用python时在cmd的cmd命令行python输入pygame自带的一些examples游戏,但是打开后会立刻闪退

请问使用Python (Pygame)在mac上写小的游戏,调用pygame.sprite.groupcollide()时的bug_百度知道
请问使用Python (Pygame)在mac上写小的游戏,调用pygame.sprite.groupcollide()时的bug
为什么会出现两个精灵的移动速度过大而不能正确检测碰撞并且删除元素的情况呢?...
为什么会出现两个精灵的移动速度过大而不能正确检测碰撞并且删除元素的情况呢?
答题抽奖
首次认真答题后
即可获得3次抽奖机会,100%中奖。
也不算低端。看你怎么做。。图片关键是素材,绘画。你行么?如果游戏的中心是一个逻辑,比如战斗类型的,牵扯到拓扑人物,以及人物数据,环境数据。然后就是其中的算法游戏还得有个故事。当然主要看你的目的。其次还有些配音。文字。之类的。理论上pygame不能做rpg这种货色,如果对画质要求高的 话。黑白棋五子棋。这也是游戏啊。主要是逻辑。和规则。不懂你要做啥游戏。。。
为你推荐:
其他类似问题
个人、企业类
违法有害信息,请在下方选择后提交
色情、暴力
我们会通过消息、邮箱等方式尽快将举报结果通知您。昨天没有更新内容,今天相对多写一些。
因为我们已经基本完成游戏框架,但是游戏结束后,并不知道怎样比较好开始。我本来本着懒的原则,想结束后显示一个黑屏,然后你重新点一下鼠标就重新开始。但是那样实在太不像个热爱生活的程序员了,所以我决定用更合适的方法解决这个问题。
为此,我决定实现一个相对比较过得去的按钮。
为了实现按钮,我先创建一个测试程序体。然后在上面先实现一个按钮类的功能。
具体的测试程序,我就不详说了,反正就是你去创建一个这样的小窗口:
然后在上面完成一个按钮的类。
我设想的按钮应该是这样的,当我把鼠标移动上去的时候,它会将白底显示成灰底,移开后,又显示回白底。这其实就是两张图片的切换,所以,第一步要做的是,制作两张图,一张是白底的按钮,一张是灰底的按钮:
好了,接下来开始码这个类的功能了,首先是它的数据对象,必须得有两张图。
然后它还得有个安置它的位置坐标。
所以,它的初始化应该是这样定义的:
def __init__(self, upimage, downimage,position):
self.imageUp = pygame.image.load(upimage).convert_alpha()
self.imageDown = pygame.image.load(downimage).convert_alpha()
self.position = position
然后,它应该有个方法来判断,鼠标是不是在这个按钮的上面:
def isOver(self):
point_x,point_y = pygame.mouse.get_pos()
x, y = self. position
w, h = self.imageUp.get_size()
in_x = x - w/2 & point_x & x + w/2
in_y = y - h/2 & point_y & y + h/2
return in_x and in_y
还有一个用于判断显示哪张图的方法:
def render(self):
w, h = self.imageUp.get_size()
x, y = self.position
if self.isOver():
screen.blit(self.imageDown, (x-w/2,y-h/2))
screen.blit(self.imageUp, (x-w/2, y-h/2))
好了,至此我们就做好了一个类。
将它跟我们的测试程序放在一起并且执行它:
# -*- coding: utf-8 -*-
import pygame
from sys import exit
pygame.init()
screen = pygame.display.set_mode((300,200),0,32)
upImageFilename = 'game_again.png'
downImageFilename = 'game_again_down.png'
class Button(object):
def __init__(self, upimage, downimage,position):
self.imageUp = pygame.image.load(upimage).convert_alpha()
self.imageDown = pygame.image.load(downimage).convert_alpha()
self.position = position
def isOver(self):
point_x,point_y = pygame.mouse.get_pos()
x, y = self. position
w, h = self.imageUp.get_size()
in_x = x - w/2 & point_x & x + w/2
in_y = y - h/2 & point_y & y + h/2
return in_x and in_y
def render(self):
w, h = self.imageUp.get_size()
x, y = self.position
if self.isOver():
screen.blit(self.imageDown, (x-w/2,y-h/2))
screen.blit(self.imageUp, (x-w/2, y-h/2))
button = Button(upImageFilename,downImageFilename, (150,100))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
screen.fill((200, 200, 200))
button.render()
pygame.display.update()
就能得到一个显示按钮:
可以实现了我们的功能。
但是,等一下,我们没有写按钮的作用啊,也就是按下去就要执行的作用。
好吧,这件事反而是简单的。我们只需要判断event的时候调用isOver()方法就好了。
接下来我们来完成游戏框架了。
我想要一个开始界面,有开始按钮,游戏过程中,我想让它计分,游戏结束后可以显示最高分和我这次的分数,并且有个结束游戏和重新开始的按钮。
整个功能其实我都已经实现过了。
一步步地构造逻辑我就不多讲了,直接放代码。大家可以自己完成它。
这次代码里,我把自己的飞机也用了类实现,便于以后的拓展,有了计分模块,整个游戏用全屏模式打开。
当然整个代码还是有些乱的,不过由于大多数类和逻辑在之前已经讲过,相信还是易懂的
#-*- coding:utf-8-*-
import pygame
from sys import exit
from random import randint
from math import sqrt
pygame.init()
SCREEN_SIZE = (480,766)
screen = pygame.display.set_mode(SCREEN_SIZE,pygame.FULLSCREEN,32)
pygame.display.set_caption(" Plane Fight!")
