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Commit
a7cfdda5
authored
Jun 03, 2023
by
BellCodeEditor
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my_game.py
my_game.py
View file @
a7cfdda5
import
pygame
import
random
from
pygame
import
locals
from
math
import
sin
,
cos
,
pi
,
log
from
tkinter
import
*
CANVAS_WIDTH
=
640
CANVAS_HEIGHT
=
480
CANVAS_CENTER_X
=
CANVAS_WIDTH
/
2
CANVAS_CENTER_Y
=
CANVAS_HEIGHT
/
2
IMAGE_ENLARGE
=
11
HEART_COLOR
=
"#DC143C"
def
heart_function
(
t
,
shrink_ratio
:
float
=
IMAGE_ENLARGE
):
x
=
16
*
(
sin
(
t
)
**
3
)
y
=
-
(
13
*
cos
(
t
)
-
5
*
cos
(
2
*
t
)
-
2
*
cos
(
3
*
t
)
-
cos
(
4
*
t
))
x
*=
shrink_ratio
y
*=
shrink_ratio
x
+=
CANVAS_CENTER_X
y
+=
CANVAS_CENTER_Y
return
int
(
x
),
int
(
y
)
def
scatter_inside
(
x
,
y
,
beta
=
0.15
):
ratio_x
=
-
beta
*
log
(
random
.
random
())
ratio_y
=
-
beta
*
log
(
random
.
random
())
pygame
.
init
()
# 初始化
dx
=
ratio_x
*
(
x
-
CANVAS_CENTER_X
)
# 创建一个窗口
dy
=
ratio_y
*
(
y
-
CANVAS_CENTER_Y
)
screen
=
pygame
.
display
.
set_mode
((
1000
,
600
))
return
x
-
dx
,
y
-
dy
FPS
=
pygame
.
time
.
Clock
()
# pygame时钟,控制游戏速度(帧数)
pygame
.
display
.
set_caption
(
"悟空酷跑"
)
# 载入图片
def
shrink
(
x
,
y
,
ratio
):
background
=
pygame
.
image
.
load
(
'bg.png'
)
# 背景
force
=
-
1
/
(((
x
-
CANVAS_CENTER_X
)
**
2
+
(
y
-
CANVAS_CENTER_Y
)
**
2
)
**
0.6
)
# 这个参数...
road
=
pygame
.
image
.
load
(
'road.png'
)
# 路
dx
=
ratio
*
force
*
(
x
-
CANVAS_CENTER_X
)
stone
=
pygame
.
image
.
load
(
'stone.png'
)
# 石头
dy
=
ratio
*
force
*
(
y
-
CANVAS_CENTER_Y
)
cacti
=
pygame
.
image
.
load
(
'cacti.png'
)
# 仙人掌
return
x
-
dx
,
y
-
dy
apple
=
pygame
.
image
.
load
(
'bush.png'
)
# 灌木丛
hero
=
[
pygame
.
image
.
load
(
'hero1.png'
),
def
curve
(
p
):
pygame
.
image
.
load
(
'hero2.png'
),
return
2
*
(
2
*
sin
(
4
*
p
))
/
(
2
*
pi
)
pygame
.
image
.
load
(
'hero3.png'
),
pygame
.
image
.
load
(
'hero4.png'
),
class
Heart
:
pygame
.
image
.
load
(
'hero5.png'
)]
def
__init__
(
self
,
generate_frame
=
20
):
index
=
0
self
.
_points
=
set
()
self
.
_edge_diffusion_points
=
set
()
self
.
_center_diffusion_points
=
set
()
self
.
all_points
=
{}
self
.
build
(
2000
)
self
.
random_halo
=
1000
self
.
generate_frame
=
generate_frame
for
frame
in
range
(
generate_frame
):
self
.
calc
(
frame
)
def
build
(
self
,
number
):
for
_
in
range
(
number
):
t
=
random
.
uniform
(
0
,
2
*
pi
)
x
,
y
=
heart_function
(
t
)
self
.
_points
.
add
((
x
,
y
))
for
_x
,
_y
in
list
(
self
.
_points
):
for
_
in
range
(
3
):
x
,
y
=
scatter_inside
(
_x
,
_y
,
0.05
)
self
.
_edge_diffusion_points
.
add
((
x
,
y
))
point_list
=
list
(
self
.
