您现在的位置是:首页 >其他 >【pygame游戏开发】这几个经典游戏,勾起了少年的快乐网站首页其他
【pygame游戏开发】这几个经典游戏,勾起了少年的快乐
简介【pygame游戏开发】这几个经典游戏,勾起了少年的快乐
前言
嗨喽,大家好呀~这里是爱看美女的茜茜呐
今天给大家分享几个好玩有趣的小游戏,
既提升了学习的兴趣,又提升了学习效率,告别枯燥的学习。
代码软件:
-
python 3.8: 解释器
-
pycharm: 代码编辑器
一、飞机大战
1. 所需素材
字体
图片
音乐
2. 源码部分
模块导入
import sys
import cfg
import pygame
from modules import *
游戏界面
def GamingInterface(num_player, screen):
# 初始化
pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music'])
pygame.mixer.music.set_volume(0.4)
pygame.mixer.music.play(-1)
explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom'])
fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot'])
font = pygame.font.Font(cfg.FONTPATH, 20)
# 游戏背景图
bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']]
bg_move_dis = 0
bg_1 = pygame.image.load(bg_imgs[0]).convert()
bg_2 = pygame.image.load(bg_imgs[1]).convert()
bg_3 = pygame.image.load(bg_imgs[2]).convert()
# 玩家, 子弹和小行星精灵组
player_group = pygame.sprite.Group()
bullet_group = pygame.sprite.Group()
asteroid_group = pygame.sprite.Group()
# 产生小行星的时间间隔
asteroid_ticks = 90
for i in range(num_player):
player_group.add(Ship(i+1, cfg))
clock = pygame.time.Clock()
# 分数
score_1, score_2 = 0, 0
# 游戏主循环
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击
pressed_keys = pygame.key.get_pressed()
for idx, player in enumerate(player_group):
direction = None
if idx == 0:
if pressed_keys[pygame.K_UP]:
direction = 'up'
elif pressed_keys[pygame.K_DOWN]:
direction = 'down'
elif pressed_keys[pygame.K_LEFT]:
direction = 'left'
elif pressed_keys[pygame.K_RIGHT]:
direction = 'right'
if direction:
player.move(direction)
if pressed_keys[pygame.K_j]:
if player.cooling_time == 0:
fire_sound.play()
bullet_group.add(player.shot())
player.cooling_time = 20
elif idx == 1:
if pressed_keys[pygame.K_w]:
direction = 'up'
elif pressed_keys[pygame.K_s]:
direction = 'down'
elif pressed_keys[pygame.K_a]:
direction = 'left'
elif pressed_keys[pygame.K_d]:
direction = 'right'
if direction:
player.move(direction)
if pressed_keys[pygame.K_SPACE]:
if player.cooling_time == 0:
fire_sound.play()
bullet_group.add(player.shot())
player.cooling_time = 20
if player.cooling_time > 0:
player.cooling_time -= 1
if (score_1 + score_2) < 500:
background = bg_1
elif (score_1 + score_2) < 1500:
background = bg_2
else:
background = bg_3
# --向下移动背景图实现飞船向上移动的效果
screen.blit(background, (0, -background.get_rect().height + bg_move_dis))
screen.blit(background, (0, bg_move_dis))
bg_move_dis = (bg_move_dis + 2) % background.get_rect().height
# --生成小行星
if asteroid_ticks == 0:
asteroid_ticks = 90
asteroid_group.add(Asteroid(cfg))
else:
asteroid_ticks -= 1
# --画飞船
for player in player_group:
if pygame.sprite.spritecollide(player, asteroid_group, True, None):
player.explode_step = 1
explosion_sound.play()
elif player.explode_step > 0:
if player.explode_step > 3:
player_group.remove(player)
if len(player_group) == 0:
return
else:
player.explode(screen)
else:
player.draw(screen)
# --画子弹
for bullet in bullet_group:
bullet.move()
if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):
bullet_group.remove(bullet)
if bullet.player_idx == 1:
score_1 += 1
else:
score_2 += 1
else:
bullet.draw(screen)
# --画小行星
for asteroid in asteroid_group:
asteroid.move()
asteroid.rotate()
asteroid.draw(screen)
# --显示分数
score_1_text = '玩家一得分: %s' % score_1
score_2_text = '玩家二得分: %s' % score_2
text_1 = font.render(score_1_text, True, (0, 0, 255))