count_b = 7
count_e = 50
ufo = pygame.image.load('ufo2.png').convert_alpha()
background = pygame.image.load('background.png').convert_alpha()
gameover_image = pygame.image.load('gameover.png').convert_alpha()
plane_image = pygame.image.load('hero.png').convert_alpha()
bullet_image = pygame.image.load('bullet.png').convert_alpha()
enemy_image = pygame.image.load('enemy2.png').convert_alpha()
logo = pygame.image.load('shoot_copyright.png').convert_alpha()
bomb_num = pygame.image.load('bomb_num.png').convert_alpha()
bomb_image = pygame.image.load('bomb.png').convert_alpha()
loading = []
loading.append(pygame.image.load('game_loading1.png').convert_alpha())
loading.append(pygame.image.load('game_loading2.png').convert_alpha())
loading.append(pygame.image.load('game_loading3.png').convert_alpha())
enemydown=[]
enemydown.append(pygame.image.load('enemy2_down1.png').convert_alpha())
enemydown.append(pygame.image.load('enemy2_down2.png').convert_alpha())
enemydown.append(pygame.image.load('enemy2_down3.png').convert_alpha())
enemydown.append(pygame.image.load('enemy2_down4.png').convert_alpha())
boom.append(pygame.image.load('boom0.png').convert_alpha())
boom.append(pygame.image.load('boom1.png').convert_alpha())
boom.append(pygame.image.load('boom1.png').convert_alpha())
boom.append(pygame.image.load('boom2.png').convert_alpha())
boom.append(pygame.image.load('boom2.png').convert_alpha())
backmusic=pygame.mixer.Sound('game_music.ogg')
buttonmusic = pygame.mixer.Sound('button.ogg')
bulletmusic = pygame.mixer.Sound('bullet.wav')
enemydownmusic = pygame.mixer.Sound('enemy1_down.wav')
gameovermusic = pygame.mixer.Sound('game_over.ogg')
getbombmusic = pygame.mixer.Sound('get_bomb.wav')
usebombmusic = pygame.mixer.Sound('use_bomb.wav')
buttonmusic.set_volume(0.2)
bulletmusic.set_volume(0.04)
gameovermusic.set_volume(0.5)
enemydownmusic.set_volume(0.1)
channel = backmusic.play(-1)
channel.set_volume(0.1,0.1)
channel.pause()
font1 = pygame.font.Font(None,64)
font2 = pygame.font.Font(None,128)
clock = pygame.time.Clock()
def showLoading(count,pos):
n = count/50
x, y = pos
w, h = loading[2].get_size()
screen.blit(loading[n],(x,y))
class Button(object):
def __init__(self, upimage, downimage, position):
self.image_up = pygame.image.load(upimage).convert_alpha()
self.image_down = pygame.image.load(downimage).convert_alpha()
self.position = position
self.button_out = True
def is_over(self):
point_x, point_y = pygame.mouse.get_pos()
x, y = self.position
w, h = self.image_up.get_size()
in_x = x & point_x & x + w
in_y = y & point_y & y + h
return in_x and in_y
def render(self, surface):
x, y = self.position
w, h = self.image_up.get_size()
if self.is_over():
surface.blit(self.image_down, (x, y))
if self.button_out == True:
buttonmusic.play()
self.button_out = False
surface.blit(self.image_up, (x, y))
self.button_out = True
class Hero(object):
def restart(self):
self.x = 200
self.y = 600
def __init__(self):
self.restart()
self.image = plane_image
def move(self, time_passed_seconds):
mouseX, mouseY = pygame.mouse.get_pos()
self.x = mouseX - self.image.get_width()/2
self.y = mouseY - self.image.get_height()/2
