太空射击第11课: Sound and Music

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

您可以在此处观看本课程的视频:

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:

太空射击第11课: Sound and Music

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-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

&#x5E38;&#x91CF;&#x5B9A;&#x4E49;&#xFF1A;&#x6E38;&#x620F;&#x90E8;&#x5206;
WIDTH = 360
HEIGHT = 480
FPS = 30

&#x989C;&#x8272;&#x90E8;&#x5206;
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)

&#x6587;&#x4EF6;&#x5939;&#x53D8;&#x91CF;
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')

&#x73A9;&#x5BB6;&#x7C7B;
class Player(pygame.sprite.Sprite):

    def __init__(self, player_img, screen_width, screen_height, speedx=8, speedy=0):
        # super().__init__() # &#x4E5F;&#x53EF;&#x8FD9;&#x6837;&#x521D;&#x59CB;&#x5316;&#x8D85;&#x7C7B;&#xFF0C;&#x53EA;&#x662F;&#x6CA1;&#x6709;&#x53C2;&#x6570;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
        # &#x6CE8;&#x610F;&#xFF1A;&#x7ED8;&#x5236;&#x56FE;&#x50CF;&#x65F6;&#xFF0C;&#x5728;&#x4FEE;&#x6539;&#x77E9;&#x5F62;&#x4F4D;&#x7F6E;&#x4E4B;&#x524D;
        # 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()

&#x602A;&#x517D;&#x7C7B;
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)
        # &#x6CE8;&#x610F;&#xFF1A;&#x7ED8;&#x5236;&#x56FE;&#x50CF;&#x65F6;&#xFF0C;&#x5728;&#x4FEE;&#x6539;&#x77E9;&#x5F62;&#x4F4D;&#x7F6E;&#x4E4B;&#x524D;
        # 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
            # &#x65CB;&#x8F6C;
            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

&#x5B50;&#x5F39;&#x7C7B;
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

        # &#x5982;&#x679C;&#x5B50;&#x5F39;&#x5411;&#x4E0A;&#x79FB;&#x51FA;&#x5C4F;&#x5E55;&#x9876;&#x90E8;&#xFF0C;&#x5219;&#x5220;&#x9664;&#x5B83;
        if self.rect.bottom < 0:
            self.kill()

&#x7ED8;&#x5236;&#x6587;&#x5B57;&#x51FD;&#x6570;
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)
&#x521D;&#x59CB;&#x5316;pygame&#xFF0C;&#x521B;&#x5EFA;&#x7A97;&#x53E3;
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("&#x6E38;&#x620F;&#x7A97;&#x53E3;&#x6807;&#x9898;")
clock = pygame.time.Clock()

&#x56FE;&#x50CF;&#x5B9A;&#x4E49;&#xFF0C; &#x52A0;&#x8F7D;&#x6240;&#x6709;&#x7684;&#x56FE;&#x50CF;
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)
&#x5B9A;&#x4E49;&#x58F0;&#x97F3;
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
&#x6E38;&#x620F;&#x5FAA;&#x73AF;
running = True
while running:
    # &#x5904;&#x7406;&#x6E38;&#x620F;&#x4E8B;&#x4EF6;
    for event in pygame.event.get():
        # &#x68C0;&#x67E5;&#x7A97;&#x53E3;&#x5173;&#x95ED;&#x4E8B;&#x4EF6;
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot(bullet_img)

    # &#x66F4;&#x65B0;&#x5C4F;&#x5E55;&#x4E0A;&#x7684;&#x5BF9;&#x8C61;
    all_sprites.update()

    # &#x68C0;&#x67E5;&#x662F;&#x5426;&#x6709;&#x602A;&#x517D;&#x4E0E;&#x73A9;&#x5BB6;&#x78B0;&#x649E;
    hits = pygame.sprite.spritecollide(player, mobs, False, pygame.sprite.collide_circle)
    if hits:
        running = False
    # &#x68C0;&#x67E5;&#x5B50;&#x5F39;&#x662F;&#x5426;&#x4E0E;&#x602A;&#x517D;&#x78B0;&#x649E;
    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)
    # &#x6E32;&#x67D3;&#xFF08;&#x7ED8;&#x5236;&#xFF09;
    screen.fill(BLACK)
    screen.blit(background,background_rect)
    all_sprites.draw(screen)
    draw_text(screen, str(score),font_file, 18, WIDTH / 2, 10)
    # &#x6E32;&#x67D3;&#xFF08;&#x7ED8;&#x5236;&#xFF09;&#x540E;,&#x7FFB;&#x8F6C;&#x663E;&#x793A;
    pygame.display.flip()

    # &#x6E38;&#x620F;&#x65F6;&#x949F;
    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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