text_2 = font.render(score_2_text, True, (255, 0, 0))
screen.blit(text_1, (2, 5))
screen.blit(text_2, (2, 35))
# --屏幕刷新
pygame.display.update()
clock.tick(60)
主函数
def main():
pygame.init()
pygame.font.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('飞机大战 —— 九歌')
num_player = StartInterface(screen, cfg)
if num_player == 1:
while True:
GamingInterface(num_player=1, screen=screen)
EndInterface(screen, cfg)
else:
while True:
GamingInterface(num_player=2, screen=screen)
EndInterface(screen, cfg)
3. 效果展示
二、打地鼠
素材获取点击跳转名片领取
1. 所需素材
字体
图片
音乐
2. 代码部分
模块导入
import cfg
import pygame
import random
from modules.sprites.mole import *
from modules.sprites.hammer import *
from modules.interfaces.endinterface import *
from modules.interfaces.startinterface import *
游戏初始化
def initGame():
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('Whac A Mole-青灯教育')
return screen
主函数
def main():
# 初始化
screen = initGame()
# 加载背景音乐和其他音效
pygame.mixer.music.load(cfg.BGM_PATH)
pygame.mixer.music.play(-1)
audios = {
'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),
'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)
}
# 加载字体
font = pygame.font.Font(cfg.FONT_PATH, 40)
# 加载背景图片
bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
# 开始界面
startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
# 地鼠改变位置的计时
hole_pos = random.choice(cfg.HOLE_POSITIONS)
change_hole_event = pygame.USEREVENT
pygame.time.set_timer(change_hole_event, 800)
# 地鼠
mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)
# 锤子
hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
# 时钟
clock = pygame.time.Clock()
# 分数
your_score = 0
flag = False
# 初始时间
init_time = pygame.time.get_ticks()
# 游戏主循环
while True:
# --游戏时间为60s
time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
# --游戏时间减少, 地鼠变位置速度变快
if time_remain == 40 and not flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 650)
flag = True
elif time_remain == 20 and flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 500)
flag = False
# --倒计时音效
if time_remain == 10:
audios['count_down'].play()
# --游戏结束
if time_remain < 0: break
count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
# --按键检测
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEMOTION:
hammer.setPosition(pygame.mouse.get_pos())
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
hammer.setHammering()
elif event.type == change_hole_event:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
# --碰撞检测
if hammer.is_hammering and not mole.is_hammer:
is_hammer = pygame.sprite.collide_mask(hammer, mole)
if is_hammer:
audios['hammering'].play()
mole.setBeHammered()
your_score += 10
# --分数
your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN)
# --绑定必要的游戏元素到屏幕(注意顺序)
screen.blit(bg_img, (0, 0))
screen.blit(count_down_text, (875, 8))
screen.blit(your_score_text, (800, 430))
mole.draw(screen)
hammer.draw(screen)
# --更新
pygame.display.flip()
clock.tick(60)
# 读取最佳分数(try块避免第一次游戏无.rec文件)
try:
best_score = int(open(cfg.RECORD_PATH).read())
except:
best_score = 0
# 若当前分数大于最佳分数则更新最佳分数
if your_score > best_score:
f = open(cfg.RECORD_PATH, 'w')
f.write(str(your_score))
f.close()
# 结束界面
score_info = {'your_score': your_score, 'best_score': best_score}
is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE)
return is_restart
3. 效果展示
三、打乒乓
素材获取点击跳转名片领取
1. 所需素材
字体
图片
音乐
2. 代码部分
import os
import cfg
import sys
import pygame
