复制用
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```
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### 运行
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安装依赖
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```
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pip install -r requirements.txt
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```
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运行
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```
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python start.py
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```
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### 执行逻辑
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1. start.py中执行Game() # 开始游戏
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2. 类执行初始化__init__() # 读取game_config.py中的配置,初始化窗口画布等,初始化首个场景MainMenuScene并记录到self.scene
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3. 初始化函数调用run()开始主循环 # 循环中获取事件并发送给场景的handle_event()方法用于接收玩家输入
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4. 主循环中调用self.scene.update()方法 # 每帧更新场景中实现的游戏逻辑
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5. 场景切换通过改变self.scene实现 # 主循环中读取场景类的next_scene参数,为None不切换,否则切换为src\config\scenes.py中类实例化对象
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6. 退出游戏通过设置running为False实现 # 主循环中读取场景类的next_scene参数,为"exit"时退出
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@@ -3,8 +3,8 @@ import os
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class GameConfig:
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class GameConfig:
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game_name = "Test Game"
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game_name = "Test Game"
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window_x = 1920/2
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window_x = 1920
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window_y = 1080/2
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window_y = 1080
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bg_color = (0, 0, 0)
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bg_color = (0, 0, 0)
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def data_path():
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def data_path():
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@@ -1,8 +1,14 @@
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from src.scenes.config_scene import ConfigScene
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from src.scenes.empty_scene import EmptyScene
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from src.scenes.main_menu_scene import MainMenuScene
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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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from src.scenes.game_scene import GameScene
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from src.scenes.space_scene import SpaceScene
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scene_dict = {
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scene_dict = {
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"MainMenuScene": MainMenuScene,
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"MainMenuScene": MainMenuScene,
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"GameScene": GameScene,
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"GameScene": GameScene,
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"EmptyScene": EmptyScene,
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"ConfigScene": ConfigScene,
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"SpaceScene": SpaceScene,
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}
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}
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@@ -0,0 +1,60 @@
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import math
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import pygame
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from src.config.color import Color
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class Player:
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def __init__(self, screen):
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self.screen = screen
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screen_rect = self.screen.get_rect()
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self.x = screen_rect.centerx
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self.y = screen_rect.centery
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self.v = 0.0
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self.base_speed = 3.0
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self.run_multiplier = 2.5
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self.is_running = False
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def move(self, dx, dy, dt):
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"""
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归一化移动,避免斜向移动过快
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"""
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magnitude = math.hypot(dx, dy)
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if magnitude > 0:
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dx /= magnitude
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dy /= magnitude
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speed = self.base_speed
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if self.is_running:
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speed *= self.run_multiplier
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# 应用速度和时间差 (dt),实现帧率无关的移动
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dt /= 1000.0 # 注意:这里 dt 是以秒为单位的浮点数
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self.x += dx * speed * dt * 60 # 乘以 60 是为了兼容 60FPS 下的体感速度
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self.y += dy * speed * dt * 60
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def handle_input(self, keys, dt):
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drx = 0
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dry = 0
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if keys[pygame.K_LEFT] or keys[pygame.K_a]:
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drx -= 1
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if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
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drx += 1
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if keys[pygame.K_UP] or keys[pygame.K_w]:
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dry -= 1
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if keys[pygame.K_DOWN] or keys[pygame.K_s]:
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dry += 1
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# 按下shift冲刺
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if keys[pygame.K_LSHIFT]:
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self.is_running = True
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else:
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self.is_running = False
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# 移动
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self.move(drx, dry, dt)
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def show(self):
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pygame.draw.circle(self.screen, Color.white, (int(self.x), int(self.y)), 10)
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def update(self, keys, dt):
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self.handle_input(keys, dt)
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self.show()
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@@ -1,15 +1,14 @@
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import pygame
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import pygame
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class BaseScene:
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class BaseScene:
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def __init__(self, screen: pygame.Surface, clock: pygame.time.Clock):
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def __init__(self, screen: pygame.Surface):
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"""
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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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初始化场景,接收并保存画布、计时器
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"""
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"""
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self.screen = screen
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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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self.next_scene = None
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def update(self):
