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这篇文章主要介绍了如何使用python+pygame开发消消乐游戏,具有一定借鉴价值,感兴趣的朋友可以参考下,希望大家阅读完这篇文章之后大有收获,下面让小编带着大家一起了解一下。效果是这样的 ↓ ↓ ↓ 一、环境要求windows
这篇文章主要介绍了如何使用python+pygame开发消消乐游戏,具有一定借鉴价值,感兴趣的朋友可以参考下,希望大家阅读完这篇文章之后大有收获,下面让小编带着大家一起了解一下。
效果是这样的 ↓ ↓ ↓
开发环境搭建地址
一起来学pygame吧 游戏开发30例(开篇词)——环境搭建+游戏效果展示
安装游戏依赖模块
pip install pygame
消消乐应该大家都玩过,或者看过。这个花里胡哨的小游戏
用Python的pygame来实现,很简单。
今天带大家,用Python来实现一下这个花里胡哨的小游戏。
首先,先整理一下项目的主结构,其实看一下主结构,基本就清晰了
modules:相关定义的Python类位置——game.py:主模块 res:存放引用到的图片、音频等等——audiOS:音频资源——imgs:图片资源——fonts:字体 cfg.py:为主配置文件 xxls.py:主程序文件 requirements.txt:需要引入的python依赖包
cfg.py
配置文件中,需要引入os模块,并且配置打开游戏的屏幕大小。
'''主配置文件'''import os '''屏幕设置大小'''SCREENSIZE = (700, 700)'''元素尺寸'''NUMGRID = 8GRIDSIZE = 64XMARGIN = (SCREENSIZE[0] - GRIDSIZE * NUMGRID) // 2YMARGIN = (SCREENSIZE[1] - GRIDSIZE * NUMGRID) // 2'''获取根目录'''ROOTDIR = os.getcwd()'''FPS'''FPS = 30
game.py:第一部分
把整个项目放在一整个game.py模块下了,把这个代码文件拆开解读一下。
拼图精灵类:首先通过配置文件中,获取方块精灵的路径,加载到游戏里。
定义move()移动模块的函数,这个移动比较简单。模块之间,只有相邻的可以相互移动。
'''Function: 主游戏'''import sysimport timeimport randomimport pygame '''拼图精灵类'''class pacerSprite(pygame.sprite.Sprite): def __init__(self, img_path, size, position, downlen, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(img_path) self.image = pygame.transfORM.smoothscale(self.image, size) self.rect = self.image.get_rect() self.rect.left, self.rect.top = position self.downlen = downlen self.target_x = position[0] self.target_y = position[1] + downlen self.type = img_path.split('/')[-1].split('.')[0] self.fixed = False self.speed_x = 9 self.speed_y = 9 self.direction = 'down' def move(self): #下移 if self.direction == 'down': self.rect.top = min(self.target_y, self.rect.top+self.speed_y) if self.target_y == self.rect.top: self.fixed = True #上移 elif self.direction == 'up': self.rect.top = max(self.target_y, self.rect.top-self.speed_y) if self.target_y == self.rect.top: self.fixed = True #左移 elif self.direction == 'left': self.rect.left = max(self.target_x, self.rect.left-self.speed_x) if self.target_x == self.rect.left: self.fixed = True #右移 elif self.direction == 'right': self.rect.left = min(self.target_x, self.rect.left+self.speed_x) if self.target_x == self.rect.left: self.fixed = True '''获取当前坐标''' def getPosition(self): return self.rect.left, self.rect.top '''设置星星坐标''' def setPosition(self, position): self.rect.left, self.rect.top = position
game.py 第二部分
设置游戏主窗口启动的标题,设置启动游戏的主方法。
'''主游戏类'''class pacerGame(): def __init__(self, screen, sounds, font, pacer_imgs, cfg, **kwargs): self.info = 'pacer' self.screen = screen self.sounds = sounds self.font = font self.pacer_imgs = pacer_imgs self.cfg = cfg self.reset() '''开始游戏''' def start(self): clock = pygame.time.Clock() # 遍历整个游戏界面更新位置 overall_moving = True # 指定某些对象个体更新位置 individual_moving = False # 定义一些必要的变量 pacer_selected_xy = None pacer_selected_xy2 = None swap_again = False add_score = 0 add_score_showtimes = 10 time_pre = int(time.time()) # 游戏主循环 while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.MOUSEBUTTONUP: if (not overall_moving) and (not individual_moving) and (not add_score): position = pygame.mouse.get_pos() if pacer_selected_xy is None: pacer_selected_xy = self.checkSelected(position) else: pacer_selected_xy2 = self.checkSelected(position) if pacer_selected_xy2: if self.swappacer(pacer_selected_xy, pacer_selected_xy2): individual_moving = True swap_again = False else: pacer_selected_xy = None if overall_moving: overall_moving = not self.droppacers(0, 0) # 移动一次可能可以拼出多个3连块 if not overall_moving: res_match = self.isMatch() add_score = self.removeMatched(res_match) if add_score > 0: overall_moving = True if individual_moving: pacer1 = self.getpacerByPos(*pacer_selected_xy) pacer2 = self.getpacerByPos(*pacer_selected_xy2) pacer1.move() pacer2.move() if pacer1.fixed and pacer2.fixed: res_match = self.isMatch() if res_match[0] == 0 and not swap_again: swap_again = True self.swappacer(pacer_selected_xy, pacer_selected_xy2) self.sounds['mismatch'].play() else: add_score = self.removeMatched(res_match) overall_moving = True individual_moving = False pacer_selected_xy = None pacer_selected_xy2 = None self.screen.fill((135, 206, 235)) self.drawGrids() self.pacers_group.draw(self.screen) if pacer_selected_xy: self.drawBlock(self.getpacerByPos(*pacer_selected_xy).rect) if add_score: if add_score_showtimes == 10: random.choice(self.sounds['match']).play() self.drawAddScore(add_score) add_score_showtimes -= 1 if add_score_showtimes < 1: add_score_showtimes = 10 add_score = 0 self.remaining_time -= (int(time.time()) - time_pre) time_pre = int(time.time()) self.showRemainingTime() self.drawScore() if self.remaining_time <= 0: return self.score pygame.display.update() clock.tick(self.cfg.FPS)
game.py 第三部分
详细注释,都写在代码里了。大家一定要看一遍,不要跑起来,就不管了哦
'''初始化''' def reset(self): # 随机生成各个块(即初始化游戏地图各个元素) while True: self.all_pacers = [] self.pacers_group = pygame.sprite.Group() for x in range(self.cfg.NUMGRID): self.all_pacers.append([]) for y in range(self.cfg.NUMGRID): pacer = pacerSprite(img_path=random.choice(self.pacer_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+x*self.cfg.GRIDSIZE, self.cfg.YMARGIN+y*self.cfg.GRIDSIZE-self.cfg.NUMGRID*self.cfg.GRIDSIZE], downlen=self.cfg.NUMGRID*self.cfg.GRIDSIZE) self.all_pacers[x].append(pacer) self.pacers_group.add(pacer) if self.isMatch()[0] == 0: break # 得分 self.score = 0 # 拼出一个的奖励 self.reward = 10 # 时间 self.remaining_time = 300 '''显示剩余时间''' def showRemainingTime(self): remaining_time_render = self.font.render('CountDown: %ss' % str(self.remaining_time), 1, (85, 65, 0)) rect = remaining_time_render.get_rect() rect.left, rect.top = (self.cfg.SCREENSIZE[0]-201, 6) self.screen.blit(remaining_time_render, rect) '''显示得分''' def drawScore(self): score_render = self.font.render('SCORE:'+str(self.score), 1, (85, 65, 0)) rect = score_render.get_rect() rect.left, rect.top = (10, 6) self.screen.blit(score_render, rect) '''显示加分''' def drawAddScore(self, add_score): score_render = self.font.render('+'+str(add_score), 1, (255, 100, 100)) rect = score_render.get_rect() rect.left, rect.top = (250, 250) self.screen.blit(score_render, rect) '''生成新的拼图块''' def