import random
from modules import *
游戏初始化
def initGame():
# 初始化pygame, 设置展示窗口
pygame.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('catch coins —— 九歌')
# 加载必要的游戏素材
game_images = {}
for key, value in cfg.IMAGE_PATHS.items():
if isinstance(value, list):
images = []
for item in value: images.append(pygame.image.load(item))
game_images[key] = images
else:
game_images[key] = pygame.image.load(value)
game_sounds = {}
for key, value in cfg.AUDIO_PATHS.items():
if key == 'bgm': continue
game_sounds[key] = pygame.mixer.Sound(value)
# 返回初始化数据
return screen, game_images, game_sounds
主函数
def main():
# 初始化
screen, game_images, game_sounds = initGame()
# 播放背景音乐
pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])
pygame.mixer.music.play(-1, 0.0)
# 字体加载
font = pygame.font.Font(cfg.FONT_PATH, 40)
# 定义hero
hero = Hero(game_images['hero'], position=(375, 520))
# 定义食物组
food_sprites_group = pygame.sprite.Group()
generate_food_freq = random.randint(10, 20)
generate_food_count = 0
# 当前分数/历史最高分
score = 0
highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
# 游戏主循环
clock = pygame.time.Clock()
while True:
# --填充背景
screen.fill(0)
screen.blit(game_images['background'], (0, 0))
# --倒计时信息
countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)
countdown_text = font.render(countdown_text, True, (0, 0, 0))
countdown_rect = countdown_text.get_rect()
countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]
screen.blit(countdown_text, countdown_rect)
# --按键检测
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
hero.move(cfg.SCREENSIZE, 'left')
if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
hero.move(cfg.SCREENSIZE, 'right')
# --随机生成食物
generate_food_count += 1
if generate_food_count > generate_food_freq:
generate_food_freq = random.randint(10, 20)
generate_food_count = 0
food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)
food_sprites_group.add(food)
# --更新食物
for food in food_sprites_group:
if food.update(): food_sprites_group.remove(food)
# --碰撞检测
for food in food_sprites_group:
if pygame.sprite.collide_mask(food, hero):
game_sounds['get'].play()
food_sprites_group.remove(food)
score += food.score
if score > highest_score: highest_score = score
# --画hero
hero.draw(screen)
# --画食物
food_sprites_group.draw(screen)
# --显示得分
score_text = f'Score: {score}, Highest: {highest_score}'
score_text = font.render(score_text, True, (0, 0, 0))
score_rect = score_text.get_rect()
score_rect.topleft = [5, 5]
screen.blit(score_text, score_rect)
# --判断游戏是否结束
if pygame.time.get_ticks() >= 90000:
break
# --更新屏幕
pygame.display.flip()
clock.tick(cfg.FPS)
# 游戏结束, 记录最高分并显示游戏结束画面
fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')
fp.write(str(highest_score))
fp.close()
return showEndGameInterface(screen, cfg, score, highest_score)
配置文件
WIDTH = 500
HEIGHT = 500
CURRPATH = os.path.abspath(os.path.dirname(__file__))
RESOURCESDIRPATH = os.path.join(CURRPATH, 'resources')
AUDIOSDIRPATH = os.path.join(RESOURCESDIRPATH, 'audios')
FONTDIRPATH = os.path.join(RESOURCESDIRPATH, 'font')
IMAGESDIRPATH = os.path.join(RESOURCESDIRPATH, 'images')
BALLPICPATH = os.path.join(IMAGESDIRPATH, 'ball.png')
RACKETPICPATH = os.path.join(IMAGESDIRPATH, 'racket.png')
FONTPATH = os.path.join(FONTDIRPATH, 'font.TTF')
GOALSOUNDPATH = os.path.join(AUDIOSDIRPATH, 'goal.wav')
HITSOUNDPATH = os.path.join(AUDIOSDIRPATH, 'hit.wav')
BGMPATH = os.path.join(AUDIOSDIRPATH, 'bgm.mp3')