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def update(self, dt=0):
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"""
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"""
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场景的每帧更新逻辑
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场景的每帧更新逻辑
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"""
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"""
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@@ -25,4 +24,10 @@ class BaseScene:
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"""
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"""
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切换场景
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切换场景
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"""
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"""
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self.next_scene = scene_name
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self.next_scene = scene_name
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def exit(self):
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"""
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退出游戏
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"""
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self.next_scene = "exit"
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@@ -0,0 +1,23 @@
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import pygame
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|
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from src.scenes.base_scene import BaseScene
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class ConfigScene(BaseScene):
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name = "ConfigScene" # 场景名称
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def __init__(self, screen):
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super().__init__(screen)
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def update(self, dt=0):
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"""
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场景每帧更新逻辑
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"""
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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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if event.key == pygame.K_ESCAPE:
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self.switch_to_scene("MainMenuScene")
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@@ -0,0 +1,18 @@
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from src.scenes.base_scene import BaseScene
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class EmptyScene(BaseScene):
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name = "EmptyScene" # 场景名称
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def __init__(self, screen):
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super().__init__(screen)
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def update(self, dt=0):
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"""
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场景每帧更新逻辑
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"""
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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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@@ -8,8 +8,8 @@ from src.scenes.base_scene import BaseScene
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class GameScene(BaseScene):
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class GameScene(BaseScene):
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name = "GameScene"
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name = "GameScene"
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def __init__(self, screen, clock):
|
def __init__(self, screen):
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super().__init__(screen, clock)
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super().__init__(screen)
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# 初始化音乐
|
# 初始化音乐
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pygame.mixer.init()
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pygame.mixer.init()
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# 播放并循环音乐
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# 播放并循环音乐
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@@ -32,8 +32,9 @@ class GameScene(BaseScene):
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self.RED = (255, 0, 0)
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self.RED = (255, 0, 0)
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self.BLUE = (0, 0, 255)
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self.BLUE = (0, 0, 255)
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def update(self):
|
def update(self, dt=0):
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if self.back_status:
|
if self.back_status:
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pygame.mixer_music.stop()
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self.switch_to_scene("MainMenuScene")
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self.switch_to_scene("MainMenuScene")
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if self.Left_status and self.dirty_x >= 0:
|
if self.Left_status and self.dirty_x >= 0:
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self.dirty_x -= 1
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self.dirty_x -= 1
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+196
-32
@@ -12,56 +12,148 @@ class MainMenuScene(BaseScene):
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"""
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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
|
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):
|
def __init__(self, screen):
|
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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
|
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)
|
super().__init__(screen)
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self.button_status = False
|
self.button_status = False
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self.debug_status = False
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self.mouse_status = None
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self.mouse_last_status = None
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self.debug_status = True
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self.secret_keys = ["w","w","s","s","a","d","a","d"] # 上上下下左右左右
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self.secret_key_compare_num = 0
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self.select_id = 0
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self.up_status = False
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self.up_last_status = False
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self.down_status = False
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self.down_last_status = False
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self.mouse_on_option = False
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self.keyboard_ensure_status = False
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# 设置字体
|
# 设置字体
|
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font_file = os.path.join(data_path(),"Dymon-ShouXieTi.otf")
|
font_file = os.path.join(data_path(),"Dymon-ShouXieTi.otf")
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self.font = pygame.font.Font(font_file,16)
|
self.font = pygame.font.Font(font_file,32)
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# 文本
|
self.text_rect_list = []
|
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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)
|
self.__init_text_list()
|
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|
|
||||||
# 雨滴列表
|
# 雨滴列表
|
||||||
self.rain_max = 50
|
self.rain_max = 50
|
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self.rain_list = []
|
self.rain_list = []
|
||||||
# 雨滴生命周期
|
# 雨滴生命周期
|
||||||
self.rain_live_max = 6
|
self.rain_live_max = 10
|
||||||
# 初始化雨滴
|
# 初始化雨滴
|
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self.init_rain(self.rain_max)
|
self.init_rain(self.rain_max)
|
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|
|
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def update(self):
|
# 鼠标位置
|
||||||
|
self.mouse_pos = (0, 0)
|
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|
|
||||||
|
def update(self, dt=0):
|
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# 按键按下则切换场景
|
# 按键按下则切换场景
|
||||||
if self.button_status:
|
if self.button_status:
|
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self.switch_to_scene("GameScene")
|
self.switch_to_scene("GameScene")
|
||||||
|
if self.secret_key_compare_num == len(self.secret_keys):
|
||||||
|
print("我去,是通关秘籍!")