class Bullet(object):
def __init__(self):
self.x = 0
self.y = -1
self.image = bullet_image
self.active = False
def move(self,time_passed_seconds):
if self.active :
self.y -= 700 * time_passed_seconds
if self.y & 0:
self.active = False
def restart(self,flag):
mouseX, mouseY = pygame.mouse.get_pos()
if flag == 1:
self.x = mouseX - self.image.get_width()/2
self.y = mouseY - self.image.get_height()/2
if flag == 2:
self.x = mouseX - self.image.get_width()/2 + 33
self.y = mouseY - self.image.get_height()/2
self.active = True
class Enemy(object):
def restart(self, score):
self.x = randint(-30,440)
self.y = randint(-200,-100)
self.speed = randint(min(200+score/80,400),min(400+score/40,700))
self.active = True
self.count = -1
def __init__(self,):
self.restart(0)
self.image = enemy_image
self.active = False
def move(self,time_passed_seconds):
if self.y & SCREEN_SIZE[1]:
self.y += self.speed * time_passed_seconds
self.active = False
def showDown(self):
n = self.count/10
screen.blit(enemydown[n],(self.x,self.y))
self.count += 1
if self.count &= 39:
self.count = -1
class Bomb(object):
def __init__(self):
self.image = bomb_image
(self.x , self.y) = (-100,-100)
self.boom_x, self.boom_y = 0,0
self.speed = 800
self.active = False
self.is_boom = False
self.boomcount = 0
def shoot(self):
self.x, self.y = pygame.mouse.get_pos()
self.x -= self.image.get_width()/2
self.y -= self.image.get_height()/2
self.active = True
def move(self,time_passed_seconds):
if self.y & 250:
self.y -= self.speed*time_passed_seconds
self.active = False
self.is_boom = True
self.boom_x, self.boom_y = self.x , self.y
usebombmusic.play()
def checkBoom(self,enemy):
if enemy.x - 60 & self.x & enemy.x + enemy.image.get_width()+60\
and enemy.y & self.y & enemy.y + enemy.image.get_height():
self.active = False
self.is_boom = True
self.boom_x, self.boom_y = self.x , self.y
usebombmusic.play()
def checkHit(self,enemy):
a = float(self.x - (enemy.x + enemy.image.get_width()/2))
b = float(self.y - (enemy.y + enemy.image.get_height()/2))
l = sqrt(a**2 + b**2)
if l & 250:
enemy.active = False
enemy.count = 1
return True
return False
def boom(self):
n = self.boomcount/10
screen.blit(boom[n],(self.boom_x-boom[n].get_width()/2, self.boom_y-boom[n].get_height()/2))
self.boomcount += 1
if self.boomcount &= 49:
self.is_boom = False
self.boomcount = 0
class Ufo(object):
def restart(self):
self.x = randint(-30,440)
self.y = -107
self.speed = 250
def __init__(self):
self.image = ufo
self.restart()
self.active = False
def move(self,time_passed_seconds):
if self.y & SCREEN_SIZE[1]:
self.y += self.speed * time_passed_seconds
self.active = False
def checkGet(self,plane):
if plane.x - 60 & self.x & plane.x + plane.image.get_width()+60\
and plane.y -80 & self.y & plane.y + plane.image.get_height():
self.active = False
getbombmusic.play()
return True
return False
def checkHit(enemy,bullet):
if enemy.x & bullet.x & enemy.x + enemy.image.get_width() \
and enemy.y & bullet.y & enemy.y + enemy.image.get_height():
enemy.active = False
bullet.active = False
enemydownmusic.play()
enemy.count+=1
return True
return False
