Sound and Music
在本课中,我们将为游戏添加音效和音乐。在这里可以下载太空射击游戏素材
视频
声音的力量
良好的音频是为游戏添加”果汁”的最有效方法。Juice是一个非正式的游戏设计词,用于表示使游戏变得有趣和引人入胜的东西。它有时也被称为”游戏感觉”。
就像图形一样,为您的游戏找到合适的声音可能具有挑战性。OpenGameArt是查找音频资源的好地方,在网站上搜索声音可能会很有趣,但是我们将研究另一种创建游戏声音效果的方法。
制作自定义声音
我们将使用一个名为Bfxr的非常棒的工具来生成Shmup游戏所需的声音。Bfxr 看起来像这样:
不要被所有这些滑块和音频行话名称吓倒。左侧的按钮将随机产生该类型的声音。尝试单击”Shoot”按钮几次。生成的声音将保存在按钮下方的列表中。
对于Shmup游戏,我们需要一个”shoot”声音和一个”explosion”声音。找到所需的声音后,单击”Export Wav”按钮( 而不是“Save to Disk”按钮)。
接下来,我们将创建一个”snd”文件夹(就像我们对图像所做的那样),并将WAV文件放在那里。以下是我选择的声音:
请注意,有两种爆炸声。通过这种方式,我们可以在它们之间随机选择,并在流星爆炸中有一点变化。
最后,我们需要一些音乐。随意浏览OpenGameArt,或者你可以使用这个:
请注意,在上面的页面上,艺术家指定了”Attribution Instructions贡献说明”。这些是艺术家将音乐许可您使用。简而言之,这意味着我们必须给予艺术家尊重。我们将该语句复制并粘贴到程序的顶部。
; 为游戏添加声音
pygame.mixer.Sound
官方文档
我们已准备好将声音添加到游戏中。首先,我们需要指定声音文件夹的位置:
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
snd_dir = path.join(path.dirname(__file__), 'snd')
接下来,我们需要加载声音文件。我们将在加载图形的同一位置执行此操作。让我们先做一下射击声音:
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))
现在,我们加载了声音并将其分配给变量 shoot_sound
,以便我们可以引用它。我们希望每当玩家射击时都能播放声音,因此让我们将其添加到 shoot()
方法中:
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
这就是它的全部内容。现在射击感觉好多了!
接下来,让我们添加爆炸声。我们将加载它们并将它们放在一个列表中:
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))
expl_sounds = []
for snd in ['expl3.wav', 'expl6.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
为了使爆炸发挥作用,每当我们摧毁流星时,我们都会随机选择其中之一:
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 50 - hit.radius
random.choice(expl_sounds).play()
m = Mob()
all_sprites.add(m)
mobs.add(m)
音乐
pygame.mixer.music
官方文档
最后要做的是添加一些背景音乐,这将为游戏带来很多个性和情感。音乐的工作方式与声音略有不同,音乐播放和常规声音播放之间的区别在于音乐是流式传输的,因为您希望它不断在后台流式传输。
首先,加载音乐:
expl_sounds = []
for snd in ['expl3.wav', 'expl6.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
pygame.mixer.music.load(path.join(snd_dir, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.4)
这个音乐文件相当响亮,我们不希望它压倒其他声音,所以我们也将音量设置为最大值的40%。
要播放音乐,您只需要选择歌曲在代码中应开始的位置,在我们的例子中,这是在游戏循环开始之前:
score = 0
pygame.mixer.music.play(loops=-1)
running = True
loops
参数是指定希望歌曲重复的次数的方式。通过设置 loops
为 -1
让它无限重复。
试试吧 – 现在游戏感觉不是好多了吗?我们没有改变任何游戏玩法,但音乐和音效带来了更丰富的体验。尝试不同的声音,看看它如何影响游戏的感觉。
在下一课中,我们将为玩家添加一些盾牌,这样我们就不会那么容易死亡。
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
snd_dir = path.join(path.dirname(__file__), 'snd')
WIDTH = 480
HEIGHT = 600
FPS = 60
define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shmup!")
