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import sys import pygame class AlienInvasion: """管理游戏资源和行为的类""" def __init__(self): """初始化游戏并创建游戏资源。""" pygame.init() self.screen = pygame.display.set_mode((1200, 800)) pygame.display.set_caption("Alien Invasion") def run_game(self): """开始游戏的主循环""" while True: # 监视键盘和鼠标事件。 for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # 让最近绘制的屏幕可见。 pygame.display.flip() if __name__ == '__main__': # 创建游戏实例并运行游戏。 ai = AlienInvasion() ai.run_game()

时间: 2024-02-25 19:55:22 浏览: 144
这是一个使用 Pygame 实现的简单的 Alien Invasion 游戏的代码。如果您已经安装了 Pygame 库,可以直接运行这段代码。 如果您还没有安装 Pygame 库,请先使用以下命令安装: ``` pip install pygame ``` 然后将代码粘贴到 Python 解释器中,或者将代码保存到一个.py文件中,然后在终端中运行: ``` python 文件名.py ```
相关问题

import sys import pygame class AlienInvasion: # "管理游戏资源和行为得lei" def __init__(self): # "初始化游戏并创建游戏资源" pygame.init() self.screen=pygame.display.set_mode((1200,800)) pygame.display.set_caption("Alien Invasion") def run_game(self): """开始游戏的主循环""" while True: # 监视键盘和鼠标事件。 for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # 让最近绘制的屏幕可见。 pygame.display.flip() if __name__=="__main__": ai=AlienInvasion() ai.run_game()

这是一个使用 Pygame 模块实现的“外星人入侵”游戏的代码。这个类定义了一个窗口,包含了游戏的主循环和退出功能。在主循环中,通过监视键盘和鼠标事件,判断是否需要退出游戏。最后,通过调用 Pygame 的 display.flip() 方法来更新屏幕。如果你需要更多的解释或者想问其他问题,请继续提问。

import sys import pygame from settings import Settings from ship import Ship class AlienInvasion: # "管理游戏资源和行为得lei" def __init__(self): # "初始化游戏并创建游戏资源" pygame.init() self.settings = Settings() self.screen=pygame.display.set_mode((self.settings.screen_width,self.settings.screen_height)) pygame.display.set_caption("Alien Invasion") self.ship = Ship(self) def run_game(self): """开始游戏的主循环""" while True: # 监视键盘和鼠标事件。 for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # 每次循环时都重绘屏幕 self.screen.fill(self.settings.bg_color) self.ship.blitme() # 让最近绘制的屏幕可见。 pygame.display.flip() if __name__ == "__main__": ai=AlienInvasion() ai.run_game()

这段代码是一个简单的2D游戏 "外星人入侵" 的实现,是使用Python的Pygame库开发的。其中包括了游戏的基本设置、游戏主循环、游戏资源和行为的管理等。在游戏主循环中,通过监视键盘和鼠标事件来实现玩家与游戏的交互,同时每次循环重绘屏幕,使得游戏画面不断更新。这里的Ship类代表了游戏中的玩家飞船,而Settings类则包含了游戏中的一些基本设置参数,例如屏幕宽度、高度、背景颜色等。
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from PySide6.QtWidgets import QApplication, QMainWindow, QFileDialog from PySide6.QtGui import QPixmap, QImage from PySide6.QtCore import QTimer, Qt import sys import cv2 import os import pygame import tempfile from moviepy import VideoFileClip from video02_ui import Ui_MainWindow class VideoApp02(QMainWindow): def __init__(self): super().__init__() self.ui = Ui_MainWindow() self.ui.setupUi(self) # 初始化音频系统 pygame.mixer.init() # 连接控件信号 self.ui.openButton.clicked.connect(self.openVideo) self.ui.playButton.clicked.connect(self.toggle_play) self.ui.stopButton.clicked.connect(self.stop_video) self.ui.horizontalSlider.sliderPressed.connect(self.slider_pressed) self.ui.horizontalSlider.sliderReleased.connect(self.slider_released) self.ui.horizontalSlider.sliderMoved.connect(self.slider_moved) # 初始化变量 self.file_path = None self.clip = None self.frame_count = 0 self.current_frame = 0 self.is_playing = False self.is_slider_pressed = False self.temp_audio = None # 定时器设置 self.timer = QTimer(self) self.timer.timeout.connect(self.update_frame) def toggle_play(self): if not self.file_path: self.ui.statusbar.showMessage("请先打开视频文件!") return if self.is_playing: self.pause_video() else: self.start_playback() def start_playback(self): try: if not self.clip: self.init_video() # 确保音频已加载 if not pygame.mixer.music.get_busy(): if os.path.exists(self.temp_audio.name): pygame.mixer.music.load(self.temp_audio.name) else: raise FileNotFoundError("音频文件不存在") if self.current_frame >= self.frame_count: self.current_frame = 0 self.is_playing = True

import os import sys import random import math import librosa import numpy as np from pygame import * import time as systime # ======================== # 游戏核心类定义 # ======================== class Ghost: def __init__(self): self.x = 200 self.y = 450 self.state = "neutral" # neutral, left, right, hit self.hit_timer = 0 self.speed = 5 def move(self, direction): """移动幽灵""" if direction == "left": self.x = max(50, self.x - self.speed) self.state = "left" elif direction == "right": self.x = min(1150, self.x + self.speed) self.state = "right" else: self.state = "neutral" def hit_effect(self): """击中效果""" self.state = "hit" self.hit_timer = 10 # 10帧的击中效果 def update(self): """更新幽灵状态""" if self.hit_timer > 0: self.hit_timer -= 1 if self.hit_timer == 0: self.state = "neutral" def get_rect(self): """获取幽灵碰撞矩形""" return Rect(self.x, self.y, 100, 100) class Note: def __init__(self, track, note_type, time_position, speed=5): """ 音符类 :param track: 轨道 (0=上轨, 1=下轨) :param note_type: 音符类型 (0=红/奇数, 1=蓝/偶数, 2=绿/质数, 3=黄/特殊) :param time_position: 音符出现的时间点(毫秒) :param speed: 移动速度(像素/帧) """ self.track = track self.note_type = note_type self.time_position = time_position self.speed = speed self.x = 1280 # 从屏幕右侧开始 self.y = 300 if track == 0 else 450 # 上下轨道位置 self.width = 50 self.height = 50 self.hit = False self.missed = False self.rect = Rect(self.x, self.y, self.width, self.height) def update(self): """更新音符位置""" self.x -= self.speed self.rect.x = self.x def draw(self, screen, note_images): """绘制音符""" if not self.hit and not self.missed: screen.blit(note_images[self.note_type], (self.x, self.y)) class MathProblem: def __init__(self, difficulty=1): """ 数学题目类 :param difficulty: 题目难度 (1-3) """ self.difficulty = difficulty self.generate_problem() self.time_limit = 10000 # 10秒答题时间 self.start_time = systime.time() * 1000 # 毫秒 def generate_problem(self): """生成数学题目""" problem_types = [ self.generate_addition, self.generate_subtraction, self.generate_multiplication, self.generate_division ] # 根据难度选择题目类型 if self.difficulty == 1: func = random.choice(problem_types[:2]) elif self.difficulty == 2: func = random.choice(problem_types) else: func = random.choice(problem_types[2:]) self.problem_text, self.correct_answer = func() def generate_addition(self): """生成加法题""" a = random.randint(1, 20) b = random.randint(1, 20) return f"{a} + {b} = ?", a + b def generate_subtraction(self): """生成减法题""" a = random.randint(10, 30) b = random.randint(1, a) return f"{a} - {b} = ?", a - b def generate_multiplication(self): """生成乘法题""" a = random.randint(1, 12) b = random.randint(1, 12) return f"{a} × {b} = ?", a * b def generate_division(self): """生成除法题""" b = random.randint(1, 10) a = b * random.randint(1, 10) return f"{a} ÷ {b} = ?", a // b def check_answer(self, answer): """检查答案是否正确""" return answer == self.correct_answer def is_prime(self, n): """检查数字是否为质数""" if n < 2: return False for i in range(2, int(math.sqrt(n)) + 1): if n % i == 0: return False return True def time_remaining(self): """返回剩余时间(毫秒)""" elapsed = systime.time() * 1000 - self.start_time return max(0, self.time_limit - elapsed) class RhythmGame: def __init__(self, screen, font_path=None): self.screen = screen self.font_path = font_path self.load_resources() self.reset_game() def load_resources(self): """加载游戏资源""" script_dir = os.path.dirname(os.path.abspath(__file__)) images_dir = os.path.join(script_dir, 'images') audio_dir = os.path.join(script_dir, 'audio') # 确保音频目录存在 if not os.path.exists(audio_dir): os.makedirs(audio_dir) print(f"已创建音频目录: {audio_dir}") # 加载图片 self.note_images = [ self.load_image(os.path.join(images_dir, "note_red.png")), self.load_image(os.path.join(images_dir, "note_blue.png")), self.load_image(os.path.join(images_dir, "note_green.png")), self.load_image(os.path.join(images_dir, "note_yellow.png")) ] self.pokey_images = { "left": self.load_image(os.path.join(images_dir, "pokey_left.png")), "right": self.load_image(os.path.join(images_dir, "pokey_right.png")), "neutral": self.load_image(os.path.join(images_dir, "pokey_neutral.png")), "hit": self.load_image(os.path.join(images_dir, "pokey_hit.png")) } self.track_bg = self.load_image(os.path.join(images_dir, "track_background.png")) self.judgment_line_img = self.load_image(os.path.join(images_dir, "judgment_line.png")) self.blackboard_img = self.load_image(os.path.join(images_dir, "blackboard.png")) self.combo_display_img = self.load_image(os.path.join(images_dir, "combo_display.png")) self.score_display_img = self.load_image(os.path.join(images_dir, "score_display.png")) self.health_bar_img = self.load_image(os.path.join(images_dir, "health_bar.png")) self.pause_button_img = self.load_image(os.path.join(images_dir, "pause_button.png")) # 加载字体 - 使用相对路径 try: # 使用指定的字体路径 if self.font_path and os.path.exists(self.font_path): self.font_large = font.Font(self.font_path, 48) self.font_medium = font.Font(self.font_path, 36) self.font_small = font.Font(self.font_path, 24) print(f"成功加载自定义字体: {self.font_path}") else: # 尝试加载默认字体 self.font_large = font.Font(None, 48) self.font_medium = font.Font(None, 36) self.font_small = font.Font(None, 24) print("使用系统默认字体") except: # 字体加载失败时使用回退方案 self.font_large = font.Font(None, 48) self.font_medium = font.Font(None, 36) self.font_small = font.Font(None, 24) print("字体加载失败,使用系统默认字体") # 加载音效 - 使用安全加载方法 self.sound_hit_perfect = self.load_sound(os.path.join(audio_dir, "hit_perfect.wav")) self.sound_hit_good = self.load_sound(os.path.join(audio_dir, "hit_good.wav")) self.sound_hit_miss = self.load_sound(os.path.join(audio_dir, "hit_miss.wav")) self.sound_combo_break = self.load_sound(os.path.join(audio_dir, "combo_break.wav")) self.sound_question = self.load_sound(os.path.join(audio_dir, "question_appear.wav")) self.sound_level_up = self.load_sound(os.path.join(audio_dir, "level_up.wav")) # 加载音乐 self.music_files = [ os.path.join(audio_dir, "song1.mp3"), os.path.join(audio_dir, "song2.mp3"), os.path.join(audio_dir, "song3.mp3") ] def load_image(self, path): """安全加载图片,如果失败则创建空表面""" try: if os.path.exists(path): return image.load(path).convert_alpha() else: print(f"图片文件不存在: {path}") except Exception as e: print(f"图片加载失败: {path}, 错误: {e}") # 创建空表面作为替代 return Surface((50, 50), SRCALPHA) def load_sound(self, path): """安全加载音效,如果失败则创建空音效""" try: if os.path.exists(path): return mixer.Sound(path) else: print(f"音效文件不存在: {path}") except Exception as e: print(f"音效加载失败: {path}, 错误: {e}") # 创建空音效作为替代 return mixer.Sound(buffer=bytes()) def reset_game(self): """重置游戏状态""" self.notes = [] self.current_problem = None self.score = 0 self.combo = 0 self.max_combo = 0 self.health = 100 self.song_index = 0 self.difficulty = 1 self.game_state = "playing" # playing, paused, game_over self.pokey = Ghost() self.load_song(self.music_files[self.song_index]) def load_song(self, file_path): """加载并分析歌曲""" # 检查文件是否存在 if not os.path.exists(file_path): print(f"音乐文件不存在: {file_path}") self.beat_times = [] return try: # 加载音频文件 mixer.music.load(file_path) # 使用librosa分析节拍 y, sr = librosa.load(file_path) tempo, beat_frames = librosa.beat.beat_track(y=y, sr=sr) # 将节拍点转换为毫秒 self.beat_times = librosa.frames_to_time(beat_frames, sr=sr) * 1000 # 生成音符 - 添加时间间隔防止重叠 self.generate_notes() except Exception as e: print(f"歌曲加载失败: {e}") self.beat_times = [] def generate_notes(self): """根据节拍生成音符(防止重叠)""" self.notes = [] last_note_time = -1000 # 上一个音符的时间 for beat_time in self.beat_times: # 确保音符之间有足够的时间间隔(至少300毫秒) if beat_time - last_note_time < 300: continue last_note_time = beat_time track = random.randint(0, 1) # 随机选择轨道 note_type = random.randint(0, 2) # 红、蓝、绿 # 20%几率生成特殊音符 if random.random() < 0.2: note_type = 3 # 黄色特殊音符 self.notes.append(Note(track, note_type, beat_time)) def start_math_problem(self): """开始一个新的数学问题""" self.current_problem = MathProblem(self.difficulty) try: self.sound_question.play() except: pass # 忽略音效播放错误 def check_note_hit(self, track, current_time): """ 检查音符是否击中 :param track: 玩家按下的轨道 :param current_time: 当前游戏时间(毫秒) """ perfect_threshold = 50 # 完美判定阈值(毫秒) good_threshold = 150 # 良好判定阈值(毫秒) for note in self.notes: if note.hit or note.missed: continue # 计算时间差 time_diff = abs(current_time - note.time_position) # 检查是否在判定范围内 if time_diff <= good_threshold and note.track == track: # 设置Pokey击中状态 self.pokey.hit_effect() # 检查是否与数学问题相关 if self.current_problem: answer_type = self.get_answer_type(self.current_problem.correct_answer) # 特殊音符总是正确的 if note.note_type == 3: # 黄色特殊音符 accuracy = "perfect" # 检查音符类型是否匹配答案类型 elif (note.note_type == 0 and answer_type == "odd") or \ (note.note_type == 1 and answer_type == "even") or \ (note.note_type == 2 and answer_type == "prime"): accuracy = "perfect" if time_diff <= perfect_threshold else "good" else: accuracy = "bad" else: accuracy = "perfect" if time_diff <= perfect_threshold else "good" # 处理击中结果 self.handle_hit_result(note, accuracy) return True return False def get_answer_type(self, answer): """获取答案的类型(奇数、偶数、质数)""" if answer % 2 == 0: return "even" elif self.current_problem.is_prime(answer): return "prime" else: return "odd" def handle_hit_result(self, note, accuracy): """处理击中结果""" note.hit = True if accuracy == "perfect": self.score += 100 * self.combo_multiplier() self.combo += 1 try: self.sound_hit_perfect.play() except: pass elif accuracy == "good": self.score += 50 * self.combo_multiplier() self.combo += 1 try: self.sound_hit_good.play() except: pass else: # bad self.health -= 5 self.break_combo() try: self.sound_hit_miss.play() except: pass self.max_combo = max(self.max_combo, self.combo) def break_combo(self): """中断连击""" if self.combo >= 5: try: self.sound_combo_break.play() except: pass self.combo = 0 def combo_multiplier(self): """计算连击倍数""" if self.combo < 5: return 1 elif self.combo < 10: return 1.2 elif self.combo < 20: return 1.5 else: return 2.0 def update(self, current_time): """更新游戏状态""" if self.game_state != "playing": return # 更新Pokey状态 self.pokey.update() # 更新音符 for note in self.notes: note.update() # 检查是否错过音符(到达判定线) if not note.hit and not note.missed and note.x < 300: note.missed = True self.health -= 2 self.break_combo() try: self.sound_hit_miss.play() except: pass # 检查是否需要新题目 if not self.current_problem or self.current_problem.time_remaining() <= 0: self.start_math_problem() # 检查游戏结束 if self.health <= 0: self.game_state = "game_over" def draw(self): """绘制游戏界面""" # 绘制背景 self.screen.blit(self.track_bg, (0, 0)) # 绘制判定线 self.screen.blit(self.judgment_line_img, (300, 250)) # 绘制音符 for note in self.notes: note.draw(self.screen, self.note_images) # 绘制Pokey pokey_img = self.pokey_images[self.pokey.state] self.screen.blit(pokey_img, (self.pokey.x, self.pokey.y)) # 绘制黑板和题目 if self.current_problem: # 绘制黑板背景 self.screen.blit(self.blackboard_img, (400, 50)) # 绘制问题文本 problem_text = self.font_large.render(self.current_problem.problem_text, True, (255, 255, 255)) text_rect = problem_text.get_rect(center=(640, 100)) self.screen.blit(problem_text, text_rect) # 绘制剩余时间条 time_remaining = self.current_problem.time_remaining() / self.current_problem.time_limit time_bar_width = int(300 * time_remaining) draw.rect(self.screen, (0, 255, 0), (490, 150, time_bar_width, 20)) # 绘制UI元素 # 分数显示 self.screen.blit(self.score_display_img, (20, 20)) score_text = self.font_medium.render(f"Score: {self.score}", True, (255, 255, 255)) self.screen.blit(score_text, (40, 30)) # 连击显示 self.screen.blit(self.combo_display_img, (20, 70)) combo_text = self.font_medium.render(f"Combo: {self.combo}x", True, (255, 255, 255)) self.screen.blit(combo_text, (40, 80)) # 生命条 self.screen.blit(self.health_bar_img, (1100, 20)) health_width = int(150 * (self.health / 100)) draw.rect(self.screen, (255, 0, 