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使用python+pygame開發(fā)消消樂游戲附完整源碼

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效果是這樣的 ↓ ↓ ↓

 

一、環(huán)境要求

windows系統(tǒng),python3.6+ pip21+

開發(fā)環(huán)境搭建地址

一起來學(xué)pygame吧 游戲開發(fā)30例(開篇詞)——環(huán)境搭建+游戲效果展示

安裝游戲依賴模塊
pip install pygame

二、游戲簡介

消消樂應(yīng)該大家都玩過,或者看過。這個花里胡哨的小游戲

用python的pygame來實現(xiàn),很簡單。

今天帶大家,用Python來實現(xiàn)一下這個花里胡哨的小游戲。

三、完整開發(fā)流程

1、項目主結(jié)構(gòu)

首先,先整理一下項目的主結(jié)構(gòu),其實看一下主結(jié)構(gòu),基本就清晰了

modules:相關(guān)定義的Python類位置
——game.py:主模塊
 
res:存放引用到的圖片、音頻等等
——audios:音頻資源
——imgs:圖片資源
——fonts:字體
 
cfg.py:為主配置文件
 
xxls.py:主程序文件
 
requirements.txt:需要引入的python依賴包

2、詳細(xì)配置

cfg.py

配置文件中,需要引入os模塊,并且配置打開游戲的屏幕大小。

'''主配置文件'''
import os
 
'''屏幕設(shè)置大小'''
SCREENSIZE = (700, 700)
'''元素尺寸'''
NUMGRID = 8
GRIDSIZE = 64
XMARGIN = (SCREENSIZE[0] - GRIDSIZE * NUMGRID) // 2
YMARGIN = (SCREENSIZE[1] - GRIDSIZE * NUMGRID) // 2
'''獲取根目錄'''
ROOTDIR = os.getcwd()
'''FPS'''
FPS = 30

3、消消樂所有圖形加載

game.py:第一部分

把整個項目放在一整個game.py模塊下了,把這個代碼文件拆開解讀一下。

拼圖精靈類:首先通過配置文件中,獲取方塊精靈的路徑,加載到游戲里。

定義move()移動模塊的函數(shù),這個移動比較簡單。模塊之間,只有相鄰的可以相互移動。

'''
Function:
    主游戲
'''
import sys
import time
import random
import pygame
 
 
'''拼圖精靈類'''
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
    '''獲取當(dāng)前坐標(biāo)'''
    def getPosition(self):
        return self.rect.left, self.rect.top
    '''設(shè)置星星坐標(biāo)'''
    def setPosition(self, position):
        self.rect.left, self.rect.top = position

4、隨機(jī)生成初始布局、相鄰消除、自動下落

game.py 第二部分

設(shè)置游戲主窗口啟動的標(biāo)題,設(shè)置啟動游戲的主方法。

'''主游戲類'''
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()
    '''開始游戲'''
    def start(self):
        clock = pygame.time.Clock()
        # 遍歷整個游戲界面更新位置
        overall_moving = True
        # 指定某些對象個體更新位置
        individual_moving = False
        # 定義一些必要的變量
        pacer_selected_xy = None
        pacer_selected_xy2 = None
        swap_again = False
        add_score = 0
        add_score_showtimes = 10
        time_pre = int(time.time())
        # 游戲主循環(huán)
        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)
                # 移動一次可能可以拼出多個3連塊
                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)

5、隨機(jī)初始化消消樂的主圖內(nèi)容

game.py 第三部分

詳細(xì)注釋,都寫在代碼里了。大家一定要看一遍,不要跑起來,就不管了哦

'''初始化'''
    def reset(self):
        # 隨機(jī)生成各個塊(即初始化游戲地圖各個元素)
        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
        # 拼出一個的獎勵
        self.reward = 10
        # 時間
        self.remaining_time = 300
    '''顯示剩余時間'''
    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)
    '''顯示得分'''
    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)
    '''顯示加分'''
    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)
    '''生成新的拼圖塊'''
    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
    '''游戲界面的網(wǎng)格繪制'''
    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)
    '''畫矩形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()
    '''是否每個位置都有拼圖塊了'''
    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
    '''檢查有無拼圖塊被選中'''
    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
    '''是否有連續(xù)一樣的三個塊(無--返回0/水平--返回1/豎直--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]
    '''根據(jù)坐標(biāo)獲取對應(yīng)位置的拼圖對象'''
    def getpacerByPos(self, x, y):
        return self.all_pacers[x][y]
    '''交換拼圖'''
    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
    '''信息顯示'''
    def __repr__(self):
        return self.info

5、資源相關(guān)

包括游戲背景音頻、圖片和字體設(shè)計

res主資源目錄

audios:加載游戲背景音樂

fonts:記分牌相關(guān)字體

imgs:這里存放的是我們的各種小星星的圖形,是關(guān)鍵了的哦。如果這個加載不了,

我們的消消樂 就沒有任何圖形了

6、啟動主程序

xxls.py

在主程序中,通過讀取配置文件,引入項目資源:包括圖片、音頻等,并從我們的modules里引入所有我們的模塊。

'''
Function:
    消消樂
'''
import os
import sys
import cfg
import pygame
from modules import *
 
 
'''主程序'''
def main():
    pygame.init()
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('hacklex')
    # 加載背景音樂
    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)
    # 加載音效
    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)))
 
    # 字體顯示
    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))
    # 循環(huán)
    game = pacerGame(screen, sounds, font, pacer_imgs, cfg)
    while True:
        score = game.start()
        flag = False
        # 給出選擇,玩家選擇重玩或者退出
        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()
 
 
'''游戲運行'''
if __name__ == '__main__':
    main()

四、如何啟動游戲呢?

1、使用開發(fā)工具IDE啟動

如果的開發(fā)工具IDE的環(huán)境

例如:VScode、sublimeText、notepad+

pycharm什么的配置了Python環(huán)境

可以直接在工具中,運行該游戲。

2、命令行啟動

如下圖所示

以上就是使用python開發(fā)消消樂游戲流程分析 附完整源碼的詳細(xì)內(nèi)容,更多關(guān)于python消消樂游戲的資料請關(guān)注腳本之家其它相關(guān)文章!

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標(biāo)簽:牡丹江 聊城 迪慶 南寧 撫州 揚州 楊凌 六盤水

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