WHITE = (255, 255, 255)
3. 效果展示
四、吃金币
1. 所需素材
字体
图片
音乐
2. 代码部分
导入模块
import os
import cfg
import sys
import pygame
import random
from modules import *
游戏初始化
def initGame():
# 初始化pygame, 设置展示窗口
pygame.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('catch coins —— 九歌')
# 加载必要的游戏素材
game_images = {}
for key, value in cfg.IMAGE_PATHS.items():
if isinstance(value, list):
images = []
for item in value: images.append(pygame.image.load(item))
game_images[key] = images
else:
game_images[key] = pygame.image.load(value)
game_sounds = {}
for key, value in cfg.AUDIO_PATHS.items():
if key == 'bgm': continue
game_sounds[key] = pygame.mixer.Sound(value)
# 返回初始化数据
return screen, game_images, game_sounds
主函数
def main():
# 初始化
screen, game_images, game_sounds = initGame()
# 播放背景音乐
pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm'])
pygame.mixer.music.play(-1, 0.0)
# 字体加载
font = pygame.font.Font(cfg.FONT_PATH, 40)
# 定义hero
hero = Hero(game_images['hero'], position=(375, 520))
# 定义食物组
food_sprites_group = pygame.sprite.Group()
generate_food_freq = random.randint(10, 20)
generate_food_count = 0
# 当前分数/历史最高分
score = 0
highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read())
# 游戏主循环
clock = pygame.time.Clock()
while True:
# --填充背景
screen.fill(0)
screen.blit(game_images['background'], (0, 0))
# --倒计时信息
countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2)
countdown_text = font.render(countdown_text, True, (0, 0, 0))
countdown_rect = countdown_text.get_rect()
countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5]
screen.blit(countdown_text, countdown_rect)
# --按键检测
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
hero.move(cfg.SCREENSIZE, 'left')
if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
hero.move(cfg.SCREENSIZE, 'right')
# --随机生成食物
generate_food_count += 1
if generate_food_count > generate_food_freq:
generate_food_freq = random.randint(10, 20)
generate_food_count = 0
food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE)
food_sprites_group.add(food)
# --更新食物
for food in food_sprites_group:
if food.update(): food_sprites_group.remove(food)
# --碰撞检测
for food in food_sprites_group:
if pygame.sprite.collide_mask(food, hero):
game_sounds['get'].play()
food_sprites_group.remove(food)
score += food.score
if score > highest_score: highest_score = score
# --画hero
hero.draw(screen)
# --画食物
food_sprites_group.draw(screen)
# --显示得分
score_text = f'Score: {score}, Highest: {highest_score}'
score_text = font.render(score_text, True, (0, 0, 0))
score_rect = score_text.get_rect()
score_rect.topleft = [5, 5]
screen.blit(score_text, score_rect)
# --判断游戏是否结束
if pygame.time.get_ticks() >= 90000:
break
# --更新屏幕
pygame.display.flip()
clock.tick(cfg.FPS)
# 游戏结束, 记录最高分并显示游戏结束画面
fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w')
fp.write(str(highest_score))
fp.close()
return showEndGameInterface(screen, cfg, score, highest_score)
3. 效果展示
五、消消乐
1. 所需素材
图片素材
音频素材
2. 代码
导入模块
import pygame
import random
from pygame.locals import *
游戏音乐设置
class SoundPlay:
game_bgm = "sound/GameSceneBGM.ogg"
world_bgm = 'sound/WorldSceneBGM.ogg'
eliminate = ('sound/eliminate1.ogg', 'sound/eliminate2.ogg', 'sound/eliminate3.ogg', 'sound/eliminate4.ogg',
'sound/eliminate5.ogg') # 消除声音
score_level = ('sound/good.ogg', 'sound/great.ogg', 'sound/amazing.ogg', 'sound/excellent.ogg',
'sound/unbelievable.ogg') # 得分声音