0), (1110, 25, health_width, 20)) # 暂停按钮 self.screen.blit(self.pause_button_img, (1200, 650)) # 游戏结束画面 if self.game_state == "game_over": overlay = Surface((1280, 720), SRCALPHA) overlay.fill((0, 0, 0, 180)) self.screen.blit(overlay, (0, 0)) game_over_text = self.font_large.render("Game Over", True, (255, 0, 0)) score_text = self.font_medium.render(f"Final Score: {self.score}", True, (255, 255, 255)) combo_text = self.font_medium.render(f"Max Combo: {self.max_combo}", True, (255, 255, 255)) restart_text = self.font_medium.render("Press R to restart", True, (255, 255, 255)) # 居中显示游戏结束信息 self.screen.blit(game_over_text, (1280//2 - game_over_text.get_width()//2, 300)) self.screen.blit(score_text, (1280//2 - score_text.get_width()//2, 370)) self.screen.blit(combo_text, (1280//2 - combo_text.get_width()//2, 410)) self.screen.blit(restart_text, (1280//2 - restart_text.get_width()//2, 470)) # 暂停画面 elif self.game_state == "paused": overlay = Surface((1280, 720), SRCALPHA) overlay.fill((0, 0, 0, 180)) self.screen.blit(overlay, (0, 0)) pause_text = self.font_large.render("Game Paused", True, (255, 255, 0)) continue_text = self.font_medium.render("Press P to continue", True, (255, 255, 255)) # 居中显示暂停信息 self.screen.blit(pause_text, (1280//2 - pause_text.get_width()//2, 300)) self.screen.blit(continue_text, (1280//2 - continue_text.get_width()//2, 370)) # ======================== # 游戏主程序 # ======================== def Mam_draw_map(screen, show_buttons, bar_height, background_offset, conversation_mode, current_conversation_img, text_line1, text_line2, text_progress, font, background_img, conversation_img1, title_img, button_start_img, button_quit_img): """绘制游戏场景(优化显示更新)""" color = (192,192,192) screen.fill(color) if not conversation_mode: # 滚动模式:绘制背景和对话图片 screen.blit(background_img, (background_offset, 0)) screen.blit(conversation_img1, (background_offset + background_img.get_width(), 0)) # 如果需要,在更右侧绘制第二张背景以保持连续性 if background_offset < 0: screen.blit(background_img, (background_offset + 2 * background_img.get_width(), 0)) else: # 对话模式:绘制当前对话图片 screen.blit(current_conversation_img, (0, 0)) # 根据show_buttons标志决定是否绘制标题和按钮 if show_buttons: screen.blit(title_img, (0, 0)) screen.blit(button_start_img, (500, 500)) screen.blit(button_quit_img, (500, 570)) # 绘制上下黑条(始终绘制) if bar_height > 0: # 上黑条 draw.rect(screen, (0, 0, 0), (0, 0, screen.get_width(), bar_height)) # 下黑条 draw.rect(screen, (0, 0, 0), (0, screen.get_height() - bar_height, screen.get_width(), bar_height)) # 在对话模式下绘制文本 if conversation_mode and text_progress > 0 and font: # 创建半透明背景 text_bg = Surface((screen.get_width(), bar_height * 2), SRCALPHA) text_bg.fill((0, 0, 0, 200)) # 半透明黑色 # 绘制文本背景 screen.blit(text_bg, (0, (screen.get_height() - bar_height * 2) // 2)) # 绘制第一行文本 if text_progress >= 1: text_surface1 = font.render(text_line1, True, (255, 255, 255)) text_rect1 = text_surface1.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2 - 30)) screen.blit(text_surface1, text_rect1) # 绘制第二行文本 if text_progress >= 2: text_surface2 = font.render(text_line2, True, (255, 255, 255)) text_rect2 = text_surface2.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2 + 30)) screen.blit(text_surface2, text_rect2) # 使用更高效的显示更新方式 display.flip() def main(): # 初始化pygame init() screen = display.set_mode((1280, 720)) display.set_caption("数学节奏大师: Pokey的冒险") clock = time.Clock() # 获取当前脚本所在目录 script_dir = os.path.dirname(os.path.abspath(__file__)) images_dir = os.path.join(script_dir, 'images') fonts_dir = os.path.join(script_dir, 'fonts') # 字体文件夹路径 audio_dir = os.path.join(script_dir, 'audio') # 音频文件夹路径 # 确保图片目录存在 if not os.path.exists(images_dir): os.makedirs(images_dir) print(f"已创建图片目录: {images_dir}") # 确保字体目录存在 if not os.path.exists(fonts_dir): os.makedirs(fonts_dir) print(f"已创建字体目录: {fonts_dir}") # 确保音频目录存在 if not os.path.exists(audio_dir): os.makedirs(audio_dir) print(f"已创建音频目录: {audio_dir}") # 字体文件路径 font_file = "HYPixel11pxU-2.ttf" font_path = os.path.join(fonts_dir, font_file) # 加载游戏字体 try: # 尝试加载指定字体 game_font = font.Font(font_path, 48) print(f"成功加载字体: {font_path}") except: # 字体加载失败时使用系统默认字体 try: game_font = font.Font(None, 48) print("使用系统默认字体") except: print("警告:无法加载任何字体,文本将无法显示") game_font = None # 加载游戏图片资源 def safe_load_image(path, default_size=(50, 50)): """安全加载图片,如果失败则创建空表面""" try: if os.path.exists(path): return image.load(path).convert_alpha() else: print(f"图片文件不存在: {path}") except Exception as e: print(f"图片加载失败: {path}, 错误: {e}") # 创建空表面作为替代 return Surface(default_size, SRCALPHA) try: # 加载菜单图片 background = safe_load_image(os.path.join(images_dir, 'background.png'), (1280, 720)) button_start_img = safe_load_image(os.path.join(images_dir, 'button_start.png')) button_quit_img = safe_load_image(os.path.join(images_dir, 'button_quit.png')) title_img = safe_load_image(os.path.join(images_dir, 'title.png')) conversation_1 = safe_load_image(os.path.join(images_dir, 'conversation_1.png')) conversation_2 = safe_load_image(os.path.join(images_dir, 'conversation_2.png')) print("图片加载完成(部分可能使用替代图像)") except Exception as e: print(f"图片加载过程中发生错误: {e}") quit() sys.exit(1) # 游戏状态变量 game_state = "menu" # menu, story, rhythm_game show_buttons = True bar_height = 0 target_bar_height = screen.get_height() // 6 background_offset = 0 target_background_offset = -background.get_width() animation_speed = 5 animation_active = False conversation_mode = False current_conversation_img = conversation_1 last_switch_time = systime.time() switch_interval = 0.5 text_line1 = "『你不该来这里的。』" text_line2 = "『抱歉,朋友。我也没得选择。』" text_progress = 0 last_text_time = 0 # 创建按钮矩形区域 start_button_rect = button_start_img.get_rect(topleft=(500, 500)) quit_button_rect = button_quit_img.get_rect(topleft=(500, 570)) # 初始化节奏游戏,传入字体路径 rhythm_game = RhythmGame(screen, font_path) running = True while running: current_time = systime.time() clock.tick(60) for ev in event.get(): if ev.type == QUIT: running = False if game_state == "menu": if ev.type == MOUSEBUTTONDOWN: mouse_pos = mouse.get_pos() if show_buttons: if start_button_rect.collidepoint(mouse_pos): show_buttons = False animation_active = True print("开始游戏!") elif quit_button_rect.collidepoint(mouse_pos): running = False print("退出游戏") elif game_state == "story": if ev.type == MOUSEBUTTONDOWN: if conversation_mode and text_progress < 2: text_progress += 1 elif game_state == "rhythm_game": if ev.type == KEYDOWN: if ev.key == K_LEFT: rhythm_game.check_note_hit(0, current_time * 1000) elif ev.key == K_RIGHT: rhythm_game.check_note_hit(1, current_time * 1000) elif ev.key == K_p: if rhythm_game.game_state == "playing": rhythm_game.game_state = "paused" mixer.music.pause() elif rhythm_game.game_state == "paused": rhythm_game.game_state = "playing" mixer.music.unpause() elif ev.key == K_r and rhythm_game.game_state == "game_over": rhythm_game.reset_game() mixer.music.play() elif ev.key == K_ESCAPE: game_state = "menu" rhythm_game.reset_game() if ev.type == MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() if rhythm_game.game_state == "playing" and 1200 <= mouse_pos[0] <= 1260 and 650 <= mouse_pos[1] <= 710: rhythm_game.game_state = "paused" mixer.music.pause() # 更新游戏状态 if game_state == "menu": # 更新动画 if animation_active: # 更新黑条高度 if bar_height < target_bar_height: bar_height += animation_speed if bar_height > target_bar_height: bar_height = target_bar_height # 更新背景滚动位置 if background_offset > target_background_offset: background_offset -= animation_speed if background_offset < target_background_offset: background_offset = target_background_offset # 检查动画是否完成 if bar_height == target_bar_height and background_offset == target_background_offset: animation_active = False conversation_mode = True last_text_time = current_time print("进入对话模式") # 对话模式 if conversation_mode: # 图片切换 if current_time - last_switch_time > switch_interval: if current_conversation_img == conversation_1: current_conversation_img = conversation_2 else: current_conversation_img = conversation_1 last_switch_time = current_time # 文本显示进度 if text_progress == 0 and current_time - last_text_time > 1.0: text_progress = 1 last_text_time = current_time elif text_progress == 1 and current_time - last_text_time > 3.0: text_progress = 2 last_text_time = current_time # 文本显示完成后进入节奏游戏 game_state = "rhythm_game" try: mixer.music.play() except: print("音乐播放失败,游戏继续运行") # 绘制菜单/故事场景 Mam_draw_map(screen, show_buttons, bar_height, background_offset, conversation_mode, current_conversation_img, text_line1, text_line2, text_progress, game_font, background, conversation_1, title_img, button_start_img, button_quit_img) elif game_state == "rhythm_game": # 更新节奏游戏 rhythm_game.update(current_time * 1000) rhythm_game.draw() display.flip() quit() if __name__ == "__main__": main()指出代码中所有图片的位置设置代码 解决判定不准确的问题 解决音符生成过于密集的问题

