Introduction
A small game, made with tkinter
source code
from tkinter import *
import random
import time
class Game:
def __init__(self):
self.tk = Tk() #创建tk对象
self.tk.title("金字塔大逃亡") #创建标题
self.tk.resizable(0, 0) #固定窗口大小
self.tk.wm_attributes("-topmost", 1) #放在最前面一层#创建画布
self.canvas = Canvas(self.tk, width=500, height=500, highlightthickness=0) #创建画布
self.canvas.pack()
self.tk.update()
self.canvas_height = 500 #保存画布宽高
self.canvas_width = 500
self.bg = PhotoImage(file="background.gif") #创建变量bg
w = self.bg.width() #获取图像宽高
h = self.bg.height()
for x in range(0, 5): #逐个打印到画布
for y in range(0, 5):
self.canvas.create_image(x * w, y * h, image=self.bg, anchor='nw')
self.sprites = []
self.running = True
def mainloop(self):
while 1: #主循环,一直运行到窗口关闭
if self.running == True:
for sprite in self.sprites: # 遍历精灵
sprite.move()
self.tk.update_idletasks() # 重绘
self.tk.update()
time.sleep(0.01)
class Coords:
def __init__(self, x1=0, y1=0, x2=0, y2=0):
self.x1 = x1
self.y1 = y1
self.x2 = x2
self.y2 = y2
def within_x(co1, co2): # 创建within_x函数,用来判断一组x坐标(x1和x2)是否与另一组x坐标交叉
if (co1.x1 > co2.x1 and co1.x1 < co2.x2) \
or (co1.x2 > co2.x1 and co1.x2 < co2.x2) \
or (co2.x1 > co1.x1 and co2.x1 < co1.x2) \
or (co2.x2 > co1.x1 and co2.x2 < co1.x1):
return True
else:
return False
def within_y(co1, co2):
if (co1.y1 > co2.y1 and co1.y1 < co2.y2) \
or (co1.y2 > co2.y1 and co1.y2 < co2.y2) \
or (co2.y1 > co1.y1 and co2.y1 < co1.y2) \
or (co2.y2 > co1.y1 and co2.y2 < co1.y1):
return True
else:
return False
def collided_left(co1, co2): #左侧相撞
if within_y(co1, co2):
if co1.x1 <= co2.x2 and co1.x1 >= co2.x1:
return True
return False
def collided_right(co1, co2): #右侧相撞
if within_y(co1, co2):
if co1.x2 >= co2.x1 and co1.x2 <= co2.x2:
return True
return False
def collided_top(co1, co2): #顶部相撞
if within_x(co1, co2):
if co1.y1 <= co2.y2 and co1.y1 >= co2.y1:
return True
return False
def collided_bottom(y, co1, co2): #底部相撞
if within_x(co1, co2):
y_calc = co1.y2 + y
if y_calc >= co2.y1 and y_calc <= co2.y2:
return True
return False
class Sprite: #精灵
def __init__(self, game):
self.game = game
self.endgame = False
self.coordinates = None
def move(self): #精灵的移动
pass
def coords(self): #精灵的位置
return self.coordinates
class PlatformSprite(Sprite):
def __init__(self, game, photo_image, x, y, width, height):
Sprite.__init__(self, game)
self.photo_image = photo_image
self.image = game.canvas.create_image(x, y, image=self.photo_image, anchor='nw')
self.coordinates = Coords(x, y, x + width, y + height)
class StickFigureSprite(Sprite):
def __init__(self, game):
Sprite.__init__(self, game)
self.images_left = [ #向左运动
PhotoImage(file="stick-L1.gif"),
PhotoImage(file="stick-L2.gif"),
PhotoImage(file="stick-L3.gif")
]
self.images_right = [ #向右运动
PhotoImage(file="stick-R1.gif"),
PhotoImage(file="stick-R2.gif"),
PhotoImage(file="stick-R3.gif")
]
self.image = game.canvas.create_image(200, 470, image=self.images_left[0], anchor='nw')
self.x = -2 #x的运动增量
self.y = 0 #y的运动增量
self.current_image = 0 #当前屏幕上的小人图形索引
self.current_image_add = 1
self.jump_count = 0 #跳跃计时器
self.last_time = time.time() #当前时间
self.coordinates = Coords() #装载坐标
game.canvas.bind_all('<KeyPress-Left>', self.turn_left) #按键绑定
game.canvas.bind_all('<KeyPress-Right>', self.turn_right)
game.canvas.bind_all('<space>', self.jump)
def turn_left(self, evt): #小人左转
if self.y == 0:
self.x = -2
def turn_right(self, evt): #小人右转
if self.y == 0:
self.x = 2
def jump(self, evt): #小人跳跃
if self.y == 0:
self.y = -4
self.jump_count = 0
def animate(self):
if self.x != 0 and self.y == 0: #判断角色是否在移动和跳跃
if time.time() - self.last_time > 0.1: #当前时间减去调用时间,判断是否要化下一序列图案
self.last_time = time.time() #重新计时
self.current_image += self.current_image_add #变换图像索引
if self.current_image >= 2:
self.current_image_add = -1
if self.current_image <= 0:
self.current_image_add = 1
if self.x < 0:
if self.y != 0:
self.game.canvas.itemconfig(self.image, image=self.images_left[2])
else:
self.game.canvas.itemconfig(self.image, image=self.images_left[self.current_image])
elif self.x > 0:
if self.y != 0:
self.game.canvas.itemconfig(self.image, image=self.images_right[2])
else:
self.game.canvas.itemconfig(self.image, image=self.images_right[self.current_image])
def coords(self):
xy = list(self.game.canvas.coords(self.image)) #返回图像的位置
self.coordinates.x1 = xy[0]
self.coordinates.y1 = xy[1]
self.coordinates.x2 = xy[0] + 27 #抠出图像本身的宽高
self.coordinates.y2 = xy[1] + 30
return self.coordinates
def move(self):
self.animate() #调用animate函数
if self.y < 0: #判断跳跃状态,决定上移下移
self.jump_count += 1
if self.jump_count > 20:
self.y = 4
if self.y > 0:
self.jump_count -= 1
co = self.coords() #返回角色位置
left = True #创建布尔值,后续用来返回角色碰撞状态
right = True
top = True
bottom = True
falling = True
if self.y > 0 and co.y2 >= self.game.canvas_height: #如果底部大于角色的高度,y设为0,不让角色继续下落
self.y = 0
bottom = False
elif self.y < 0 and co.y1 <= 0:
self.y = 0
top = False
if self.x > 0 and co.x2 >= self.game.canvas_width:
self.x = 0
right = False
elif self.x < 0 and co.x1 <= 0:
self.x = 0
left = False
for sprite in self.game.sprites: #对精灵列表进行循环,把每个值赋给sprite
if sprite == self: #判断精灵是不是当前角色
continue
sprite_co = sprite.coords() #得到新精灵坐标
if top and self.y < 0 and collided_top(co, sprite_co):
self.y = -self.y
top = False
#判断是否有碰撞
if bottom and self.y > 0 and collided_bottom(self.y, co, sprite_co):
self.y = sprite_co.y1 - co.y2
if self.y < 0:
self.y = 0
bottom = False
top = False
#判断底部是不是超出边缘
if bottom and falling and self.y == 0 and co.y2 < self.game.canvas_height and collided_bottom(1, co, sprite_co):
falling = False
#检查左右
if left and self.x < 0 and collided_left(co, sprite_co):
self.x = 0
left = False
if sprite.endgame:
self.game.running = False
if right and self.x > 0 and collided_right(co, sprite_co):
self.x = 0
right = False
if sprite.endgame:
self.game.running = False
#不在地面下落
if falling and bottom and self.y == 0 and co.y2 < self.game.canvas_height:
self.y = 4
self.game.canvas.move(self.image, self.x, self.y)
class DoorSprite(Sprite): #出口
def __init__(self, game, photo_image, x, y, width, height):
Sprite.__init__(self, game)
self.photo_image = photo_image
self.image = game.canvas.create_image(x, y, image=self.photo_image, anchor='nw')
self.coordinates = Coords(x, y, x + (width / 2), y + height)
self.endgame = True
g=Game()
platform1 = PlatformSprite(g, PhotoImage(file="platform1.gif"), 0, 480, 100, 10)
platform2 = PlatformSprite(g, PhotoImage(file="platform1.gif"), 150, 440, 100, 10)
platform3 = PlatformSprite(g, PhotoImage(file="platform1.gif"), 300, 400, 100, 10)
platform4 = PlatformSprite(g, PhotoImage(file="platform1.gif"), 300, 160, 100, 10)
platform5 = PlatformSprite(g, PhotoImage(file="platform2.gif"), 175, 350, 66, 10)
platform6 = PlatformSprite(g, PhotoImage(file="platform2.gif"), 50, 300, 66, 10)
platform7 = PlatformSprite(g, PhotoImage(file="platform2.gif"), 170, 120, 66, 10)
platform8 = PlatformSprite(g, PhotoImage(file="platform2.gif"), 45, 60, 66, 10)
platform9 = PlatformSprite(g, PhotoImage(file="platform3.gif"), 170, 250, 32, 10)
platform10 = PlatformSprite(g, PhotoImage(file="platform3.gif"), 230, 200, 32, 10)
g.sprites.append(platform1)
g.sprites.append(platform2)
g.sprites.append(platform3)
g.sprites.append(platform4)
g.sprites.append(platform5)
g.sprites.append(platform6)
g.sprites.append(platform7)
g.sprites.append(platform8)
g.sprites.append(platform9)
g.sprites.append(platform10)
door = DoorSprite(g, PhotoImage(file="door1.gif"), 45, 30, 40, 35)
g.sprites.append(door)
sf = StickFigureSprite(g)
g.sprites.append(sf)
g.mainloop()
material
background
door1
door2
platform1
platform2
platform3
stick-L1
stick-L2
stick-L3
stick-R1
stick-R2
stick-R3
transparent-image
Summarize
It is still easier to make small games with pygame. You can take what you like.