首页 攻略 技巧 愤怒的小鸟梦幻爆破无限金币,愤怒的小鸟梦幻爆破官方版下载

愤怒的小鸟梦幻爆破无限金币,愤怒的小鸟梦幻爆破官方版下载

更新时间:2022-10-04 12:29:29 分类:技巧 浏览:24

前言

《愤怒的小鸟》其实活得还不错,尽管我们一直在嘲笑它的IP帝国梦做得太大。但要知道,把休闲益智游戏的生意做到这个份上的,恐怕也就独此一家了。尤其还是这样的一款古早、过时、难让人相信还能翻出什么花样的游戏。继前两期的效果来看,大家还是依旧挺喜欢这款游戏的啦~嘿!我是栗子,今天终于迎来了最终版本啦~这一期给大家写完《愤怒的小鸟最终版》三期完结撒花!后续再想想给大家更新一些什么内容,爬虫的内容一般过不了,这就没办法!还有其他的游戏、opencv方面的可以给大家继续更新研究一下啦!大家如果有想学的也可以评论区评论,或许下一次更新的内容就是你的评论哦~

正文

一)运行环境

本文用到的环境:Python3.6、Pycharm社区版、Pygame游戏模块、pymunk模块自带的就不展示。

pip install -i https://pypi.douban.com/simple/ +模块名

图片素材:(还有很多素材音频、字体、图片等就不展示啦,比较多,啊随机展示了一点点)

二)代码展示

代码分为四大块,内容有很多代码,这里直接展示主程序,其他的直接找我拿,就直接给你们看下效果展示一下哈!​​

主程序:

import osimport sysimport mathimport timeimport pygamecurrent_path = os.getcwd()import pymunk as pmfrom characters import Birdfrom level import Levelpygame.init()screen = pygame.display.set_mode((1200, 650))redbird = pygame.image.load(    "../resources/images/red-bird3.png").convert_alpha()background2 = pygame.image.load(    "../resources/images/background3.png").convert_alpha()sling_image = pygame.image.load(    "../resources/images/sling-3.png").convert_alpha()full_sprite = pygame.image.load(    "../resources/images/full-sprite.png").convert_alpha()rect = pygame.Rect(181, 1050, 50, 50)cropped = full_sprite.subsurface(rect).copy()pig_image = pygame.transform.scale(cropped, (30, 30))buttons = pygame.image.load(    "../resources/images/selected-buttons.png").convert_alpha()pig_happy = pygame.image.load(    "../resources/images/pig_failed.png").convert_alpha()stars = pygame.image.load(    "../resources/images/stars-edited.png").convert_alpha()rect = pygame.Rect(0, 0, 200, 200)star1 = stars.subsurface(rect).copy()rect = pygame.Rect(204, 0, 200, 200)star2 = stars.subsurface(rect).copy()rect = pygame.Rect(426, 0, 200, 200)star3 = stars.subsurface(rect).copy()rect = pygame.Rect(164, 10, 60, 60)pause_button = buttons.subsurface(rect).copy()rect = pygame.Rect(24, 4, 100, 100)replay_button = buttons.subsurface(rect).copy()rect = pygame.Rect(142, 365, 130, 100)next_button = buttons.subsurface(rect).copy()clock = pygame.time.Clock()rect = pygame.Rect(18, 212, 100, 100)play_button = buttons.subsurface(rect).copy()clock = pygame.time.Clock()running = True# the base of the physicsspace = pm.Space()space.gravity = (0.0, -700.0)pigs = []birds = []balls = []polys = []beams = []columns = []poly_points = []ball_number = 0polys_dict = {}mouse_distance = 0rope_lenght = 90angle = 0x_mouse = 0y_mouse = 0count = 0mouse_pressed = Falset1 = 0tick_to_next_circle = 10RED = (255, 0, 0)BLUE = (0, 0, 255)BLACK = (0, 0, 0)WHITE = (255, 255, 255)sling_x, sling_y = 135, 450sling2_x, sling2_y = 160, 450score = 0game_state = 0bird_path = []counter = 0restart_counter = Falsebonus_score_once = Truebold_font = pygame.font.SysFont("arial", 30, bold=True)bold_font2 = pygame.font.SysFont("arial", 40, bold=True)bold_font3 = pygame.font.SysFont("arial", 50, bold=True)wall = False# Static floorstatic_body = pm.Body(body_type=pm.Body.STATIC)static_lines = [pm.Segment(static_body, (0.0, 060.0), (1200.0, 060.0), 0.0)]static_lines1 = [pm.Segment(static_body, (1200.0, 060.0), (1200.0, 800.0), 0.0)]for line in static_lines:    line.elasticity = 0.95    line.friction = 1    line.collision_type = 3for line in static_lines1:    line.elasticity = 0.95    line.friction = 1    line.collision_type = 3space.add(static_body)for line in static_lines:    space.add(line)def to_pygame(p):    """Convert pymunk to pygame coordinates"""    return int(p.x), int(-p.y+600)def vector(p0, p1):    """Return the vector of the points    p0 = (xo,yo), p1 = (x1,y1)"""    a = p1[0] - p0[0]    b = p1[1] - p0[1]    return (a, b)def unit_vector(v):    """Return the unit vector of the points    v = (a,b)"""    h = ((v[0]**2)+(v[1]**2))**0.5    if h == 0: h = 0.000000000000001    ua = v[0] / h    ub = v[1] / h    return (ua, ub)def distance(xo, yo, x, y):    """distance between points"""    dx = x - xo    dy = y - yo    d = ((dx ** 2) + (dy ** 2)) ** 0.5    return ddef load_music():    """Load the music"""    song1 = '../resources/sounds/angry-birds.ogg'    pygame.mixer.music.load(song1)    pygame.mixer.music.play(-1)def sling_action():    """Set up sling behavior"""    global mouse_distance    global rope_lenght    global angle    global x_mouse    global y_mouse    # Fixing bird to the sling rope    v = vector((sling_x, sling_y), (x_mouse, y_mouse))    uv = unit_vector(v)    uv1 = uv[0]    uv2 = uv[1]    mouse_distance = distance(sling_x, sling_y, x_mouse, y_mouse)    pu = (uv1*rope_lenght+sling_x, uv2*rope_lenght+sling_y)    bigger_rope = 102    x_redbird = x_mouse - 20    y_redbird = y_mouse - 20    if mouse_distance > rope_lenght: pux, puy = pu pux -= 20 puy -= 20 pul = pux, puy screen.blit(redbird, pul) pu2 = (uv1*bigger_rope+sling_x, uv2*bigger_rope+sling_y) pygame.draw.line(screen, (0, 0, 0), (sling2_x, sling2_y), pu2, 5) screen.blit(redbird, pul) pygame.draw.line(screen, (0, 