|
||||||
|
self.switch_to_scene("EmptyScene")
|
||||||
|
|
||||||
# 显示提示文本
|
if self.__up():
|
||||||
screen_rect = self.screen.get_rect() # 获取屏幕矩形
|
self.select_id -= 1
|
||||||
text_rect = self.game_info_text.get_rect() # 获取文本矩形
|
if self.__down():
|
||||||
self.__show(text_rect, (0, 15))
|
self.select_id += 1
|
||||||
text_rect.center = screen_rect.center # 将文本居中到屏幕
|
self.select_id = self.select_id % len(self.text_rect_list)
|
||||||
self.screen.blit(self.game_info_text, text_rect.topleft)
|
# 显示选项文本
|
||||||
|
self.__show_ui()
|
||||||
|
|
||||||
# 调试信息,debug模式下显示
|
# 处理鼠标点击
|
||||||
self.__show(screen_rect)
|
self.handle_mouse_click()
|
||||||
self.__show(text_rect,(0,30))
|
|
||||||
self.__show(text_rect.center,(0,45))
|
# 处理空格或enter
|
||||||
|
self.handle_keyboard()
|
||||||
|
|
||||||
# 雨滴坠落
|
# 雨滴坠落
|
||||||
self.rain_fall()
|
self.rain_fall(dt)
|
||||||
|
|
||||||
|
# 更新鼠标位置
|
||||||
|
self.mouse_pos = pygame.mouse.get_pos()
|
||||||
|
# 更新当前帧鼠标状态
|
||||||
|
self.mouse_last_status = self.mouse_status
|
||||||
|
# 更新当前帧上下按键状态
|
||||||
|
self.up_last_status = self.up_status
|
||||||
|
self.down_last_status = self.down_status
|
||||||
|
|
||||||
|
# 调试文本
|
||||||
|
# self.__show(self.up_status)
|
||||||
|
# self.__show(self.up_last_status, (0, 20))
|
||||||
|
|
||||||
def handle_event(self, event):
|
def handle_event(self, event):
|
||||||
"""
|
"""
|
||||||
接收主循环传来的事件并处理
|
接收主循环传来的事件并处理
|
||||||
"""
|
"""
|
||||||
if event.type == pygame.KEYDOWN:
|
if event.type == pygame.KEYDOWN:
|
||||||
self.button_status = True
|
keys = pygame.key.get_pressed() # 获取所有按键状态,用于组合按键判断
|
||||||
elif event.type == pygame.MOUSEBUTTONDOWN:
|
if event.key == pygame.K_ESCAPE:
|
||||||
return "exit" # 主循环接收返回,为exit时设置running为False,退出游戏
|
self.exit() # 退出游戏
|
||||||
|
if keys[pygame.K_z] and keys[pygame.K_x]: # 同时按下Z和X
|
||||||
|
self.button_status = True
|
||||||
|
# 处理空格和enter
|
||||||
|
if event.key == pygame.K_SPACE or event.key == pygame.K_RETURN:
|
||||||
|
self.keyboard_ensure_status = True
|
||||||
|
else:
|
||||||
|
self.keyboard_ensure_status = False
|
||||||
|
|
||||||
|
# 判断是否按顺序按下秘籍
|
||||||
|
if event.unicode.lower() == self.secret_keys[self.secret_key_compare_num]:
|
||||||
|
self.secret_key_compare_num += 1
|
||||||
|
else:
|
||||||
|
self.secret_key_compare_num = 0
|
||||||
|
|
||||||
|
# 处理上下键
|
||||||
|
if event.key == pygame.K_UP or event.key == pygame.K_w:
|
||||||
|
self.up_status = True
|
||||||
|
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
|
||||||
|
self.down_status = True
|
||||||
|
|
||||||
|
if event.type == pygame.KEYUP:
|
||||||
|
# 处理上下键
|
||||||
|
if event.key == pygame.K_UP or event.key == pygame.K_w:
|
||||||
|
self.up_status = False
|
||||||
|
if event.key == pygame.K_DOWN or event.key == pygame.K_s:
|
||||||
|
self.down_status = False
|
||||||
|