generateNewpacers(self, res_match): if res_match[0] == 1: start = res_match[2] while start > -2: for each in [res_match[1], res_match[1]+1, res_match[1]+2]: pacer = self.getpacerByPos(*[each, start]) if start == res_match[2]: self.pacers_group.remove(pacer) self.all_pacers[each][start] = None elif start >= 0: pacer.target_y += self.cfg.GRIDSIZE pacer.fixed = False pacer.direction = 'down' self.all_pacers[each][start+1] = pacer else: pacer = pacerSprite(img_path=random.choice(self.pacer_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+each*self.cfg.GRIDSIZE, self.cfg.YMARGIN-self.cfg.GRIDSIZE], downlen=self.cfg.GRIDSIZE) self.pacers_group.add(pacer) self.all_pacers[each][start+1] = pacer start -= 1 elif res_match[0] == 2: start = res_match[2] while start > -4: if start == res_match[2]: for each in range(0, 3): pacer = self.getpacerByPos(*[res_match[1], start+each]) self.pacers_group.remove(pacer) self.all_pacers[res_match[1]][start+each] = None elif start >= 0: pacer = self.getpacerByPos(*[res_match[1], start]) pacer.target_y += self.cfg.GRIDSIZE * 3 pacer.fixed = False pacer.direction = 'down' self.all_pacers[res_match[1]][start+3] = pacer else: pacer = pacerSprite(img_path=random.choice(self.pacer_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+res_match[1]*self.cfg.GRIDSIZE, self.cfg.YMARGIN+start*self.cfg.GRIDSIZE], downlen=self.cfg.GRIDSIZE*3) self.pacers_group.add(pacer) self.all_pacers[res_match[1]][start+3] = pacer start -= 1 '''移除匹配的pacer''' def removeMatched(self, res_match): if res_match[0] > 0: self.generateNewpacers(res_match) self.score += self.reward return self.reward return 0 '''游戏界面的网格绘制''' def drawGrids(self): for x in range(self.cfg.NUMGRID): for y in range(self.cfg.NUMGRID): rect = pygame.Rect((self.cfg.XMARGIN+x*self.cfg.GRIDSIZE, self.cfg.YMARGIN+y*self.cfg.GRIDSIZE, self.cfg.GRIDSIZE, self.cfg.GRIDSIZE)) self.drawBlock(rect, color=(0, 0, 255), size=1) '''画矩形block框''' def drawBlock(self, block, color=(255, 0, 255), size=4): pygame.draw.rect(self.screen, color, block, size) '''下落特效''' def droppacers(self, x, y): if not self.getpacerByPos(x, y).fixed: self.getpacerByPos(x, y).move() if x < self.cfg.NUMGRID - 1: x += 1 return self.droppacers(x, y) elif y < self.cfg.NUMGRID - 1: x = 0 y += 1 return self.droppacers(x, y) else: return self.isFull() '''是否每个位置都有拼图块了''' def isFull(self): for x in range(self.cfg.NUMGRID): for y in range(self.cfg.NUMGRID): if not self.getpacerByPos(x, y).fixed: return False return True '''检查有无拼图块被选中''' def checkSelected(self, position): for x in range(self.cfg.NUMGRID): for y in range(self.cfg.NUMGRID): if self.getpacerByPos(x, y).rect.collidepoint(*position): return [x, y] return None '''是否有连续一样的三个块(无--返回0/水平--返回1/竖直--返回2)''' def isMatch(self): for x in range(self.cfg.NUMGRID): for y in range(self.cfg.NUMGRID): if x + 2 < self.cfg.NUMGRID: if self.getpacerByPos(x, y).type == self.getpacerByPos(x+1, y).type == self.getpacerByPos(x+2, y).type: return [1, x, y] if y + 2 < self.cfg.NUMGRID: if self.getpacerByPos(x, y).type == self.getpacerByPos(x, y+1).type == self.getpacerByPos(x, y+2).type: return [2, x, y] return [0, x, y] '''根据坐标获取对应位置的拼图对象''' def getpacerByPos(self, x, y): return self.all_pacers[x][y] '''交换拼图''' def swappacer(self, pacer1_pos, pacer2_pos): margin = pacer1_pos[0] - pacer2_pos[0] + pacer1_pos[1] - pacer2_pos[1] if abs(margin) != 1: return False pacer1 = self.getpacerByPos(*pacer1_pos) pacer2 = self.getpacerByPos(*pacer2_pos) if pacer1_pos[0] - pacer2_pos[0] == 1: pacer1.direction = 'left' pacer2.direction = 'right' elif pacer1_pos[0] - pacer2_pos[0] == -1: pacer2.direction = 'left' pacer1.direction = 'right' elif pacer1_pos[1] - pacer2_pos[1] == 1: pacer1.direction = 'up' pacer2.direction = 'down' elif pacer1_pos[1] - pacer2_pos[1] == -1: pacer2.direction = 'up' pacer1.direction = 'down' pacer1.target_x = pacer2.rect.left pacer1.target_y = pacer2.rect.top pacer1.fixed = False pacer2.target_x = pacer1.rect.left pacer2.target_y = pacer1.rect.top pacer2.fixed = False self.all_pacers[pacer2_pos[0]][pacer2_pos[1]] = pacer1 self.all_pacers[pacer1_pos[0]][pacer1_pos[1]] = pacer2 return True '''信息显示''' def __repr__(self): return self.info
资源相关
包括游戏背景音频、图片和字体设计
res主资源目录
audios:加载游戏背景音乐
fonts:记分牌相关字体
imgs:这里存放的是我们的各种小星星的图形,是关键了的哦。如果这个加载不了,
我们的消消乐 就没有任何图形了
启动主程序
xxls.py
在主程序中,通过读取配置文件,引入项目资源:包括图片、音频等,并从我们的modules里引入所有我们的模块。
'''Function: 消消乐'''import osimport sysimport cfgimport pygamefrom modules import * '''主程序'''def main(): pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('hacklex') # 加载背景音乐 pygame.mixer.init() pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "res/audios/bg.mp3")) pygame.mixer.music.set_volume(0.6) pygame.mixer.music.play(-1) # 加载音效 sounds = {} sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'res/audios/badswap.wav')) sounds['match'] = [] for i in range(6): sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'res/audios/match%s.wav' % i))) # 字体显示 font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'res/font/font.TTF'), 25) # 星星 pacer_imgs = [] for i in range(1, 8): pacer_imgs.append(os.path.join(cfg.ROOTDIR, 'res/imgs/pacer%s.png' % i)) # 循环 game = pacerGame(screen, sounds, font, pacer_imgs, cfg) while True: score = game.start() flag = False # 给出选择,玩家选择重玩或者退出 while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.KEYUP and event.key == pygame.K_r: flag = True if flag: break screen.fill((136, 207, 236)) text0 = 'Final score: %s' % score text1 = 'Press <R> to restart the game.' text2 = 'Press <Esc> to quit the game.' y = 150 for idx, text in enumerate([text0, text1, text2]): text_render = font.render(text, 1, (85, 65, 0)) rect = text_render.get_rect() if idx == 0: rect.left, rect.top = (223, y) elif idx == 1: rect.left, rect.top = (133.5, y) else: rect.left, rect.top = (126.5, y) y += 99 screen.blit(text_render, rect) pygame.display.update() game.reset() '''游戏运行'''if __name__ == '__main__': main()
如果的开发工具IDE的环境
例如:vscode、sublimeText、notepad+
PyCharm什么的配置了Python环境
可以直接在工具中,运行该游戏。
如下图所示
感谢你能够认真阅读完这篇文章,希望小编分享的“如何使用python+pygame开发消消乐游戏”这篇文章对大家有帮助,同时也希望大家多多支持编程网,关注编程网Python频道,更多相关知识等着你来学习!
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