_points
)
for
_
in
range
(
4000
):
x
,
y
=
random
.
choice
(
point_list
)
x
,
y
=
scatter_inside
(
x
,
y
,
0.17
)
self
.
_center_diffusion_points
.
add
((
x
,
y
))
@staticmethod
def
calc_position
(
x
,
y
,
ratio
):
force
=
1
/
(((
x
-
CANVAS_CENTER_X
)
**
2
+
(
y
-
CANVAS_CENTER_Y
)
**
2
)
**
0.520
)
# 魔法参数
dx
=
ratio
*
force
*
(
x
-
CANVAS_CENTER_X
)
+
random
.
randint
(
-
1
,
1
)
dy
=
ratio
*
force
*
(
y
-
CANVAS_CENTER_Y
)
+
random
.
randint
(
-
1
,
1
)
return
x
-
dx
,
y
-
dy
def
calc
(
self
,
generate_frame
):
ratio
=
10
*
curve
(
generate_frame
/
10
*
pi
)
halo_radius
=
int
(
4
+
6
*
(
1
+
curve
(
generate_frame
/
10
*
pi
)))
halo_number
=
int
(
3000
+
4000
*
abs
(
curve
(
generate_frame
/
10
*
pi
)
**
2
))
all_points
=
[]
heart_halo_point
=
set
()
for
_
in
range
(
halo_number
):
t
=
random
.
uniform
(
0
,
2
*
pi
)
x
,
y
=
heart_function
(
t
,
shrink_ratio
=
11.6
)
x
,
y
=
shrink
(
x
,
y
,
halo_radius
)
if
(
x
,
y
)
not
in
heart_halo_point
:
heart_halo_point
.
add
((
x
,
y
))
x
+=
random
.
randint
(
-
14
,
14
)
y
+=
random
.
randint
(
-
14
,
14
)
size
=
random
.
choice
((
1
,
2
,
2
))
all_points
.
append
((
x
,
y
,
size
))
for
x
,
y
in
self
.
_points
:
x
,
y
=
self
.
calc_position
(
x
,
y
,
ratio
)
size
=
random
.
randint
(
1
,
3
)
all_points
.
append
((
x
,
y
,
size
))
while
True
:
for
x
,
y
in
self
.
_edge_diffusion_points
:
for
event
in
pygame
.
event
.
get
():
x
,
y
=
self
.
calc_position
(
x
,
y
,
ratio
)
if
event
.
type
==
locals
.
QUIT
:
size
=
random
.
randint
(
1
,
2
)
# 接收到退出事件后退出程序
all_points
.
append
((
x
,
y
,
size
))
exit
()
wukong
=
hero
[
index
]
for
x
,
y
in
self
.
_center_diffusion_points
:
index
+=
1
x
,
y
=
self
.
calc_position
(
x
,
y
,
ratio
)
if
index
==
5
:
size
=
random
.
randint
(
1
,
2
)
index
=
0
all_points
.
append
((
x
,
y
,
size
))
# 将背景图画上去
screen
.
blit
(
background
,
(
0
,
0
))
self
.
all_points
[
generate_frame
]
=
all_points
screen
.
blit
(
road
,
(
0
,
500
))
screen
.
blit
(
wukong
,
(
150
,
400
))
def
render
(
self
,
render_canvas
,
render_frame
):
for
x
,
y
,
size
in
self
.
all_points
[
render_frame
%
self
.
generate_frame
]:
render_canvas
.
create_rectangle
(
x
,
y
,
x
+
size
,
y
+
size
,
width
=
0
,
fill
=
HEART_COLOR
)
def
draw
(
main
:
Tk
,
render_canvas
:
Canvas
,
render_heart
:
Heart
,
render_frame
=
0
):
render_canvas
.
delete
(
'all'
)
render_heart
.
render
(
render_canvas
,
render_frame
)
main
.
after
(
160
,
draw
,
main
,
render_canvas
,
render_heart
,
render_frame
+
1
)
if
__name__
==
'__main__'
:
root
=
Tk
()
canvas
=
Canvas
(
root
,
bg
=
'black'
,
height
=
CANVAS_HEIGHT
,
width
=
CANVAS_WIDTH
)
canvas
.
pack
()
heart
=
Heart
()
draw
(
root
,
canvas
,
heart
)
# 刷新画面
pygame
.
display
.
update
()
FPS
.
tick
(
60
)
\ No newline at end of file
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