|
||||||
|
# 鼠标事件
|
||||||
|
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||||
|
self.mouse_status = "down"
|
||||||
|
elif event.type == pygame.MOUSEBUTTONUP:
|
||||||
|
self.mouse_status = "up"
|
||||||
|
elif event.type == pygame.MOUSEMOTION:
|
||||||
|
self.mouse_status = "move"
|
||||||
|
|
||||||
|
def __click(self):
|
||||||
|
"""
|
||||||
|
判断是否点击鼠标:鼠标抬起时,上一帧的状态如果是按下或者移动则判断为点击
|
||||||
|
"""
|
||||||
|
if self.mouse_status == "up":
|
||||||
|
if self.mouse_last_status in ["down", "move"]:
|
||||||
|
return True
|
||||||
|
return False
|
||||||
|
|
||||||
|
def __up(self):
|
||||||
|
"""
|
||||||
|
判断是否按下上键:按下时,上一帧的状态是未按下则判断为按下
|
||||||
|
"""
|
||||||
|
if self.up_status:
|
||||||
|
if not self.up_last_status:
|
||||||
|
return True
|
||||||
|
return False
|
||||||
|
def __down(self):
|
||||||
|
"""
|
||||||
|
判断是否按下下键:按下时,上一帧的状态是未按下则判断为按下
|
||||||
|
"""
|
||||||
|
if self.down_status:
|
||||||
|
if not self.down_last_status:
|
||||||
|
return True
|
||||||
|
return False
|
||||||
|
|
||||||
def __show(self, info, dest=(0, 0)):
|
def __show(self, info, dest=(0, 0)):
|
||||||
"""
|
"""
|
||||||
@@ -74,6 +166,19 @@ class MainMenuScene(BaseScene):
|
|||||||
info_text = self.font.render(info, True, Color.white)
|
info_text = self.font.render(info, True, Color.white)
|
||||||
self.screen.blit(info_text, dest)
|
self.screen.blit(info_text, dest)
|
||||||
|
|
||||||
|
def handle_mouse_click(self):
|
||||||
|
"""
|
||||||
|
处理鼠标点击
|
||||||
|
"""
|
||||||
|
if self.__click() and self.mouse_on_option:
|
||||||
|
# 触发选项处理
|
||||||
|
self.__handle_option()
|
||||||
|
|
||||||
|
def handle_keyboard(self):
|
||||||
|
if self.keyboard_ensure_status:
|
||||||
|
# 触发选项处理
|
||||||
|
self.__handle_option()
|
||||||
|
|
||||||
def __rain_list_append(self, status=0):
|
def __rain_list_append(self, status=0):
|
||||||
"""
|
"""
|
||||||
向列表中添加一个雨滴,默认状态为0
|
向列表中添加一个雨滴,默认状态为0
|
||||||
@@ -87,6 +192,63 @@ class MainMenuScene(BaseScene):
|
|||||||
}
|
}
|
||||||
self.rain_list.append(rain)
|
self.rain_list.append(rain)
|
||||||
|
|
||||||
|
def __init_text_list(self):
|
||||||
|
# 文本
|
||||||
|
text_list = [
|
||||||
|
"开始游戏",
|
||||||
|
"测试场景",
|
||||||
|
"设置",
|
||||||
|
"退出游戏",
|
||||||
|
]
|
||||||
|
# 转换为文本框
|
||||||
|
for text_str in text_list:
|
||||||
|
self.text_rect_list.append(self.font.render(text_str, True, Color.white))
|
||||||
|
|
||||||
|
def __handle_option(self):
|
||||||
|
"""
|
||||||
|
处理选项,根据id执行
|
||||||
|
"""
|
||||||
|
if self.select_id is None:
|
||||||
|
return
|
||||||
|
elif self.select_id == 0:
|
||||||
|
self.switch_to_scene("GameScene")
|
||||||
|
elif self.select_id == 1:
|
||||||
|
self.switch_to_scene("SpaceScene")
|
||||||
|
elif self.select_id == 2:
|
||||||
|
self.switch_to_scene("ConfigScene")
|
||||||
|
elif self.select_id == len(self.text_rect_list) - 1:
