我目前正在开发一款小型乒乓球游戏,我想知道如何在游戏中添加声音,这样当球从其中一个球拍上弹开时,它就会发出我想要的声音。
这是我的代码,我的声音文件被称为"blop.wav".
import pygame
from pygame.locals import *
from sys import exit
import random
pygame.init()
screen=pygame.display.set_mode((640,480),0,32)
pygame.display.set_caption("Pong Pong!")
#Creating 2 bars, a ball and background.
back = pygame.Surface((640,480))
background = back.convert()
background.fill((0,0,0))
bar = pygame.Surface((10,50))
bar1 = bar.convert()
bar1.fill((0,0,255))
bar2 = bar.convert()
bar2.fill((255,0,0))
circ_sur = pygame.Surface((15,15))
circ = pygame.draw.circle(circ_sur,(0,255,0),(15/2,15/2),15/2)
circle = circ_sur.convert()
circle.set_colorkey((0,0,0))
# some definitions
bar1_x, bar2_x = 10. , 620.
bar1_y, bar2_y = 215. , 215.
circle_x, circle_y = 307.5, 232.5
bar1_move, bar2_move = 0. , 0.
speed_x, speed_y, speed_circ = 250., 250., 250.
bar1_score, bar2_score = 0,0
#clock and font objects
clock = pygame.time.Clock()
font = pygame.font.SysFont("calibri",40)
while True:
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
if event.key == K_UP:
bar1_move = -ai_speed
elif event.key == K_DOWN:
bar1_move = ai_speed
elif event.type == KEYUP:
if event.key == K_UP:
bar1_move = 0.
elif event.key == K_DOWN:
bar1_move = 0.
score1 = font.render(str(bar1_score), True,(255,255,255))
score2 = font.render(str(bar2_score), True,(255,255,255))
screen.blit(background,(0,0))
frame = pygame.draw.rect(screen,(255,255,255),Rect((5,5),(630,470)),2)
middle_line = pygame.draw.aaline(screen,(255,255,255),(330,5),(330,475))
screen.blit(bar1,(bar1_x,bar1_y))
screen.blit(bar2,(bar2_x,bar2_y))
screen.blit(circle,(circle_x,circle_y))
screen.blit(score1,(250.,210.))
screen.blit(score2,(380.,210.))
bar1_y += bar1_move
# movement of circle
time_passed = clock.tick(30)
time_sec = time_passed / 1000.0
circle_x += speed_x * time_sec
circle_y += speed_y * time_sec
ai_speed = speed_circ * time_sec
#AI of the computer.
if circle_x >= 305.:
if not bar2_y == circle_y + 7.5:
if bar2_y < circle_y + 7.5:
bar2_y += ai_speed
if bar2_y > circle_y - 42.5:
bar2_y -= ai_speed
else:
bar2_y == circle_y + 7.5
if bar1_y >= 420.: bar1_y = 420.
elif bar1_y <= 10. : bar1_y = 10.
if bar2_y >= 420.: bar2_y = 420.
elif bar2_y <= 10.: bar2_y = 10.
#since i don't know anything about collision, ball hitting bars goes like this.
if circle_x <= bar1_x + 10.:
if circle_y >= bar1_y - 7.5 and circle_y <= bar1_y + 42.5:
circle_x = 20.
speed_x = -speed_x
if circle_x >= bar2_x - 15.:
if circle_y >= bar2_y - 7.5 and circle_y <= bar2_y + 42.5:
circle_x = 605.
speed_x = -speed_x
if circle_x < 5.:
bar2_score += 1
circle_x, circle_y = 320., 232.5
bar1_y,bar_2_y = 215., 215.
elif circle_x > 620.:
bar1_score += 1
circle_x, circle_y = 307.5, 232.5
bar1_y, bar2_y = 215., 215.
if circle_y <= 10.:
speed_y = -speed_y
circle_y = 10.
elif circle_y >= 457.5:
speed_y = -speed_y
circle_y = 457.5
pygame.display.update()
由于您专门在PyGame中执行此操作,因此希望使用pygame.mixer
。
有关详细信息,请参阅文档和链接的示例,但基本上,关键点是:
- 呼叫
pygame.mixer.init()
- 为每个wav文件构造一个
pygame.mixer.Sound(file=path_to_wavfile)
- 每次您想播放声音时,只需拨打
thesound.play()
即可
默认情况下,这将为您提供8个频道;如果你尝试同时播放9个声音,其中一个将无法播放。如果你想做一些事情,比如暂时停止背景循环以释放其频道以获得音效,你可以手动处理,也可以保留一些频道用于不同的目的,等等。但通常情况下,基本的功能就足够了。
pygame.mixer.Sound
可以处理哪些格式取决于哪些库被编译到PyGame/SDL构建中。.wav
格式应该始终存在,但如果您不想依赖它,您可以始终使用stdlib的wave
模块读取文件,然后使用Sound(buffer=…)
构造函数。