def checkCrash(enemy,plane):
if plane.x + 0.3*plane.image.get_width()& enemy.x + enemy.image.get_width() and\
& plane.x + 0.7*plane.image.get_width() and \
plane.y + 0.3*plane.image.get_height() & enemy.y + enemy.image.get_height()and\
enemy.y & plane.y + 0.7*plane.image.get_height():
return True
return False
def showWelcome(gameStart,gameOver):
for event in pygame.event.get():
if event.type in (pygame.QUIT,pygame.KEYDOWN):
pygame.quit()
if event.type == pygame.MOUSEBUTTONUP:
if gameStart.is_over():
return False
elif gameOver.is_over():
pygame.quit()
screen.blit(background, (0,0))
screen.blit(logo, ((SCREEN_SIZE[0]-logo.get_width())/2,100))
gameStart.render(screen)
gameOver.render(screen)
return True
def run():
sound = True
gameStart = Button('game_start.png','game_start_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*8/12))
gameOver = Button('game_over.png','game_over_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*11/12))
gameAgain = Button('game_again.png','game_again_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*10/12))
gameContinue = Button('game_continue.png','game_continue_down.png',(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*9/12))
loadingCount = 0
while showWelcome(gameStart,gameOver):
time_passed = clock.tick(100)
loadingCount = (loadingCount+1) % 200
showLoading(loadingCount,(SCREEN_SIZE[0]/2,SCREEN_SIZE[1]*19/24))
pygame.display.update()
pygame.mouse.set_visible(False)
plane = Hero()
bullets1 = []
bullets2 = []
for i in range(count_b):
bullets1.append(Bullet())
bullets2.append(Bullet())
index_b1 = 0
interval_b1 = 0
#index_b2 = 0
#interval_b2 = 0
enemies = []
for i in range(count_e):
enemies.append(Enemy())
index_e = 0
interval_e = 0
ufo = Ufo()
SCORE = 15000
maxScore = 0
BOMBnum = 3
bomb = Bomb()
gameover = False
gamePause = False
bombflag = True
event = pygame.event.wait()
while True:
time_passed = clock.tick(fps)
time_passed_seconds = time_passed / 1000.0
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
if event.key == pygame.K_SPACE:
gamePause = True
if gamePause:
channel.pause()
pygame.mouse.set_visible(True)
screen.blit(background,(0,0))
screen.blit(logo, ((SCREEN_SIZE[0]-logo.get_width())/2,100))
gameOver.render(screen)
gameAgain.render(screen)
gameContinue.render(screen)
bombflag = True
if event.type == pygame.MOUSEBUTTONUP:
if gameOver.is_over():
pygame.quit()
elif gameAgain.is_over():
pygame.mouse.set_visible(False)
gamePause = False
for e in enemies:
e.active = False
elif gameContinue.is_over():
pygame.mouse.set_visible(False)
gamePause = False
elif not gameover:
if randint(1,1000)==1 and ufo.active == False:
ufo.active = True
ufo.restart()
channel.unpause()
screen.blit(background,(0,0))
screen.blit(bomb_num,(SCREEN_SIZE[0]-160,SCREEN_SIZE[1]-65))
text = font1.render(" x %d"%BOMBnum,1,(80,80,80))
screen.blit(text,(SCREEN_SIZE[0]-100,SCREEN_SIZE[1]-60))
interval_b1 -= 1
# interval_b2 -= 1
interval_e -= 1
if interval_b1 & 0:
bullets1[index_b1].restart(1)
interval_b1 = fps/count_b
index_b1 = (index_b1 + 1)% count_b
bulletmusic.play()
for b in bullets1:
if b.active:
b.move(time_passed_seconds)
screen.blit(b.image, (b.x,b.y))