Traceback (most recent call last): File "C:\Users\user\Desktop\作品\mamlab.py", line 715, in <module> main() File "C:\Users\user\Desktop\作品\mamlab.py", line 601, in main rhythm_game = RhythmGame(screen, font_path) File "C:\Users\user\Desktop\作品\mamlab.py", line 156, in __init__ self.load_resources() File "C:\Users\user\Desktop\作品\mamlab.py", line 210, in load_resources self.sound_hit_perfect = mixer.Sound(os.path.join(audio_dir, "hit_perfect.wav")) pygame.error: Unable to open file 'C:\\Users\\user\\Desktop\\\u4f5c\u54c1\\audio\\hit_perfect.wav' Traceback (most recent call last): File "C:\Users\user\Desktop\作品\mamlab.py", line 715, in <module> main() File "C:\Users\user\Desktop\作品\mamlab.py", line 601, in main rhythm_game = RhythmGame(screen, font_path) File "C:\Users\user\Desktop\作品\mamlab.py", line 156, in __init__ self.load_resources() File "C:\Users\user\Desktop\作品\mamlab.py", line 210, in load_resources self.sound_hit_perfect = mixer.Sound(os.path.join(audio_dir, "hit_perfect.wav")) pygame.error: Unable to open file 'C:\\Users\\user\\Desktop\\\u4f5c\u54c1\\audio\\hit_perfect.wav' import os import sys import random import math import librosa import numpy as np from pygame import * import time as systime # ======================== # 游戏核心类定义 # ======================== class Ghost: def __init__(self): self.x = 200 self.y = 450 self.state = "neutral" # neutral, left, right, hit self.hit_timer = 0 self.speed = 5 def move(self, direction): """移动幽灵""" if direction == "left": self.x = max(50, self.x - self.speed) self.state = "left" elif direction == "right": self.x = min(1150, self.x + self.speed) self.state = "right" else: self.state = "neutral" def hit_effect(self): """击中效果""" self.state = "hit" self.hit_timer = 10 # 10帧的击中效果 def update(self): """更新幽灵状态""" if self.hit_timer > 0: self.hit_timer -= 1 if self.hit_timer == 0: self.state = "neutral" def get_rect(self): """获取幽灵碰撞矩形""" return Rect(self.x, self.y, 100, 100) class Note: def __init__(self, track, note_type, time_position, speed=5): """ 音符类 :param track: 轨道 (0=左轨, 1=右轨) :param note_type: 音符类型 (0=红/奇数, 1=蓝/偶数, 2=绿/质数, 3=黄/特殊) :param time_position: 音符出现的时间点(毫秒) :param speed: 移动速度(像素/帧) """ self.track = track self.note_type = note_type self.time_position = time_position self.speed = speed self.x = 1280 # 从屏幕右侧开始 self.y = 400 if track == 0 else 500 # 上下轨道位置 self.width = 50 self.height = 50 self.hit = False self.missed = False self.rect = Rect(self.x, self.y, self.width, self.height) def update(self): """更新音符位置""" self.x -= self.speed self.rect.x = self.x def draw(self, screen, note_images): """绘制音符""" if not self.hit and not self.missed: screen.blit(note_images[self.note_type], (self.x, self.y)) class MathProblem: def __init__(self, difficulty=1): """ 数学题目类 :param difficulty: 题目难度 (1-3) """ self.difficulty = difficulty self.generate_problem() self.time_limit = 10000 # 10秒答题时间 self.start_time = systime.time() * 1000 # 毫秒 def generate_problem(self): """生成数学题目""" problem_types = [ self.generate_addition, self.generate_subtraction, self.generate_multiplication, self.generate_division ] # 根据难度选择题目类型 if self.difficulty == 1: func = random.choice(problem_types[:2]) elif self.difficulty == 2: func = random.choice(problem_types) else: func = random.choice(problem_types[2:]) self.problem_text, self.correct_answer = func() def generate_addition(self): """生成加法题""" a = random.randint(1, 20) b = random.randint(1, 20) return f"{a} + {b} = ?", a + b def generate_subtraction(self): """生成减法题""" a = random.randint(10, 30) b = random.randint(1, a) return f"{a} - {b} = ?", a - b def generate_multiplication(self): """生成乘法题""" a = random.randint(1, 12) b = random.randint(1, 12) return f"{a} × {b} = ?", a * b def generate_division(self): """生成除法题""" b = random.randint(1, 10) a = b * random.randint(1, 10) return f"{a} ÷ {b} = ?", a // b def check_answer(self, answer): """检查答案是否正确""" return answer == self.correct_answer def is_prime(self, n): """检查数字是否为质数""" if n < 2: return False for i in range(2, int(math.sqrt(n)) + 1): if n % i == 0: return False return True def time_remaining(self): """返回剩余时间(毫秒)""" elapsed = systime.time() * 1000 - self.start_time return max(0, self.time_limit - elapsed) class RhythmGame: def __init__(self, screen, font_path=None): self.screen = screen self.font_path = font_path self.load_resources() self.reset_game() def load_resources(self): """加载游戏资源""" script_dir = os.path.dirname(os.path.abspath(__file__)) images_dir = os.path.join(script_dir, 'images') audio_dir = os.path.join(script_dir, 'audio') # 加载图片 self.note_images = [ image.load(os.path.join(images_dir, "note_red.png")).convert_alpha(), image.load(os.path.join(images_dir, "note_blue.png")).convert_alpha(), image.load(os.path.join(images_dir, "note_green.png")).convert_alpha(), image.load(os.path.join(images_dir, "note_yellow.png")).convert_alpha() ] self.pokey_images = { "left": image.load(os.path.join(images_dir, "pokey_left.png")).convert_alpha(), "right": image.load(os.path.join(images_dir, "pokey_right.png")).convert_alpha(), "neutral": image.load(os.path.join(images_dir, "pokey_neutral.png")).convert_alpha(), "hit": image.load(os.path.join(images_dir, "pokey_hit.png")).convert_alpha() } self.track_bg = image.load(os.path.join(images_dir, "track_background.png")).convert() self.judgment_line_img = image.load(os.path.join(images_dir, "judgment_line.png")).convert_alpha() self.blackboard_img = image.load(os.path.join(images_dir, "blackboard.png")).convert_alpha() self.combo_display_img = image.load(os.path.join(images_dir, "combo_display.png")).convert_alpha() self.score_display_img = image.load(os.path.join(images_dir, "score_display.png")).convert_alpha() self.health_bar_img = image.load(os.path.join(images_dir, "health_bar.png")).convert_alpha() self.pause_button_img = image.load(os.path.join(images_dir, "pause_button.png")).convert_alpha() # 加载字体 - 使用相对路径 try: # 使用指定的字体路径 if self.font_path and os.path.exists(self.font_path): self.font_large = font.Font(self.font_path, 48) self.font_medium = font.Font(self.font_path, 36) self.font_small = font.Font(self.font_path, 24) print(f"成功加载自定义字体: {self.font_path}") else: # 尝试加载默认字体 self.font_large = font.Font(None, 48) self.font_medium = font.Font(None, 36) self.font_small = font.Font(None, 24) print("使用系统默认字体") except: # 字体加载失败时使用回退方案 self.font_large = font.Font(None, 48) self.font_medium = font.Font(None, 36) self.font_small = font.Font(None, 24) print("字体加载失败,使用系统默认字体") # 加载音效 self.sound_hit_perfect = mixer.Sound(os.path.join(audio_dir, "hit_perfect.wav")) self.sound_hit_good = mixer.Sound(os.path.join(audio_dir, "hit_good.wav")) self.sound_hit_miss = mixer.Sound(os.path.join(audio_dir, "hit_miss.wav")) self.sound_combo_break = mixer.Sound(os.path.join(audio_dir, "combo_break.wav")) self.sound_question = mixer.Sound(os.path.join(audio_dir, "question_appear.wav")) self.sound_level_up = mixer.Sound(os.path.join(audio_dir, "level_up.wav")) # 加载音乐 self.music_files = [ os.path.join(audio_dir, "song1.mp3"), os.path.join(audio_dir, "song2.mp3"), os.path.join(audio_dir, "song3.mp3") ] def reset_game(self): """重置游戏状态""" self.notes = [] self.current_problem = None self.score = 0 self.combo = 0 self.max_combo = 0 self.health = 100 self.song_index = 0 self.difficulty = 1 self.game_state = "playing" # playing, paused, game_over self.pokey = Ghost() self.load_song(self.music_files[self.song_index]) def load_song(self, file_path): """加载并分析歌曲""" # 加载音频文件 mixer.music.load(file_path) # 使用librosa分析节拍 try: y, sr = librosa.load(file_path) tempo, beat_frames = librosa.beat.beat_track(y=y, sr=sr) # 将节拍点转换为毫秒 self.beat_times = librosa.frames_to_time(beat_frames, sr=sr) * 1000 # 生成音符 self.generate_notes() except Exception as e: print(f"歌曲加载失败: {e}") self.beat_times = [] def generate_notes(self): """根据节拍生成音符""" self.notes = [] for beat_time in self.beat_times: track = random.randint(0, 1) # 随机选择轨道 note_type = random.randint(0, 2) # 红、蓝、绿 # 20%几率生成特殊音符 if random.random() < 0.2: note_type = 3 # 黄色特殊音符 self.notes.append(Note(track, note_type, beat_time)) def start_math_problem(self): """开始一个新的数学问题""" self.current_problem = MathProblem(self.difficulty) self.sound_question.play() def check_note_hit(self, track, current_time): """ 检查音符是否击中 :param track: 玩家按下的轨道 :param current_time: 当前游戏时间(毫秒) """ perfect_threshold = 50 # 完美判定阈值(毫秒) good_threshold = 150 # 良好判定阈值(毫秒) for note in self.notes: if note.hit or note.missed: continue # 计算时间差 time_diff = abs(current_time - note.time_position) # 检查是否在判定范围内 if time_diff <= good_threshold and note.track == track: # 设置Pokey击中状态 self.pokey.hit_effect() # 检查是否与数学问题相关 if self.current_problem: answer_type = self.get_answer_type(self.current_problem.correct_answer) # 特殊音符总是正确的 if note.note_type == 3: # 黄色特殊音符 accuracy = "perfect" # 检查音符类型是否匹配答案类型 elif (note.note_type == 0 and answer_type == "odd") or \ (note.note_type == 1 and answer_type == "even") or \ (note.note_type == 2 and answer_type == "prime"): accuracy = "perfect" if time_diff <= perfect_threshold else "good" else: accuracy = "bad" else: accuracy = "perfect" if time_diff <= perfect_threshold else "good" # 处理击中结果 self.handle_hit_result(note, accuracy) return True return False def get_answer_type(self, answer): """获取答案的类型(奇数、偶数、质数)""" if answer % 2 == 0: return "even" elif self.current_problem.is_prime(answer): return "prime" else: return "odd" def handle_hit_result(self, note, accuracy): """处理击中结果""" note.hit = True if accuracy == "perfect": self.score += 100 * self.combo_multiplier() self.combo += 1 self.sound_hit_perfect.play() elif accuracy == "good": self.score += 50 * self.combo_multiplier() self.combo += 1 self.sound_hit_good.play() else: # bad self.health -= 5 self.break_combo() self.sound_hit_miss.play() self.max_combo = max(self.max_combo, self.combo) def break_combo(self): """中断连击""" if self.combo >= 5: self.sound_combo_break.play() self.combo = 0 def combo_multiplier(self): """计算连击倍数""" if self.combo < 5: return 1 elif self.combo < 10: return 1.2 elif self.combo < 20: return 1.5 else: return 2.0 def update(self, current_time): """更新游戏状态""" if self.game_state != "playing": return # 更新Pokey状态 self.pokey.update() # 更新音符 for note in self.notes: note.update() # 检查是否错过音符 if not note.hit and not note.missed and note.x < 200: note.missed = True self.health -= 2 self.break_combo() self.sound_hit_miss.play() # 检查是否需要新题目 if not self.current_problem or self.current_problem.time_remaining() <= 0: self.start_math_problem() # 检查游戏结束 if self.health <= 0: self.game_state = "game_over" def draw(self): """绘制游戏界面""" # 绘制背景 self.screen.blit(self.track_bg, (0, 0)) # 绘制判定线 self.screen.blit(self.judgment_line_img, (250, 300)) # 绘制音符 for note in self.notes: note.draw(self.screen, self.note_images) # 绘制Pokey pokey_img = self.pokey_images[self.pokey.state] self.screen.blit(pokey_img, (self.pokey.x, self.pokey.y)) # 绘制黑板和题目 if self.current_problem: self.screen.blit(self.blackboard_img, (400, 100)) problem_text = self.font_large.render(self.current_problem.problem_text, True, (255, 255, 255)) self.screen.blit(problem_text, (450, 150)) # 绘制剩余时间条 time_remaining = self.current_problem.time_remaining() / self.current_problem.time_limit time_bar_width = int(300 * time_remaining) draw.rect(self.screen, (0, 255, 0), (450, 200, time_bar_width, 20)) # 绘制UI元素 self.screen.blit(self.score_display_img, (20, 20)) score_text = self.font_medium.render(f"Score: {self.score}", True, (255, 255, 255)) self.screen.blit(score_text, (40, 30)) self.screen.blit(self.combo_display_img, (20, 70)) combo_text = self.font_medium.render(f"Combo: {self.combo}x", True, (255, 255, 255)) self.screen.blit(combo_text, (40, 80)) self.screen.blit(self.health_bar_img, (1100, 20)) health_width = int(150 * (self.health / 100)) draw.rect(self.screen, (255, 0, 0), (1105, 25, health_width, 20)) self.screen.blit(self.pause_button_img, (1200, 650)) # 游戏结束画面 if self.game_state == "game_over": overlay = Surface((1280, 720), SRCALPHA) overlay.fill((0, 0, 0, 180)) self.screen.blit(overlay, (0, 0)) game_over_text = self.font_large.render("Game Over", True, (255, 0, 0)) score_text = self.font_medium.render(f"Final Score: {self.score}", True, (255, 255, 255)) combo_text = self.font_medium.render(f"Max Combo: {self.max_combo}", True, (255, 255, 255)) restart_text = self.font_medium.render("Press R to restart", True, (255, 255, 255)) self.screen.blit(game_over_text, (540, 300)) self.screen.blit(score_text, (540, 370)) self.screen.blit(combo_text, (540, 410)) self.screen.blit(restart_text, (540, 470)) # 暂停画面 elif self.game_state == "paused": overlay = Surface((1280, 720), SRCALPHA) overlay.fill((0, 0, 0, 180)) self.screen.blit(overlay, (0, 0)) pause_text = self.font_large.render("Game Paused", True, (255, 255, 0)) continue_text = self.font_medium.render("Press P to continue", True, (255, 255, 255)) self.screen.blit(pause_text, (520, 300)) self.screen.blit(continue_text, (520, 370)) # ======================== # 游戏主程序 # ======================== def Mam_draw_map(screen, show_buttons, bar_height, background_offset, conversation_mode, current_conversation_img, text_line1, text_line2, text_progress, font): """绘制游戏场景(优化显示更新)""" color = (192,192,192) screen.fill(color) if not conversation_mode: # 滚动模式:绘制背景和对话图片 screen.blit(background, (background_offset, -200)) screen.blit(conversation_1, (background_offset + background.get_width(), -200)) # 如果需要,在更右侧绘制第二张背景以保持连续性 if background_offset < 0: screen.blit(background, (background_offset + 2 * background.get_width(), -200)) else: # 对话模式:绘制当前对话图片 screen.blit(current_conversation_img, (0, -200)) # 根据show_buttons标志决定是否绘制标题和按钮 if show_buttons: screen.blit(title_img, (0, 0)) screen.blit(button_start_img, (500, 500)) screen.blit(button_quit_img, (500, 570)) # 绘制上下黑条(始终绘制) if bar_height > 0: # 上黑条 draw.rect(screen, (0, 0, 0), (0, 0, screen.get_width(), bar_height)) # 下黑条 draw.rect(screen, (0, 0, 0), (0, screen.get_height() - bar_height, screen.get_width(), bar_height)) # 在对话模式下绘制文本 if conversation_mode and text_progress > 0 and font: # 创建半透明背景 text_bg = Surface((screen.get_width(), bar_height * 2), SRCALPHA) text_bg.fill((0, 0, 0, 200)) # 半透明黑色 # 绘制文本背景 screen.blit(text_bg, (0, (screen.get_height() - bar_height * 2) // 2)) # 绘制第一行文本 if text_progress >= 1: text_surface1 = font.render(text_line1, True, (255, 255, 255)) text_rect1 = text_surface1.