|
||||||
|
self.exit()
|
||||||
|
|
||||||
|
def __show_ui(self):
|
||||||
|
"""
|
||||||
|
显示所有选项
|
||||||
|
"""
|
||||||
|
screen_rect = self.screen.get_rect() # 获取屏幕矩形
|
||||||
|
self.mouse_on_option = False # 未选中选项时重置状态
|
||||||
|
count = 0
|
||||||
|
for text in self.text_rect_list:
|
||||||
|
text_rect = text.get_rect() # 获取文本矩形
|
||||||
|
text_rect.centerx = screen_rect.centerx # 将文本居中到屏幕
|
||||||
|
text_rect.y = screen_rect.y + count * 2 * text_rect.height + screen_rect.centerx/2
|
||||||
|
self.screen.blit(text, text_rect.topleft)
|
||||||
|
# 是否高亮显示
|
||||||
|
if text_rect.y < self.mouse_pos[1] < text_rect.y + text_rect.height \
|
||||||
|
and text_rect.x < self.mouse_pos[0] < text_rect.x + text_rect.width:
|
||||||
|
pygame.draw.rect(self.screen, Color.white, text_rect, 1)
|
||||||
|
# 更新选中id
|
||||||
|
self.select_id = count
|
||||||
|
# 更新鼠标状态
|
||||||
|
self.mouse_on_option = True
|
||||||
|
count += 1
|
||||||
|
|
||||||
|
# 显示键盘选中
|
||||||
|
if self.select_id is not None:
|
||||||
|
text_rect = self.text_rect_list[self.select_id].get_rect()
|
||||||
|
text_rect.centerx = screen_rect.centerx # 将文本居中到屏幕
|
||||||
|
text_rect.y = screen_rect.y + self.select_id * 2 * text_rect.height + screen_rect.centerx/2
|
||||||
|
pygame.draw.rect(self.screen, Color.white, text_rect, 1)
|
||||||
|
|
||||||
|
|
||||||
def init_rain(self, max_num):
|
def init_rain(self, max_num):
|
||||||
"""
|
"""
|
||||||
初始化雨滴列表,保存雨滴落点的坐标
|
初始化雨滴列表,保存雨滴落点的坐标
|
||||||
@@ -96,33 +258,35 @@ class MainMenuScene(BaseScene):
|
|||||||
self.__rain_list_append(status)
|
self.__rain_list_append(status)
|
||||||
|
|
||||||
|
|
||||||
def rain_fall(self):
|
def rain_fall(self, dt):
|
||||||
"""
|
"""
|
||||||
展示雨滴画面
|
展示雨滴画面
|
||||||
"""
|
"""
|
||||||
dt = self.clock.tick()
|
|
||||||
|
|
||||||
for rain in self.rain_list:
|
for rain in self.rain_list:
|
||||||
|
|
||||||
# 当状态在区间1时绘制雨滴线条
|
# 当状态在区间1时绘制雨滴线条
|
||||||
if rain["status"] <= self.rain_live_max - 3:
|
if rain["status"] <= self.rain_live_max - 3:
|
||||||
# 线条长度
|
# 设计高度
|
||||||
line_len = 10*(self.rain_live_max - rain["status"])
|
rain_high = 10 * self.rain_live_max * 2
|
||||||
# 起点位置
|
# 起点位置
|
||||||
|
# x坐标与最后落点x一致
|
||||||
x = rain["dest"][0]
|
x = rain["dest"][0]
|
||||||
y = rain["dest"][1] - line_len
|
# y坐标为落点位置向上移动设计高度后,加上生命周期落下的位置
|
||||||
|
y = (rain["dest"][1] - rain_high) + (rain["status"] * self.rain_live_max) * 2
|
||||||
|
y2 = y + 20
|
||||||
line_start_point = (x, y)
|
line_start_point = (x, y)
|
||||||
pygame.draw.line(self.screen, Color.white, line_start_point, rain["dest"], 1)
|
line_end_point = (x, y2)
|
||||||
|
pygame.draw.line(self.screen, Color.white, line_start_point, line_end_point, 1)
|
||||||
# 状态在区间2时绘制涟漪
|
# 状态在区间2时绘制涟漪
|
||||||
elif self.rain_live_max - 3 < rain["status"]:
|
elif self.rain_live_max - 6 < rain["status"]:
|
||||||
point_width = rain["status"] - (self.rain_live_max - 3)
|
point_width = (rain["status"] - (self.rain_live_max - 3)) * 2
|
||||||
pygame.draw.circle(self.screen, Color.white, rain["dest"], point_width, 1)
|
pygame.draw.circle(self.screen, Color.white, rain["dest"], point_width, 1)
|
||||||
# # 椭圆
|
# # 椭圆
|
||||||
# rain_point_rect = [rain["dest"][0], rain["dest"][1], rain["status"], rain["status"]]
|
# rain_point_rect = [rain["dest"][0], rain["dest"][1], rain["status"], rain["status"]]
|
||||||
# pygame.draw.ellipse(self.screen, Color.white, rain_point_rect, 1)
|
# pygame.draw.ellipse(self.screen, Color.white, rain_point_rect, 1)
|
||||||
|
|
||||||
# 雨滴状态每d_status毫秒变化一次
|
# 雨滴状态每d_status毫秒变化一次
|
||||||
d_status = 200
|
d_status = 1000/30
|
||||||
if rain["timer"] > d_status:
|
if rain["timer"] > d_status:
|
||||||
rain["status"] += 1
|
rain["status"] += 1
|
||||||
rain["timer"] -= d_status # 不设为0,避免累计时间误差
|
rain["timer"] -= d_status # 不设为0,避免累计时间误差
|
||||||
|
|||||||
@@ -0,0 +1,50 @@
|
|||||||
|
import os
|
||||||
|
|
||||||
|
import pygame
|
||||||
|
|
||||||
|
from src.config.color import Color
|
||||||
|
from src.config.game_config import data_path, GameConfig
|
||||||
|
from src.entity.player import Player
|
||||||
|
from src.scenes.base_scene import BaseScene
|
||||||
|
|
||||||
|
|
||||||
|
class SpaceScene(BaseScene):
|
||||||
|
name = "SpaceScene" # 场景名称
|
||||||
|
|
||||||
|
def __init__(self, screen):
|
||||||
|
super().__init__(screen)
|
||||||
|
|
||||||
|
# 实例化玩家
|
||||||
|
self.player = Player(screen)
|
||||||
|
|
||||||
|
# 设置字体
|
||||||
|
font_file = os.path.join(data_path(), "Dymon-ShouXieTi.otf")
|
||||||
|
self.font = pygame.font.Font(font_file, 32)
|
||||||
|
|
||||||
|
def update(self, dt=0):
|
||||||
|
"""
|
||||||
|
场景每帧更新逻辑
|
||||||
|
"""
|
||||||
|
|
||||||
|
# 玩家更新,接收键盘输入与每帧间隔
|
||||||
|
self.player.update(pygame.key.get_pressed(), dt)
|
||||||
|
|
||||||
|
self.__show("加速:"+str(self.player.is_running))
|
||||||
|
|
||||||
|
def handle_event(self, event):
|
||||||
|
"""
|
||||||
|
接收主循环传来的事件并处理
|
||||||
|
"""
|
||||||
|
if event.type == pygame.KEYDOWN:
|
||||||
|
if event.key == pygame.K_ESCAPE:
|
||||||
|
self.switch_to_scene("MainMenuScene")
|
||||||
|
|
||||||
|
|
||||||
|
def __show(self, info, dest=(0, 0)):
|
||||||
|
"""
|
||||||
|
显示调试文本
|
||||||
|
"""
|
||||||
|
if not isinstance(info, str):
|
||||||
|
info = str(info)
|
||||||
|
info_text = self.font.render(info, True, Color.white)
|
||||||
|
self.screen.blit(info_text, dest)
|
||||||
@@ -1,8 +1,9 @@
|
|||||||
|
import os
|
||||||
|
|
||||||
import pygame
|
import pygame
|
||||||
|
|
||||||
from src.config.game_config import GameConfig
|
from src.config.game_config import GameConfig
|
||||||
from src.config.scenes import scene_dict
|
from src.config.scenes import scene_dict