for e in enemies:
if e.active:
if checkHit(e, b):
SCORE += 100
if interval_e & 0:
enemies[index_e].restart(SCORE)
interval_e = randint(max(0,30-SCORE/250),max(7,50-SCORE/700))
index_e = (index_e + 1)% count_e
if event.type == pygame.MOUSEBUTTONUP and BOMBnum&0 :
if bombflag == False and bomb.active == False:
bomb.active = True
bomb.shoot()
BOMBnum -= 1
bombflag = True
bombflag = False
if bomb.active:
for e in enemies:
if e.active:
bomb.checkBoom(e)
bomb.move(time_passed_seconds)
screen.blit(bomb.image,(bomb.x,bomb.y))
if bomb.is_boom:
bomb.boom()
for e in enemies:
if e.active:
if bomb.checkHit(e):
SCORE += 100
for e in enemies:
if e.active:
if checkCrash(e,plane):
gameover = True
e.move(time_passed_seconds)
screen.blit(e.image, (e.x, e.y))
if e.count != -1:
e.showDown()
if ufo.active:
ufo.move(time_passed_seconds)
if ufo.checkGet(plane):
BOMBnum += 1
screen.blit(ufo.image,(ufo.x,ufo.y))
plane.move(time_passed_seconds)
screen.blit(plane.image, (plane.x,plane.y))
text = font1.render("Score: %d"%SCORE,1,(0,0,0))
screen.blit(text,(0,0))
bombflag = True
channel.pause()
if sound == True:
gameovermusic.play()
sound = False
if SCORE & maxScore:
maxScore = SCORE
Score = font2.render(str(SCORE),1,(50,50,50))
mScore = font1.render(str(maxScore),1,(50,50,50))
screen.blit(gameover_image,(0,0))
screen.blit(mScore,(150,40))
screen.blit(Score,(240-Score.get_width()/2, 375))
gameAgain.render(screen)
gameOver.render(screen)
pygame.mouse.set_visible(True)
if event.type == pygame.MOUSEBUTTONUP:
if gameAgain.is_over():
pygame.mouse.set_visible(False)
ufo.active = False
gameover = False
plane.restart()
sound = True
BOMBnum = 3
for e in enemies:
e.active = False
elif gameOver.is_over():
pygame.quit()
pygame.display.update()
if __name__ == '__main__':
pygame的这部分内容到这里也差不多了。这个蹩脚的飞机大战的基本功能也算是勉强实现了。
不过我还会再写一篇添加音乐和击毁动画的部分。
写的东西很基础,适合初学者看,能给大家以帮助的话,那是最好不过了。
但是自己底子太薄,没办法说更多的东西,所以我会学更多的东西,才可能分享更多的东西。
同样,分享的过程也是知识梳理的一个过程。挺棒的。
阅读(...) 评论()最近pyinstaller更新后终于支持python3.6了,我就迫不及待的想用它来打包发布我平常用pygame做的小游戏,在命令框中运行
pyinstaller -D -m xxx.py打包是成功的,但是运行会显示已停止程序,或是显示 failed to execute script
经过我查找代码一次次的打包终于发现是出在pygame的字体设置代码上:
font=pygame.font.Font(None,36)
因为打包后的exe找不到字体资源,所有就出错了。。
另一种可能是pygame需要的资源如图片音乐等pyinstaller是不会给你打包的,需手动加入。
将代码替换为:
font=pygame.font.SysFont('arial',36)
这样就能调用系统已有的字体,
再次打包,最后将pygame需要的资源如图片音乐等文件与exe放在同一目录下,运行exe就不会出错了
pyinstaller生成exe后无法执行
pyinstall打包后的可执行程序无法运行
Pygame使用pyinstaller打包exe以及停止工作问题
使用pyinstaller 打包程序后,运行Failed to execute script MainPage 报错,解决办法
pyinstaller 打包程序 出现错误的解决方法
pyinstaller打包exe文件出现命令窗口一闪而过
pyinstaller打包exe--requests模块打包后无法运行
使用pyinstaller打包成exe之后运行闪退,调试后报出 Unable to acquire Oracle environment handle错误解决方法
通过Pyinstaller打包Pygame库写的小游戏程序容易出现的问题解决方法
完美解决python3.6环境下,使用pyinstaller打包.exe时报错的情况。
没有更多推荐了,用Python和Pygame写游戏-从入门到精通(2) – 目光博客
Theme | Powered bypython和pygame在IDLE和CMD中运行的区别_百度知道
python和pygame在IDLE和CMD中运行的区别
答题抽奖
首次认真答题后
即可获得3次抽奖机会,100%中奖。
新建一个窗口,具体方法:file-new windows。去新建的窗口里编写代码,然后保存,按f5就可以运行~
为你推荐:
其他类似问题
个人、企业类
违法有害信息,请在下方选择后提交
色情、暴力
我们会通过消息、邮箱等方式尽快将举报结果通知您。}

我要回帖

更多关于 cmd退出命令行 的文章

更多推荐

版权声明:文章内容来源于网络,版权归原作者所有,如有侵权请点击这里与我们联系,我们将及时删除。

点击添加站长微信