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2 - 30)) screen.blit(text_surface1, text_rect1) # 绘制第二行文本 if text_progress >= 2: text_surface2 = font.render(text_line2, True, (255, 255, 255)) text_rect2 = text_surface2.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2 + 30)) screen.blit(text_surface2, text_rect2) # 使用更高效的显示更新方式 display.flip() def main(): # 初始化pygame init() screen = display.set_mode((1280, 720)) display.set_caption("数学节奏大师: Pokey的冒险") clock = time.Clock() # 获取当前脚本所在目录 script_dir = os.path.dirname(os.path.abspath(__file__)) images_dir = os.path.join(script_dir, 'images') fonts_dir = os.path.join(script_dir, 'fonts') # 字体文件夹路径 # 确保图片目录存在 if not os.path.exists(images_dir): os.makedirs(images_dir) print(f"已创建图片目录: {images_dir}") # 确保字体目录存在 if not os.path.exists(fonts_dir): os.makedirs(fonts_dir) print(f"已创建字体目录: {fonts_dir}") # 字体文件路径 font_file = "HYPixel11pxU-2.ttf" font_path = os.path.join(fonts_dir, font_file) # 加载游戏字体 try: # 尝试加载指定字体 game_font = font.Font(font_path, 48) print(f"成功加载字体: {font_path}") except: # 字体加载失败时使用系统默认字体 try: game_font = font.Font(None, 48) print("使用系统默认字体") except: print("警告:无法加载任何字体,文本将无法显示") game_font = None # 加载游戏图片资源 try: background = image.load(os.path.join(images_dir, 'background.png')).convert() button_start_img = image.load(os.path.join(images_dir, 'button_start.png')).convert_alpha() button_quit_img = image.load(os.path.join(images_dir, 'button_quit.png')).convert_alpha() title_img = image.load(os.path.join(images_dir, 'title.png')).convert_alpha() conversation_1 = image.load(os.path.join(images_dir, 'conversation_1.png')).convert_alpha() conversation_2 = image.load(os.path.join(images_dir, 'conversation_2.png')).convert_alpha() print("所有图片加载成功!") except error as e: print(f"图片加载失败: {e}") print("请确保所有图片文件存在于 images/ 目录中") quit() sys.exit(1) # 游戏状态变量 game_state = "menu" # menu, story, rhythm_game show_buttons = True bar_height = 0 target_bar_height = screen.get_height() // 6 background_offset = 0 target_background_offset = -background.get_width() animation_speed = 5 animation_active = False conversation_mode = False current_conversation_img = conversation_1 last_switch_time = systime.time() switch_interval = 0.5 text_line1 = "『你不该来这里的。』" text_line2 = "『抱歉,朋友。我也没得选择。』" text_progress = 0 last_text_time = 0 # 创建按钮矩形区域 start_button_rect = button_start_img.get_rect(topleft=(500, 500)) quit_button_rect = button_quit_img.get_rect(topleft=(500, 570)) # 初始化节奏游戏,传入字体路径 rhythm_game = RhythmGame(screen, font_path) running = True while running: current_time = systime.time() clock.tick(60) for event in pygame.event.get(): if event.type == QUIT: running = False if game_state == "menu": if event.type == MOUSEBUTTONDOWN: mouse_pos = mouse.get_pos() if show_buttons: if start_button_rect.collidepoint(mouse_pos): show_buttons = False animation_active = True print("开始游戏!") elif quit_button_rect.collidepoint(mouse_pos): running = False print("退出游戏") elif game_state == "story": if event.type == MOUSEBUTTONDOWN: if conversation_mode and text_progress < 2: text_progress += 1 elif game_state == "rhythm_game": if event.type == KEYDOWN: if event.key == K_LEFT: rhythm_game.check_note_hit(0, current_time * 1000) elif event.key == K_RIGHT: rhythm_game.check_note_hit(1, current_time * 1000) elif event.key == K_p: if rhythm_game.game_state == "playing": rhythm_game.game_state = "paused" mixer.music.pause() elif rhythm_game.game_state == "paused": rhythm_game.game_state = "playing" mixer.music.unpause() elif event.key == K_r and rhythm_game.game_state == "game_over": rhythm_game.reset_game() mixer.music.play() elif event.key == K_ESCAPE: game_state = "menu" rhythm_game.reset_game() if event.type == MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() if rhythm_game.game_state == "playing" and 1200 <= mouse_pos[0] <= 1260 and 650 <= mouse_pos[1] <= 710: rhythm_game.game_state = "paused" mixer.music.pause() # 更新游戏状态 if game_state == "menu": # 更新动画 if animation_active: # 更新黑条高度 if bar_height < target_bar_height: bar_height += animation_speed if bar_height > target_bar_height: bar_height = target_bar_height # 更新背景滚动位置 if background_offset > target_background_offset: background_offset -= animation_speed if background_offset < target_background_offset: background_offset = target_background_offset # 检查动画是否完成 if bar_height == target_bar_height and background_offset == target_background_offset: animation_active = False conversation_mode = True last_text_time = current_time print("进入对话模式") # 对话模式 if conversation_mode: # 图片切换 if current_time - last_switch_time > switch_interval: if current_conversation_img == conversation_1: current_conversation_img = conversation_2 else: current_conversation_img = conversation_1 last_switch_time = current_time # 文本显示进度 if text_progress == 0 and current_time - last_text_time > 1.0: text_progress = 1 last_text_time = current_time elif text_progress == 1 and current_time - last_text_time > 3.0: text_progress = 2 last_text_time = current_time # 文本显示完成后进入节奏游戏 game_state = "rhythm_game" mixer.music.play() # 绘制菜单/故事场景 Mam_draw_map(screen, show_buttons, bar_height, background_offset, conversation_mode, current_conversation_img, text_line1, text_line2, text_progress, game_font) elif game_state == "rhythm_game": # 更新节奏游戏 rhythm_game.update(current_time * 1000) rhythm_game.draw() display.flip() quit() if __name__ == "__main__": main()

import pygame import random import sys # 初始化pygame pygame.init() # 设置屏幕尺寸 screen_width = 800 screen_height = 600 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('爱心收集小游戏') # 颜色定义 BACKGROUND = (25, 25, 50) PLAYER_COLOR = (70, 130, 180) # 钢蓝色 HEART_COLOR = (255, 105, 180) # 热粉色 TEXT_COLOR = (255, 255, 255) # 白色 GROUND_COLOR = (34, 139, 34) # 森林绿 # 创建玩家角色 class Player: def __init__(self): self.width = 60 self.height = 80 self.x = screen_width // 2 - self.width // 2 self.y = screen_height - self.height - 20 self.speed = 8 self.rect = pygame.Rect(self.x, self.y, self.width, self.height) def move_left(self): if self.x > 0: self.x -= self.speed self.rect.x = self.x def move_right(self): if self.x < screen_width - self.width: self.x += self.speed self.rect.x = self.x def draw(self): # 绘制玩家角色(简单形状) pygame.draw.rect(screen, PLAYER_COLOR, (self.x, self.y, self.width, self.height), 0, 10) # 头部 pygame.draw.circle(screen, PLAYER_COLOR, (self.x + self.width//2, self.y - 10), 20) # 眼睛 pygame.draw.circle(screen, (255, 255, 255), (self.x + self.width//2 - 8, self.y - 12), 6) pygame.draw.circle(screen, (255, 255, 255), (self.x + self.width//2 + 8, self.y - 12), 6) pygame.draw.circle(screen, (0, 0, 0), (self.x + self.width//2 - 8, self.y - 12), 3) pygame.draw.circle(screen, (0, 0, 0), (self.x + self.width//2 + 8, self.y - 12), 3) # 创建爱心道具 class HeartItem: def __init__(self): self.size = random.randint(25, 40) self.x = random.randint(0, screen_width - self.size) self.y = -self.size self.speed = random.randint(3, 7) self.rotation = random.randint(0, 360) self.rotation_speed = random.uniform(-3, 3) self.rect = pygame.Rect(self.x, self.y, self.size, self.size) def fall(self): self.y += self.speed self.rotation += self.rotation_speed self.rect.y = self.y def draw(self): # 绘制爱心 center_x = self.x + self.size // 2 center_y = self.y + self.size // 2 # 创建一个临时表面用于旋转 heart_surface = pygame.Surface((self.size, self.size), pygame.SRCALPHA) # 绘制爱心形状 points = [] for angle in range(0, 360, 10): rad = angle * 3.14159 / 180 # 爱心参数方程 x = 16 * (math.sin(rad) ** 3) y = -(13 * math.cos(rad) - 5 * math.cos(2*rad) - 2 * math.cos(3*rad) - math.cos(4*rad)) # 缩放并移动到中心 x = (x * self.size/32) + self.size/2 y = (y * self.size/32) + self.size/2 points.append((x, y)) if