clock = pygame.time.Clock()
font_name = pygame.font.match_font('arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * .85 / 2)
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
self.rot = 0
self.rot_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks()
def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
self.rot = (self.rot + self.rot_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y += self.speedy
# kill if it moves off the top of the screen
if self.rect.bottom < 0:
self.kill()
Load all game graphics
background = pygame.image.load(path.join(img_dir, "starfield.png")).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, "playerShip1_orange.png")).convert()
bullet_img = pygame.image.load(path.join(img_dir, "laserRed16.png")).convert()
meteor_images = []
meteor_list = ['meteorBrown_big1.png', 'meteorBrown_med1.png', 'meteorBrown_med1.png',
'meteorBrown_med3.png', 'meteorBrown_small1.png', 'meteorBrown_small2.png',
'meteorBrown_tiny1.png']
for img in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
Load all game sounds
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))
expl_sounds = []
for snd in ['expl3.wav', 'expl6.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
pygame.mixer.music.load(path.join(snd_dir, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.4)
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
m = Mob()
all_sprites.add(m)
mobs.add(m)
score = 0
pygame.mixer.music.play(loops=-1)
Game loop
running = True
while running:
# keep loop running at the right speed
clock.tick(FPS)
# Process input (events)
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# Update
all_sprites.update()
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
score += 50 - hit.radius
random.choice(expl_sounds).play()
m = Mob()
all_sprites.add(m)
mobs.add(m)
# check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)
if hits:
running = False
# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH / 2, 10)
# *after* drawing everything, flip the display
pygame.display.flip()
pygame.quit()
代码优化
import pygame
import os
import sys
import random
import pygame.freetype
常量定义:游戏部分
WIDTH = 360
HEIGHT = 480
FPS = 30
颜色部分
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
PURPLE = (255, 0, 255)
YELLOW = (255, 255, 0)
文件夹变量
game_folder = os.path.dirname(__file__)
img_dir = os.path.join(game_folder,'img')
font_dir = os.path.join(game_folder, 'fonts')
snd_dir = os.path.join(game_folder,'snd')
font_file = os.path.join(font_dir, 'simkai.ttf')
玩家类
class Player(pygame.sprite.Sprite):
def __init__(self, player_img, screen_width, screen_height, speedx=8, speedy=0):
# super().__init__() # 也可这样初始化超类,只是没有参数self
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img,(50,38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# 注意:绘制图像时,在修改矩形位置之前
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.screen_width = screen_width
self.screen_height = screen_height
self.rect.centerx = screen_width // 2
self.rect.bottom = screen_height - 10
self.speedx = 0
self.speedy = 0
self.vx = speedx
self.vy = speedy
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -self.vx
if keystate[pygame.K_RIGHT]:
self.speedx = self.vx
self.rect.x += self.speedx
if self.rect.right > self.screen_width:
self.rect.right = self.screen_width
if self.rect.left < 0:
self.rect.left = 0
def shoot(self, bullet_img):
bullet = Bullet(bullet_img,self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
怪兽类
class Mob(pygame.sprite.Sprite):
def __init__(self, meteor_img, screen_width):
pygame.sprite.Sprite.__init__(self)
self.image = meteor_img
self.image.set_colorkey(BLACK)
self.image_orig = self.image.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * .85 / 2)
# 注意:绘制图像时,在修改矩形位置之前
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(screen_width - self.rect.width)
self.rect.y = -random.randrange(40, 100)
self.speedy = random.randrange(3, 8)
self.directorX = 1 if random.random() < 0.5 else -1
self.speedx = random.randrange(1, 3) * self.directorX
self.rot = 0
self.rot_speed = random.randrange(0, 8) * self.directorX
self.last_update = pygame.time.get_ticks()
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 100:
self.last_update = now
# 旋转
self.rot = (self.rot + self.rot_speed) % 360
new_img = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_img
self.rect = self.image.get_rect()
self.rect.center = old_center
子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self,bullet_img, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -10
def update(self):
self.rect.y +=self.speedy
# 如果子弹向上移出屏幕顶部,则删除它
if self.rect.bottom < 0:
self.kill()
绘制文字函数
def draw_text(surf, text, font_file, size, x, y):
#
text_font =pygame.freetype.Font(font_file, size=18)
text_font.render_to(surf, (x, y), str(text), fgcolor=WHITE, size=size)
初始化pygame,创建窗口
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("游戏窗口标题")
clock = pygame.time.Clock()
图像定义, 加载所有的图像
meteor_images = []
meteor_list =['meteorBrown_big1.png','meteorBrown_med1.png',
'meteorBrown_med1.png','meteorBrown_med3.png',
'meteorBrown_small1.png','meteorBrown_small2.png',
'meteorBrown_tiny1.png']
for img in meteor_list:
meteor_images.append(pygame.image.load(os.path.join(img_dir, img)).convert())
background = pygame.image.load(os.path.join(img_dir,'starField.png')).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(os.path.join(img_dir,'playerShip1_orange.png')).convert()
bullet_img = pygame.image.load(os.path.join(img_dir,'laserRed16.png')).convert()
all_sprites = pygame.sprite.Group()
player = Player(player_img, WIDTH, HEIGHT,5)
all_sprites.add(player)
mobs = pygame.sprite.Group()
for i in range(8):
meteor_img = random.choice(meteor_images)
m = Mob(meteor_img, WIDTH)
all_sprites.add(m)
mobs.add(m)
定义声音
shoot_sound = pygame.mixer.Sound(os.path.join(snd_dir, 'pew.wav'))
expl_sounds = []
for snd in ['expl3.wav','expl6.wav']:
expl_sounds.append(pygame.mixer.Sound(os.path.join(snd_dir,snd)))
pygame.mixer.music.load(os.path.join(snd_dir,'SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(loops=1)
bullets = pygame.sprite.Group()
score = 0
游戏循环
running = True
while running:
# 处理游戏事件
for event in pygame.event.get():
# 检查窗口关闭事件
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot(bullet_img)
# 更新屏幕上的对象
all_sprites.update()
# 检查是否有怪兽与玩家碰撞
hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)
if hits:
running = False
# 检查子弹是否与怪兽碰撞
hits = pygame.sprite.groupcollide(mobs,bullets, True, True)
for hit in hits:
score += 60 - hit.radius
random.choice(expl_sounds).play()
meteor_img = random.choice(meteor_images)
m = Mob(meteor_img, WIDTH)
all_sprites.add(m)
mobs.add(m)
# 渲染(绘制)
screen.fill(BLACK)
screen.blit(background,background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score),font_file, 18, WIDTH / 2, 10)
# 渲染(绘制)后,翻转显示
pygame.display.flip()
# 游戏时钟
clock.tick(FPS)
pygame.quit()
sys.exit()
Original: https://blog.csdn.net/acktomas/article/details/126030999
Author: 蔚蓝慕
Title: 太空射击第11课: Sound and Music
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