0, 0), (sling_x, sling_y), pu2, 5)    else: mouse_distance += 10 pu3 = (uv1*mouse_distance+sling_x, uv2*mouse_distance+sling_y) pygame.draw.line(screen, (0, 0, 0), (sling2_x, sling2_y), pu3, 5) screen.blit(redbird, (x_redbird, y_redbird)) pygame.draw.line(screen, (0, 0, 0), (sling_x, sling_y), pu3, 5)    # Angle of impulse    dy = y_mouse - sling_y    dx = x_mouse - sling_x    if dx == 0: dx = 0.00000000000001    angle = math.atan((float(dy))/dx)def draw_level_cleared():    """Draw level cleared"""    global game_state    global bonus_score_once    global score    level_cleared = bold_font3.render("Level Cleared!", 1, WHITE)    score_level_cleared = bold_font2.render(str(score), 1, WHITE)    if level.number_of_birds >= 0 and len(pigs) == 0: if bonus_score_once:     score += (level.number_of_birds-1) * 10000 bonus_score_once = False game_state = 4 rect = pygame.Rect(300, 0, 600, 800) pygame.draw.rect(screen, BLACK, rect) screen.blit(level_cleared, (450, 90)) if score >= level.one_star and score = level.two_star and score = level.three_star:     screen.blit(star1, (310, 190))     screen.blit(star2, (500, 170))     screen.blit(star3, (700, 200)) screen.blit(score_level_cleared, (550, 400)) screen.blit(replay_button, (510, 480)) screen.blit(next_button, (620, 480))def draw_level_failed():    """Draw level failed"""    global game_state    failed = bold_font3.render("Level Failed", 1, WHITE)    if level.number_of_birds  5 and len(pigs) > 0: game_state = 3 rect = pygame.Rect(300, 0, 600, 800) pygame.draw.rect(screen, BLACK, rect) screen.blit(failed, (450, 90)) screen.blit(pig_happy, (380, 120)) screen.blit(replay_button, (520, 460))def restart():    """Delete all objects of the level"""    pigs_to_remove = []    birds_to_remove = []    columns_to_remove = []    beams_to_remove = []    for pig in pigs: pigs_to_remove.append(pig)    for pig in pigs_to_remove: space.remove(pig.shape, pig.shape.body) pigs.remove(pig)    for bird in birds: birds_to_remove.append(bird)    for bird in birds_to_remove: space.remove(bird.shape, bird.shape.body) birds.remove(bird)    for column in columns: columns_to_remove.append(column)    for column in columns_to_remove: space.remove(column.shape, column.shape.body) columns.remove(column)    for beam in beams: beams_to_remove.append(beam)    for beam in beams_to_remove: space.remove(beam.shape, beam.shape.body) beams.remove(beam)def post_solve_bird_pig(arbiter, space, _):    """Collision between bird and pig"""    surface=screen    a, b = arbiter.shapes    bird_body = a.body    pig_body = b.body    p = to_pygame(bird_body.position)    p2 = to_pygame(pig_body.position)    r = 30    pygame.draw.circle(surface, BLACK, p, r, 4)    pygame.draw.circle(surface, RED, p2, r, 4)    pigs_to_remove = []    for pig in pigs: if pig_body == pig.body:     pig.life -= 20     pigs_to_remove.append(pig)     global score     score += 10000    for pig in pigs_to_remove: space.remove(pig.shape, pig.shape.body) pigs.remove(pig)def post_solve_bird_wood(arbiter, space, _):    """Collision between bird and wood"""    poly_to_remove = []    if arbiter.total_impulse.length > 1100: a, b = arbiter.shapes for column in columns:     if b == column.shape:  poly_to_remove.append(column) for beam in beams:     if b == beam.shape:  poly_to_remove.append(beam) for poly in poly_to_remove:     if poly in columns:  columns.remove(poly)     if poly in beams:  beams.remove(poly) space.remove(b, b.body) global score score += 5000def post_solve_pig_wood(arbiter, space, _):    """Collision between pig and wood"""    pigs_to_remove = []    if arbiter.total_impulse.length > 700: pig_shape, wood_shape = arbiter.shapes for pig in pigs:     if pig_shape == pig.shape:  pig.life -= 20  global score  score += 10000  if pig.life  100 and  x_mouse  370 and y_mouse  0:  level.number_of_birds -= 1  t1 = time.time()*1000  xo = 154  yo = 156  if mouse_distance > rope_lenght:      mouse_distance = rope_lenght  if x_mouse < sling_x+5:      bird = Bird(mouse_distance, angle, xo, yo, space)      birds.append(bird)  else:      bird = Bird(-mouse_distance, angle, xo, yo, space)      birds.append(bird)  if level.number_of_birds == 0:      t2 = time.time() if event.type == pygame.MOUSEBUTTONUP and event.button == 1:     if (x_mouse < 60 and y_mouse  90):  game_state = 1     if game_state == 1:  if x_mouse > 500 and y_mouse > 200 and y_mouse  500 and y_mouse > 300:      # Restart in the paused screen      restart()      level.load_level()      game_state = 0      bird_path = []     if game_state == 3:  # Restart in the failed level screen  if x_mouse > 500 and x_mouse  450:      restart()      level.load_level()      game_state = 0      bird_path = []      score = 0     if game_state == 4:  # Build next level  if x_mouse > 610 and y_mouse > 450:      restart()      level.number += 1      game_state = 0      level.load_level()      score = 0      bird_path = []      bonus_score_once = True  if x_mouse  500 and y_mouse > 450:      # Restart in the level cleared screen      restart()      level.load_level()      game_state = 0      bird_path = []      score = 0    x_mouse, y_mouse = pygame.mouse.get_pos()    # Draw background    screen.fill((130, 200, 100))    screen.blit(background2, (0, -50))    # Draw first part of the sling    rect = pygame.Rect(50, 0, 70, 220)    screen.blit(sling_image, (138, 420), rect)    # Draw the trail left behind    for point in bird_path: pygame.draw.circle(screen, WHITE, point, 5, 0)    # Draw the birds in the wait line    if level.number_of_birds > 0: for i in range(level.number_of_birds-1):     x = 100 - (i*35)     screen.blit(redbird, (x, 508))    # Draw sling behavior    if mouse_pressed and level.number_of_birds > 0: sling_action()    else: if time.time()*1000 - t1 > 300 and level.number_of_birds > 0:     screen.blit(redbird, (130, 426)) else:     pygame.draw.line(screen, (0, 0, 0), (sling_x, sling_y-8), (sling2_x, sling2_y-7), 5)    birds_to_remove = []    pigs_to_remove = []    counter += 1    # Draw birds    for bird in birds: if bird.shape.body.position.y = 3 and time.time() - t1 < 5:     bird_path.append(p)     restart_counter = True    if restart_counter: counter = 0 restart_counter = False    # Remove birds and pigs    for bird in birds_to_remove: space.remove(bird.shape, bird.shape.body) birds.remove(bird)    for pig in pigs_to_remove: space.remove(pig.shape, pig.shape.body) pigs.remove(pig)    # Draw static lines    for line in static_lines: body = line.body pv1 = body.position + line.a.rotated(body.angle) pv2 = body.position + line.b.rotated(body.angle) p1 = to_pygame(pv1) p2 = to_pygame(pv2) pygame.draw.lines(screen, (150, 150, 150), False, [p1, p2])    i = 0    # Draw pigs    for pig in pigs: i += 1 # print (i,pig.life) pig = pig.shape if pig.body.position.y < 0:     pigs_to_remove.append(pig) p = to_pygame(pig.body.position) x, y = p angle_degrees = math.degrees(pig.body.angle) img = pygame.transform.rotate(pig_image, angle_degrees) w,h = img.get_size() x -= w*0.5 y -= h*0.5 screen.blit(img, (x, y)) pygame.draw.circle(screen, BLUE, p, int(pig.radius), 2)    # Draw columns and Beams    for column in columns: column.draw_poly('columns', screen)    for beam in beams: beam.draw_poly('beams', screen)    # Update physics    dt = 1.0/50.0/2.    for x in range(2): space.step(dt) # make two updates per frame for better stability    # Drawing second part of the sling    rect = pygame.Rect(0, 0, 60, 200)    screen.blit(sling_image, (120, 420), rect)    # Draw score    score_font = bold_font.render("SCORE", 1, WHITE)    number_font = bold_font.render(str(score), 1, WHITE)    screen.blit(score_font, (1060, 90))    if score == 0: screen.blit(number_font, (1100, 130))    else: screen.blit(number_font, (1060, 130))    screen.blit(pause_button, (10, 90))    # Pause option    if game_state == 1: screen.blit(play_button, (500, 200)) screen.blit(replay_button, (500, 300))    draw_level_cleared()    draw_level_failed()    pygame.display.flip()    clock.tick(50)    pygame.display.set_caption("fps: " + str(clock.get_fps()))

​三)效果展示

1)第一关

2)闯关成功

​3)其他关卡(随机截图)

4)闯关失败

​其实还有很多关卡,还有只有小猪在自己往上跳,需要你命中的......很有趣很好玩,想自己试试后面的关卡就找我拿源码吧!

总结

嘻嘻,这个第三版本可真好玩儿,喜欢的小可爱记得点点关注的啦!

✨完整的素材等:滴滴我吖!私信小编06即可获取源码啦

往期推荐阅读——

项目1.0 《愤怒的小鸟》全系列游戏——这些都玩过,你就碉堡了~(版本一)项目1.1 《愤怒的小鸟》全系列游戏——风靡全国,空降奴改:愤怒的小猪来袭~(版本二)项目1.2 Pygame小游戏:玩扫雷就在瞎点的,不止你一个人。项目1.3 Pygame小游戏:死磕《球球版—贪吃蛇蛇》,你中招了嘛?

还有更多更多源码等你来领区啦!

文章汇总——

汇总: Python文章合集 | (入门到实战、游戏、Turtle、案例等)(文章汇总还有更多你案例等你来学习啦~源码找我即可免费!)​

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