len(points) > 2: pygame.draw.polygon(heart_surface, HEART_COLOR, points) # 旋转爱心 rotated_heart = pygame.transform.rotate(heart_surface, self.rotation) rotated_rect = rotated_heart.get_rect(center=(center_x, center_y)) # 绘制到屏幕 screen.blit(rotated_heart, rotated_rect) # 创建云朵装饰 class Cloud: def __init__(self): self.x = random.randint(-100, screen_width + 100) self.y = random.randint(50, 200) self.speed = random.uniform(0.2, 0.8) self.size = random.randint(40, 80) def move(self): self.x += self.speed if self.x > screen_width + 100: self.x = -100 self.y = random.randint(50, 200) def draw(self): pygame.draw.circle(screen, (200, 220, 255), (self.x, self.y), self.size) pygame.draw.circle(screen, (200, 220, 255), (self.x + self.size*0.8, self.y - self.size*0.2), self.size*0.7) pygame.draw.circle(screen, (200, 220, 255), (self.x + self.size*1.5, self.y), self.size*0.8) pygame.draw.circle(screen, (200, 220, 255), (self.x + self.size*2.0, self.y + self.size*0.2), self.size*0.6) # 游戏主函数 def main(): import math clock = pygame.time.Clock() player = Player() heart_items = [] clouds = [Cloud() for _ in range(5)] score = 0 font = pygame.font.SysFont(None, 36) game_over = False # 游戏主循环 while True: # 事件处理 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_r and game_over: # 重新开始游戏 player = Player() heart_items = [] score = 0 game_over = False if not game_over: # 玩家移动 keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player.move_left() if keys[pygame.K_RIGHT]: player.move_right() # 生成新的爱心 if random.randint(1, 100) < 4: heart_items.append(HeartItem()) # 移动爱心和检测碰撞 for item in heart_items[:]: item.fall() # 检测是否收集到爱心 if player.rect.colliderect(item.rect): heart_items.remove(item) score += 10 # 检测爱心是否落地 elif item.y > screen_height: heart_items.remove(item) game_over = True # 移动云朵 for cloud in clouds: cloud.move() # 绘制背景 screen.fill(BACKGROUND) # 绘制星空 for _ in range(100): x = random.randint(0, screen_width) y = random.randint(0, screen_height//2) size = random.randint(1, 3) brightness = random.randint(150, 255) pygame.draw.circle(screen, (brightness, brightness, brightness), (x, y), size) # 绘制云朵 for cloud in clouds: cloud.draw() # 绘制地面 pygame.draw.rect(screen, GROUND_COLOR, (0, screen_height - 20, screen_width, 20)) # 绘制爱心 for item in heart_items: item.draw() # 绘制玩家 player.draw() # 绘制分数 score_text = font.render(f'分数: {score}', True, TEXT_COLOR) screen.blit(score_text, (20, 20)) # 游戏结束显示 if game_over: game_over_text = font.render('游戏结束! 按R键重新开始', True, (255, 50, 50)) screen.blit(game_over_text, (screen_width//2 - game_over_text.get_width()//2, screen_height//2)) # 绘制操作提示 controls_text = font.render('使用左右方向键移动', True, (200, 200, 200)) screen.blit(controls_text, (screen_width - controls_text.get_width() - 20, 20)) pygame.display.flip() clock.tick(60) if __name__ == "__main__": main()

# 设置屏幕宽高 import random import sys import pygame from pygame import QUIT width = 800 height = 600 # 设置下落速度 speed = [15, 30] # 字母大小范围 size = [5, 30] # code长度范围 LEN = [1, 8] # 随机生成颜色 def randomColor(): return random.randint(0, 255), random.randint(0, 255), random.randint(0, 255) # 随机生成一个速度 def randomSpeed(): return random.randint(speed[0], speed[1]) # 随机生成一个长度 def randomSize(): return random.randint(size[0], size[1]) def randomLen(): return random.randint(LEN[0], LEN[1]) # 随机生成一个位置 def randomPos(): return random.randint(0, width), -20 # 随机生成一个字符串 def randomCode(): return random.choice('qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM1234567890') # 定义代码精灵类 class Code(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) # 随机字体大小 self.font = pygame.font.Font('./font.ttf', randomSize()) # 随机速度 self.speed = randomSpeed() # 随机长度 self.code = self.getCode() # 创建位图image返回image值,随机颜色 self.image = self.font.render(self.code, True, randomCode()) self.image = self.transform.rotate(self.image, random.randint(87, 93)) self.rect = self.image.get_rect() self.rect.topleft = randomPos() def getCode(self): length = randomLen() code = '' for i in range(length): code += randomCode() return code def updateCode(self): self.rect = self.rect.move(0, self.speed) if self.rect.top > height: self.kill() pygame.init() # 成成主屏幕screen第一个参数是屏幕大小 screen = pygame.display.set_mode((width, height)) # 窗口命名 pygame.display.set_caption("哈哈哈") # 初始化一个clock对象 clock = pygame.time.Clock() codesGroup = pygame.sprite.Group() while True: clock.tick(24) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit(0) screen.fill((0, 0, 0)) codeobject = Code() codesGroup.add(codeobject) codesGroup.update() codesGroup.draw(screen) pygame.display.update()

import os import sys from pygame import * import librosa import pydub import time as systime # 用于计时 class Ghost(): def __init__(self): pass def Ghost_move(self): pass class Pacman(): def __init__(self): pass def Pacman_generate_notes(self): pass class Blackboard(): def __init__(self): pass def Blackboard_set_questions(self): pass def Mam_draw_map(show_buttons, bar_height, background_offset, conversation_mode, current_conversation_img, current_text_line1, current_text_line2, text_progress): color = (192,192,192) screen.fill(color) if not conversation_mode: # 滚动模式:绘制背景和对话图片 screen.blit(background, (background_offset, -200)) # 在背景右侧绘制对话图片 screen.blit(conversation_1, (background_offset + background.get_width(), -200)) # 如果需要,在更右侧绘制第二张背景以保持连续性 if background_offset < 0: screen.blit(background, (background_offset + 2 * background.get_width(), -200)) else: # 对话模式:绘制当前对话图片 screen.blit(current_conversation_img, (0, -200)) # 根据show_buttons标志决定是否绘制标题和按钮 if show_buttons: screen.blit(title_img, (0, 0)) screen.blit(button_start_img, (500, 500)) screen.blit(button_quit_img, (500, 570)) # 绘制上下黑条(始终绘制) if bar_height > 0: # 上黑条 draw.rect(screen, (0, 0, 0), (0, 0, screen.get_width(), bar_height)) # 下黑条 draw.rect(screen, (0, 0, 0), (0, screen.get_height() - bar_height, screen.get_width(), bar_height)) # 在对话模式下绘制文本 if conversation_mode and text_progress > 0: # 创建半透明背景 text_bg = Surface((screen.get_width(), bar_height * 2), SRCALPHA) text_bg.fill((0, 0, 0, 200)) # 半透明黑色 # 绘制文本背景 screen.blit(text_bg, (0, (screen.get_height() - bar_height * 2) // 2)) # 绘制第一行文本 if text_progress >= 1: text_surface1 = font.render(current_text_line1, True, (255, 255, 255)) text_rect1 = text_surface1.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2 - 30)) screen.blit(text_surface1, text_rect1) # 绘制第二行文本 if text_progress >= 2: text_surface2 = font.render(current_text_line2, True, (255, 255, 255)) text_rect2 = text_surface2.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2 + 30)) screen.blit(text_surface2, text_rect2) # 使用更高效的显示更新方式 display.flip() if __name__ == '__main__': # 获取当前脚本所在目录 script_dir = os.path.dirname(os.path.abspath(__file__)) images_dir = os.path.join(script_dir, 'images') # 确保图片目录存在 if not os.path.exists(images_dir): os.makedirs(images_dir) print(f"已创建图片目录: {images_dir}") # 初始化pygame init() screen = display.set_mode((1280, 720)) display.set_caption("Mamlab") # 加载字体 try: font = font.SysFont(font_path, 36) except: font = font.SysFont(None, 36) # 如果找不到字体,使用系统默认字体 print("警告:未找到中文字体,使用默认字体") # 直接加载图片,如果失败则退出程序 try: # 加载所有图片资源 background = image.load(os.path.join(images_dir, 'background.png')).convert() button_start_img = image.load(os.path.join(images_dir, 'button_start.png')).convert_alpha() button_quit_img = image.load(os.path.join(images_dir, 'button_quit.png')).convert_alpha() title_img = image.load(os.path.join(images_dir, 'title.png')).convert_alpha() conversation_1 = image.load(os.path.join(images_dir, 'conversation_1.png')).convert_alpha() conversation_2 = image.load(os.path.join(images_dir, 'conversation_2.png')).convert_alpha() print("所有图片加载成功!") except error as e: print(f"图片加载失败: {e}") print("请确保所有图片文件存在于 images/ 目录中") quit() sys.exit(1) # 退出程序并返回错误代码 Ghost_Obj = Ghost() Pacman_Obj = Pacman() Blackboard_Obj = Blackboard() clock = time.Clock() fullscreen = False # 添加按钮状态标志 show_buttons = True # 创建按钮矩形区域用于碰撞检测 start_button_rect = button_start_img.get_rect(topleft=(500, 500)) quit_button_rect = button_quit_img.get_rect(topleft=(500, 570)) # 动画相关变量 bar_height = 0 # 当前黑条高度 target_bar_height = screen.get_height() // 6 # 目标高度为屏幕高度的1/6 background_offset = 0 # 背景滚动偏移量 target_background_offset = -background.get_width() # 目标偏移量(向左滚动一个图片宽度) animation_speed = 5 # 动画速度(像素/帧) animation_active = False # 动画是否正在进行 # 对话模式相关变量 conversation_mode = False # 是否进入对话模式 current_conversation_img = conversation_1 # 当前显示的对话图片 last_switch_time = systime.time() # 上次切换图片的时间 switch_interval = 0.5 # 图片切换间隔(秒) font_path = os.path.join(script_dir,"fonts","HYPixel11pxU-2.ttf") # 文本相关变量 text_line1 = "『你不该来这里的。』" text_line2 = "『抱歉,朋友。