click = "sound/click.bubble.ogg" # 点击选中声音
board_sound = 'sound/board.ogg' # 落板子声音
click_button = 'sound/click_common_button.ogg' # 点击按钮声音
money_sound = 'sound/money.ogg' # 点击银币声音
ice_break = 'sound/ice_break.ogg' # 冰消除声音
def __init__(self, filename, loops=0):
self.sound = pygame.mixer.Sound(filename)
self.sound.play(loops)
制作树类
class Tree(pygame.sprite.Sprite):
"""树类"""
tree = 'pic2/tree.png' # 树
fruit = 'pic2/fruit.png' # 果子
energy_num = 'pic2/energy_num.png' # 精力
money = 'pic2/money.png' # 银币
energy_buy = 'pic2/energy_buy.png' # 购买精力
x, y = 340, 510
h = 90
position = ([x, y], [x+50, y-25], [x+105, y-45], [x-5, y-h-5], [x+55, y-25-h+10], [x+105, y-45-h],
[x, y-h*2], [x+50+10, y-25-h*2-5], [x+105+25, y-45-h*2-14], [x+30, y-h*3-30]) # 果子坐标组
energy_num_position = (15, 70) # 精力坐标
energy_buy_position = (250, 400)
def __init__(self, icon, position):
super().__init__()
self.image = pygame.image.load(icon).convert_alpha()
self.rect = self.image.get_rect()
self.rect.bottomleft = position # 左下角为坐标
def draw(self, screen):
screen.blit(self.image, self.rect)
class ManagerTree:
"""管理树类"""
__screen_size = (900, 600)
screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32)
fruit_list = []
fruit_image = pygame.image.load(Tree.fruit).convert_alpha()
fruit_width = fruit_image.get_width()
fruit_height = fruit_image.get_height()
type = 0 # 0树界面,1加精力界面
energy_full = False # 精力已满标志 初始未满
money_empty = False # 银币不足
def load_text(self, text, position, txt_size=25, txt_color=(255, 255, 255)):
my_font = pygame.font.SysFont(None, txt_size)
text_screen = my_font.render(text, True, txt_color)
self.screen.blit(text_screen, position)
def draw_tree(self, energy_num, money_num):
"""画tree"""
Tree(Tree.tree, (0, 600)).draw(self.screen) # 画树
Tree(Tree.energy_num, Tree.energy_num_position).draw(self.screen) # 画精力
# print("energy", energy_num)
if energy_num > 30:
self.load_text(str(30) + '/30', (22, 55), 21)
else:
self.load_text(str(energy_num)+'/30', (22, 55), 21)
# print("money", money_num)
Tree(Tree.money, (15, 135)).draw(self.screen) # 画银币
self.load_text(str(money_num), (32, 124), 21)
for i in range(0, 10): # 画果子
Tree(Tree.fruit, Tree.position[i]).draw(self.screen)
self.load_text(str(i+1), (Tree.position[i][0]+15, Tree.position[i][1]-47))
if self.type == 1:
Tree(Tree.energy_buy, Tree.energy_buy_position).draw(self.screen)
if self.energy_full:
self.load_text("energy is full!", (430, 310), 30, (255, 0, 0))
pygame.display.flip()
pygame.time.delay(500)
self.energy_full = False
if self.money_empty:
self.load_text("money is not enough!", (410, 310), 30, (255, 0, 0))
pygame.display.flip()
pygame.time.delay(500)
self.money_empty = False
制作鼠标点击效果
def mouse_select(self, button, level, energy_num, money_num):
"""鼠标点击"""
if button.type == MOUSEBUTTONDOWN:
mouse_down_x, mouse_down_y = button.pos
print(button.pos)
if level == 0:
if self.type == 0: # 树界面
for i in range(0, 10):
if Tree.position[i][0] < mouse_down_x < Tree.position[i][0] + self.fruit_width
and Tree.position[i][1] - self.fruit_height < mouse_down_y < Tree.position[i][1]:
if energy_num <= 0:
self.type = 1
else:
level = i + 1
if Tree.energy_num_position[0] < mouse_down_x < Tree.energy_num_position[0]+60
and Tree.energy_num_position[1]-60 < mouse_down_y < Tree.energy_num_position[1]: # 精力60*60
SoundPlay(SoundPlay.click)
self.type = 1
else: # 加精力弹窗界面