|
||||||
from src.scenes.main_menu_scene import MainMenuScene
|
|
||||||
|
|
||||||
|
|
||||||
class Game:
|
class Game:
|
||||||
@@ -10,17 +11,23 @@ class Game:
|
|||||||
# 初始化
|
# 初始化
|
||||||
pygame.init()
|
pygame.init()
|
||||||
|
|
||||||
|
# 显示输入法候选框
|
||||||
|
os.environ["SDL_IME_SHOW_UI"] = "1"
|
||||||
|
|
||||||
# 设置窗口大小
|
# 设置窗口大小
|
||||||
size = (GameConfig.window_x, GameConfig.window_y)
|
size = (GameConfig.window_x, GameConfig.window_y)
|
||||||
self.screen = pygame.display.set_mode(size, pygame.NOFRAME)
|
self.screen = pygame.display.set_mode(size, pygame.NOFRAME)
|
||||||
|
|
||||||
|
# 避免每次启动需要切换输入法
|
||||||
|
pygame.key.stop_text_input()
|
||||||
|
|
||||||
# 设置计时器
|
# 设置计时器
|
||||||
self.clock = pygame.time.Clock()
|
self.clock = pygame.time.Clock()
|
||||||
|
|
||||||
# 场景字典
|
# 场景字典
|
||||||
self.game_scenes = scene_dict
|
self.game_scenes = scene_dict
|
||||||
# 当前场景
|
# 当前场景
|
||||||
self.scene = self.game_scenes["MainMenuScene"](self.screen, self.clock)
|
self.scene = self.game_scenes["MainMenuScene"](self.screen)
|
||||||
|
|
||||||
# 运行循环
|
# 运行循环
|
||||||
self.running = True
|
self.running = True
|
||||||
@@ -28,28 +35,31 @@ class Game:
|
|||||||
|
|
||||||
def run(self):
|
def run(self):
|
||||||
while self.running:
|
while self.running:
|
||||||
|
# 更新每帧时间
|
||||||
|
dt = self.clock.tick()
|
||||||
# 事件处理
|
# 事件处理
|
||||||
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
|
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
|
||||||
if event.type == pygame.QUIT:
|
if event.type == pygame.QUIT:
|
||||||
self.running = False
|
self.running = False
|
||||||
result = self.scene.handle_event(event) # 当前场景接收事件
|
self.scene.handle_event(event) # 当前场景接收事件
|
||||||
if result == "exit":
|
|
||||||
self.running = False
|
|
||||||
|
|
||||||
# 检查是否切换场景
|
# 检查是否切换场景
|
||||||
if self.scene.next_scene is not None:
|
if self.scene.next_scene is not None:
|
||||||
if self.scene.next_scene in self.game_scenes.keys():
|
if self.scene.next_scene in self.game_scenes.keys():
|
||||||
scene_class = self.game_scenes[self.scene.next_scene]
|
scene_class = self.game_scenes[self.scene.next_scene]
|
||||||
self.scene = scene_class(self.screen, self.clock)
|
self.scene = scene_class(self.screen)
|
||||||
|
|
||||||
# 清屏
|
# 清屏
|
||||||
self.screen.fill(GameConfig.bg_color)
|
self.screen.fill(GameConfig.bg_color)
|
||||||
|
|
||||||
# 场景每帧更新逻辑运行
|
# 场景每帧更新逻辑运行
|
||||||
self.scene.update()
|
self.scene.update(dt)
|
||||||
|
# 当场景的下一场景为exit时退出游戏
|
||||||
|
if self.scene.next_scene == "exit":
|
||||||
|
self.running = False
|
||||||
|
|
||||||
# 更新显示
|
# 更新显示
|
||||||
pygame.display.update()
|
pygame.display.update()
|
||||||
|
|
||||||
if __name__ == "__main__":
|
if __name__ == "__main__":
|
||||||
Game()
|
Game()
|
||||||
Reference in new issue
Block a user