我也没得选择。』" text_progress = 0 # 0=未开始, 1=显示第一行, 2=显示第二行 last_text_time = 0 # 上次文本更新时间 running = True while running: clock.tick(60) current_time = systime.time() for ev in event.get(): if ev.type == QUIT: running = False # 添加鼠标点击事件处理 if ev.type == MOUSEBUTTONDOWN: mouse_pos = mouse.get_pos() # 只有当按钮显示时才处理点击 if show_buttons: # 检测开始按钮点击 if start_button_rect.collidepoint(mouse_pos): show_buttons = False # 隐藏标题和按钮 animation_active = True # 启动动画 print("开始游戏!") # 检测退出按钮点击 elif quit_button_rect.collidepoint(mouse_pos): running = False # 退出游戏 print("退出游戏") # 在文本显示阶段,点击可以加速文本显示 elif conversation_mode and text_progress < 2: text_progress += 1 if ev.type == KEYDOWN: if ev.key == K_f: # 按F切换全屏 fullscreen = not fullscreen if fullscreen: screen = display.set_mode((0, 0), FULLSCREEN) else: screen = display.set_mode((1280, 720)) elif ev.key == K_ESCAPE: running = False # 空格键可以加速文本显示 elif ev.key == K_SPACE and conversation_mode and text_progress < 2: text_progress += 1 # 更新动画 if animation_active: # 更新黑条高度 if bar_height < target_bar_height: bar_height += animation_speed if bar_height > target_bar_height: bar_height = target_bar_height # 更新背景滚动位置 if background_offset > target_background_offset: background_offset -= animation_speed if background_offset < target_background_offset: background_offset = target_background_offset # 检查动画是否完成 if bar_height == target_bar_height and background_offset == target_background_offset: animation_active = False # 动画完成 conversation_mode = True # 进入对话模式 last_text_time = current_time # 开始文本显示计时 print("进入对话模式") # 对话模式下的图片切换 if conversation_mode: # 检查是否需要切换对话图片 if current_time - 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bar_height, screen.get_width(), bar_height)) # 在对话模式下绘制文本 if conversation_mode and text_progress > 0: # 创建半透明背景 text_bg = Surface((screen.get_width(), bar_height * 2), SRCALPHA) text_bg.fill((0, 0, 0, 200)) # 半透明黑色 # 绘制文本背景 screen.blit(text_bg, (0, (screen.get_height() - bar_height * 2) // 2)) # 绘制第一行文本 if text_progress >= 1: text_surface1 = font.render(current_text_line1, True, (255, 255, 255)) text_rect1 = text_surface1.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2 - 30)) screen.blit(text_surface1, text_rect1) # 绘制第二行文本 if text_progress >= 2: text_surface2 = font.render(current_text_line2, True, (255, 255, 255)) text_rect2 = text_surface2.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2 + 30)) screen.blit(text_surface2, text_rect2) # 使用更高效的显示更新方式 display.flip() if __name__ == '__main__': # 获取当前脚本所在目录 script_dir = os.path.dirname(os.path.abspath(__file__)) images_dir = os.path.join(script_dir, 'images') # 确保图片目录存在 if not os.path.exists(images_dir): os.makedirs(images_dir) print(f"已创建图片目录: {images_dir}") # 初始化pygame init() screen = display.set_mode((1280, 720)) display.set_caption("Mamlab") font_path = os.path.join(script_dir,"fonts","HYPixel11pxU-2.ttf") # 加载字体 try: font = font.SysFont(font_path, 36) except: font = font.SysFont(None, 36) # 如果找不到字体,使用系统默认字体 print("警告:未找到中文字体,使用默认字体") # 直接加载图片,如果失败则退出程序 try: # 加载所有图片资源 background = image.load(os.path.join(images_dir, 'background.png')).convert() button_start_img = image.load(os.path.join(images_dir, 'button_start.png')).convert_alpha() button_quit_img = image.load(os.path.join(images_dir, 'button_quit.png')).convert_alpha() title_img = image.load(os.path.join(images_dir, 'title.png')).convert_alpha() conversation_1 = image.load(os.path.join(images_dir, 'conversation_1.png')).convert_alpha() conversation_2 = image.load(os.path.join(images_dir, 'conversation_2.png')).convert_alpha() print("所有图片加载成功!") except error as e: print(f"图片加载失败: {e}") print("请确保所有图片文件存在于 images/ 目录中") quit() sys.exit(1) # 退出程序并返回错误代码 Ghost_Obj = Ghost() Pacman_Obj = Pacman() Blackboard_Obj = Blackboard() clock = time.Clock() fullscreen = False # 添加按钮状态标志 show_buttons = True # 创建按钮矩形区域用于碰撞检测 start_button_rect = button_start_img.get_rect(topleft=(500, 500)) quit_button_rect = button_quit_img.get_rect(topleft=(500, 570)) # 动画相关变量 bar_height = 0 # 当前黑条高度 target_bar_height = screen.get_height() // 6 # 目标高度为屏幕高度的1/6 background_offset = 0 # 背景滚动偏移量 target_background_offset = -background.get_width() # 目标偏移量(向左滚动一个图片宽度) animation_speed = 5 # 动画速度(像素/帧) animation_active = False # 动画是否正在进行 # 对话模式相关变量 conversation_mode = False # 是否进入对话模式 current_conversation_img = conversation_1 # 当前显示的对话图片 last_switch_time = systime.time() # 上次切换图片的时间 switch_interval = 0.5 # 图片切换间隔(秒) # 文本相关变量 text_line1 = "『你不该来这里的。』" text_line2 = "『抱歉,朋友。我也没得选择。』" text_progress = 0 # 0=未开始, 1=显示第一行, 2=显示第二行 last_text_time = 0 # 上次文本更新时间 running = True while running: clock.tick(60) current_time = systime.time() for ev in event.get(): if ev.type == QUIT: running = False # 添加鼠标点击事件处理 if ev.type == MOUSEBUTTONDOWN: mouse_pos = mouse.get_pos() # 只有当按钮显示时才处理点击 if show_buttons: # 检测开始按钮点击 if start_button_rect.collidepoint(mouse_pos): show_buttons = False # 隐藏标题和按钮 animation_active = True # 启动动画 print("开始游戏!") # 检测退出按钮点击 elif quit_button_rect.collidepoint(mouse_pos): running = False # 退出游戏 print("退出游戏") # 在文本显示阶段,点击可以加速文本显示 elif conversation_mode and text_progress < 2: text_progress += 1 if ev.type == KEYDOWN: if ev.key == K_f: # 按F切换全屏 fullscreen = not fullscreen if fullscreen: screen = display.set_mode((0, 0), FULLSCREEN) else: screen = display.set_mode((1280, 720)) elif ev.key == K_ESCAPE: running = False # 空格键可以加速文本显示 elif ev.key == K_SPACE and conversation_mode and text_progress < 2: text_progress += 1 # 更新动画 if animation_active: # 更新黑条高度 if bar_height < target_bar_height: bar_height += animation_speed if bar_height > target_bar_height: bar_height = target_bar_height # 更新背景滚动位置 if background_offset > target_background_offset: background_offset -= animation_speed if background_offset < target_background_offset: background_offset = target_background_offset # 检查动画是否完成 if bar_height == target_bar_height and background_offset == target_background_offset: animation_active = False # 动画完成 conversation_mode = True # 进入对话模式 last_text_time = current_time # 开始文本显示计时 print("进入对话模式") # 对话模式下的图片切换 if conversation_mode: # 检查是否需要切换对话图片 if current_time - last_switch_time > switch_interval: # 切换图片 if current_conversation_img == conversation_1: current_conversation_img = conversation_2 else: current_conversation_img = conversation_1 last_switch_time = current_time # 更新文本显示进度 if text_progress == 0 and current_time - last_text_time > 1.0: text_progress = 1 # 显示第一行文本 last_text_time = current_time elif text_progress == 1 and current_time - last_text_time > 3.0: text_progress = 2 # 显示第二行文本 # 传递状态参数给绘制函数 Mam_draw_map(show_buttons, bar_height, background_offset, conversation_mode, current_conversation_img, text_line1, text_line2, text_progress) quit()

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