if 408 < mouse_down_x < 600 and 263 < mouse_down_y < 313: # 点加精力按钮
SoundPlay(SoundPlay.click_button)
if money_num < 50:
self.money_empty = True
if energy_num >= 30:
self.energy_full = True
elif energy_num < 30 and money_num >= 50:
energy_num += 5
money_num -= 50
elif 619 < mouse_down_x < 638 and 158 < mouse_down_y < 177: # 点叉号
self.type = 0
if button.type == MOUSEBUTTONUP:
pass
return level, energy_num, money_num
制作出现元素
class Element(pygame.sprite.Sprite):
""" 元素类 """
# 图标元组,包括6个小动物,
animal = ('pic2/fox.png', 'pic2/bear.png', 'pic2/chick.png', 'pic2/eagle.png', 'pic2/frog.png', 'pic2/cow.png')
ice = 'pic2/ice.png' # 冰层
brick = 'pic2/brick.png' # 砖
frame = 'pic2/frame.png' # 选中框
bling = ("pic2/bling1.png", "pic2/bling2.png", "pic2/bling3.png", "pic2/bling4.png", "pic2/bling5.png",
"pic2/bling6.png", "pic2/bling7.png", "pic2/bling8.png", "pic2/bling9.png") # 消除动画
ice_eli = ('pic2/ice0.png', 'pic2/ice1.png', 'pic2/ice2.png', 'pic2/ice3.png', 'pic2/ice4.png', 'pic2/ice5.png',
'pic2/ice6.png', 'pic2/ice7.png', 'pic2/ice8.png') # 消除冰块动画
# 得分图片
score_level = ('pic2/good.png', 'pic2/great.png', 'pic2/amazing.png', 'pic2/excellent.png', 'pic2/unbelievable.png')
none_animal = 'pic2/noneanimal.png' # 无可消除小动物
stop = 'pic2/exit.png' # 暂停键
stop_position = (20, 530)
def __init__(self, icon, position):
super().__init__()
self.image = pygame.image.load(icon).convert_alpha()
self.rect = self.image.get_rect()
self.rect.topleft = position # 左上角坐标
self.speed = [0, 0]
self.init_position = position
def move(self, speed):
self.speed = speed
self.rect = self.rect.move(self.speed)
if self.speed[0] != 0: # 如果左右移动
if abs(self.rect.left-self.init_position[0]) == self.rect[2]:
self.init_position = self.rect.topleft
self.speed = [0, 0]
else:
if abs(self.rect.top-self.init_position[1]) == self.rect[3]:
self.init_position = self.rect.topleft
self.speed = [0, 0]
def draw(self, screen):
screen.blit(self.image, self.rect)
class Board(pygame.sprite.Sprite):
step_board = 'pic2/step.png' # 剩余步数板子
step = ('pic2/0.png', 'pic2/1.png', 'pic2/2.png', 'pic2/3.png', 'pic2/4.png', 'pic2/5.png',
'pic2/6.png', 'pic2/7.png', 'pic2/8.png', 'pic2/9.png', )
task_board = 'pic2/task.png' # 任务板子
ok = 'pic2/ok.png' # ok勾
# 关数板子
levelBoard = ('pic2/level0.png', 'pic2/level1.png', 'pic2/level2.png', 'pic2/level3.png', 'pic2/level4.png', 'pic2/level5.png',
'pic2/level6.png', 'pic2/level7.png', 'pic2/level8.png', 'pic2/level9.png', 'pic2/level10.png')
# xxx = 'pic2/x.png' # 叉掉
test = 'pic2/test.png'
success_board = 'pic2/successtest1.png' # 过关成功板子
fail_board = 'pic2/failBoard.png' # 任务失败
step_add = 'pic2/step_add.png' # 增加步数
next = "pic2/next.png" # 下一关按钮
replay = "pic2/replay.png" # 重玩图片
stars = 'pic2/startest.png' # 星星图片
money = 'pic2/money.png' # 银币
energy = 'pic2/energ.png' # 精力
button_position = [[300, 465], [500, 465]]
starts_position = [[280+50, 340], [375+38, 340], [460+35, 340]]
def __init__(self, icon, position):
super().__init__()
self.image = pygame.image.load(icon).convert_alpha()
self.speed = [0, 45]
self.rect = self.image.get_rect()
self.rect.bottomleft = position # 左下角为坐标值
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.bottom >= 543:
self.speed = [0, -45]
if self.speed == [0, -45] and self.rect.bottom <= 450:
self.speed = [0, 0]
def draw(self, screen):
screen.blit(self.image, self.rect)
数组
class Manager:
""" 数组类 """
__screen_size = (900, 600)
screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32)
