使用python+pygame开发消消乐游戏附完整源码
效果是这样的 ↓ ↓ ↓
一、环境要求
windows系统,python3.6+ pip21+
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
二、游戏简介
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。
三、完整开发流程
1、项目主结构
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
2、详细配置
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 = 8
GRIDSIZE = 64
XMARGIN = (SCREENSIZE[0] - GRIDSIZE * NUMGRID) // 2
YMARGIN = (SCREENSIZE[1] - GRIDSIZE * NUMGRID) // 2
'''获取根目录'''
ROOTDIR = os.getcwd()
'''FPS'''
FPS = 30
3、消消乐所有图形加载
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 sys
import time
import random
import 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
4、随机生成初始布局、相邻消除、自动下落
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)
5、随机初始化消消乐的主图内容
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
5、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
6、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 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()
四、如何启动游戏呢?
1、使用开发工具IDE启动
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。
2、命令行启动
如下图所示
以上就是使用python开发消消乐游戏流程分析 附完整源码的详细内容,更多关于python消消乐游戏的资料请关注编程网其它相关文章!
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