__brick_size = 50
__bg = pygame.image.load('pic2/bg.png').convert()
stop_width = 63
selected = [-1, -1] # 现选中[row, col]
exchange_sign = -1 # 未交换标志
last_sel = [-1, -1] # 上一次选中[row, col]
change_value_sign = False # 是否交换值标志,初始不交换
death_sign = True # 死图标志,初始不是死图
boom_sel = [-1, -1] # 四连消特效小动物所在位置 row,col
level = 0 # 当前关卡数 初始第0关
money = 100 # 金币
energy_num = 30 # 精力值
num_sign = True
type = 2 # 0代表游戏中; 1代表完成任务,过关; -1代表步数用完,任务未完成,过关失败; 2代表未游戏状态,板子界面
reset_mode = True # 是否重新布局(每关布局)
init_step = 15 # 每关规定步数
step = init_step # 代表游戏所剩余的步数
score = 0 # 得数
min = 20 # 分数中间值1
max = 50 # 分数中间值2
animal_num = [0, 0, 0, 0, 0, 0] # 本关消除各小动物的个数
ice_num = 0
success_board = Board(Board.success_board, [200, 0]) # 过关成功板
fail_board = Board(Board.fail_board, [200, 0]) # 任务失败板
height, width = 9, 9
row, col = 5, 5
ice_list = [[-1 for col in range(21)]for row in range(21)] # -1不画,1画冰
animal = [[-1 for col in range(21)]for row in range(21)] # -2消除的,-1不画,0-4小动物
list_x, list_y = (__screen_size[0] - 11 * __brick_size) / 2, (__screen_size[1] - 11 * __brick_size) / 2 # 矩阵坐标
def __init__(self, width, height):
self.height = height
self.width = width
self.list_x = (Manager.__screen_size[0] - self.width * Manager.__brick_size) / 2
self.list_y = (Manager.__screen_size[1] - self.height * Manager.__brick_size) / 2
self.row, self.col = Manager.xy_rc(self.list_x, self.list_y)
self.list_x, self.list_y = Manager.rc_xy(self.row, self.col)
self.ice_list = [[-1 for col in range(21)]for row in range(21)]
self.animal = [[-1 for col in range(21)]for row in range(21)]
self.reset_animal()
def reset_animal(self):
for row in range(self.row, self.row + self.height):
for col in range(self.col, self.col + self.width):
self.animal[row][col] = random.randint(0, 5)
@staticmethod
def rc_xy(row, col):
"""row col 转 x,y坐标"""
return int(Manager.list_x + (col-Manager.col)*Manager.__brick_size), int
(Manager.list_y+(row-Manager.row)*Manager.__brick_size)
@staticmethod
def xy_rc(x, y):
"""x,y坐标转row col"""
return int((y-Manager.list_y)/Manager.__brick_size+Manager.row), int
((x-Manager.list_x)/Manager.__brick_size+Manager.col)
@staticmethod
def draw_brick(x, y):
brick = Element(Element.brick, (x, y))
Manager.screen.blit(brick.image, brick.rect)
def draw_task(self, task_animal_num, which_animal,
board_position=(400, 90), animal_position=(430, 35), txt_position=(455, 60)):
制作人物画板
"""画任务板子"""
txt_size = 24
txt_color = (0, 0, 0)
Board(Board.task_board, board_position).draw(self.screen)
if which_animal == 6:
task_animal = Element(Element.ice, animal_position)
else:
task_animal = Element(Element.animal[which_animal], animal_position)
task_animal.image = pygame.transform.smoothscale(task_animal.image, (40, 40))
task_animal.draw(self.screen)
if which_animal == 6:
if task_animal_num-self.ice_num <= 0:
Board(Board.ok, (txt_position[0], txt_position[1]+15)).draw(self.screen)
else:
self.load_text(str(task_animal_num-self.ice_num), txt_position, txt_size, txt_color)
else:
if task_animal_num - self.animal_num[which_animal] <= 0:
Board(Board.ok, (txt_position[0], txt_position[1]+15)).draw(self.screen)
else:
self.load_text(str(task_animal_num - self.animal_num[which_animal]), txt_position, txt_size, txt_color)
3. 效果展示(仅部分)
初始页面
第一关画面
失败画面
第十关画面
尾语
感谢你观看我的文章呐~本次航班到这里就结束啦 🛬
希望本篇文章有对你带来帮助 🎉,有学习到一点知识~
躲起来的星星🍥也在努力发光,你也要努力加油(让我们一起努力叭)。
风语者!平时喜欢研究各种技术,目前在从事后端开发工作,热爱生活、热爱工作。