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事情是这样的,昨晚隔壁老王大晚上出去喝酒,把女友一个人丢在家里,半夜都还没回来。
然后我就听到隔壁来来回回,忙忙碌碌的声音。
像我这么心思细腻,体贴入微的Python小哥哥(还好我不姓王)
敏锐的感觉到,老王他女友肯定是失眠了…
好担心哦,我都睡不着了呢
辗转反侧
最后爬起来撸出了我的python代码
环境要求
- windows系统,python3.6+
-
- 安装游戏依赖模块
-
- pip install pyqt5
-
- pip install pygame
复制代码
游戏介绍
1、游戏目标
随机生成一张迷宫地图,将玩家设置在迷宫内部,通过光标 上 下 左 右,来移动玩家,按照迷宫地图的道路来走出迷宫。
2、先上游戏效果图
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:存放自己写的python类
- ——mazes.py
- ——misc.py
- ——sprites.py
- resources:存放引用到的图片、音频等等
- ——audios:音频资源
- ——images:图片资源
- config.py:为主配置文件
- maze.py:主程序文件
- requirements.txt:需要引入的python依赖包
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2、详细配置
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,并将资源中引用到的图片、音频插入到合适的位置。
因为我们的迷宫游戏,需要划开模块。- '''配置文件'''
- import os
-
-
- '''屏幕大小'''
- SCREENSIZE = (800, 625)
- '''游戏素材'''
- # 完整源码+Q裙:708525271
- BGMPATH = os.path.join(os.getcwd(), 'resources/audios/bgm.mp3')
- HEROPICPATH = os.path.join(os.getcwd(), 'resources/images/hero.png')
- '''FPS'''
- FPS = 20
- '''块大小'''
- BLOCKSIZE = 15
- MAZESIZE = (35, 50) # num_rows * num_cols
- BORDERSIZE = (25, 50) # 25 * 2 + 50 * 15 = 800, 50 * 2 + 35 * 15 = 625
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3、随机生成迷宫地图
迷宫虽然是个小游戏,但是我们每次打开,进入 地图需要随机生成一个新地图。
定义randommaze 随机生成地图,并将地图投在主游戏屏幕上- import pygame
- import random
- from .misc import *
-
-
- '''一个游戏地图块'''
- # Python学习交流裙 708525271
- class Block():
- def __init__(self, coordinate, block_size, border_size, **kwargs):
- # (col, row)
- self.coordinate = coordinate
- self.block_size = block_size
- self.border_size = border_size
- self.is_visited = False
- # 上下左右有没有墙
- self.has_walls = [True, True, True, True]
- self.color = (0, 0, 0)
- '''画到屏幕上'''
- def draw(self, screen):
- directions = ['top', 'bottom', 'left', 'right']
- for idx, direction in enumerate(directions):
- if self.has_walls[idx]:
- if direction == 'top':
- x1 = self.coordinate[0] * self.block_size + self.border_size[0]
- y1 = self.coordinate[1] * self.block_size + self.border_size[1]
- x2 = (self.coordinate[0] + 1) * self.block_size + self.border_size[0]
- y2 = self.coordinate[1] * self.block_size + self.border_size[1]
- pygame.draw.line(screen, self.color, (x1, y1), (x2, y2))
- elif direction == 'bottom':
- x1 = self.coordinate[0] * self.block_size + self.border_size[0]
- y1 = (self.coordinate[1] + 1) * self.block_size + self.border_size[1]
- x2 = (self.coordinate[0] + 1) * self.block_size + self.border_size[0]
- y2 = (self.coordinate[1] + 1) * self.block_size + self.border_size[1]
- pygame.draw.line(screen, self.color, (x1, y1), (x2, y2))
- elif direction == 'left':
- x1 = self.coordinate[0] * self.block_size + self.border_size[0]
- y1 = self.coordinate[1] * self.block_size + self.border_size[1]
- x2 = self.coordinate[0] * self.block_size + self.border_size[0]
- y2 = (self.coordinate[1] + 1) * self.block_size + self.border_size[1]
- pygame.draw.line(screen, self.color, (x1, y1), (x2, y2))
- elif direction == 'right':
- x1 = (self.coordinate[0] + 1) * self.block_size + self.border_size[0]
- y1 = self.coordinate[1] * self.block_size + self.border_size[1]
- x2 = (self.coordinate[0] + 1) * self.block_size + self.border_size[0]
- y2 = (self.coordinate[1] + 1) * self.block_size + self.border_size[1]
- pygame.draw.line(screen, self.color, (x1, y1), (x2, y2))
- return True
-
-
- '''随机生成迷宫类'''
- class RandomMaze():
- def __init__(self, maze_size, block_size, border_size, **kwargs):
- self.block_size = block_size
- self.border_size = border_size
- self.maze_size = maze_size
- self.blocks_list = RandomMaze.createMaze(maze_size, block_size, border_size)
- self.font = pygame.font.SysFont('Consolas', 15)
- '''画到屏幕上'''
- def draw(self, screen):
- for row in range(self.maze_size[0]):
- for col in range(self.maze_size[1]):
- self.blocks_list[row][col].draw(screen)
- # 起点和终点标志
- showText(screen, self.font, 'S', (255, 0, 0), (self.border_size[0]-10, self.border_size[1]))
- showText(screen, self.font, 'D', (255, 0, 0), (self.border_size[0]+(self.maze_size[1]-1)*self.block_size, self.border_size[1]+self.maze_size[0]*self.block_size+5))
- '''创建迷宫'''
- @staticmethod
- def createMaze(maze_size, block_size, border_size):
- def nextBlock(block_now, blocks_list):
- directions = ['top', 'bottom', 'left', 'right']
- blocks_around = dict(zip(directions, [None]*4))
- block_next = None
- count = 0
- # 查看上边block
- if block_now.coordinate[1]-1 >= 0:
- block_now_top = blocks_list[block_now.coordinate[1]-1][block_now.coordinate[0]]
- if not block_now_top.is_visited:
- blocks_around['top'] = block_now_top
- count += 1
- # 查看下边block
- if block_now.coordinate[1]+1 < maze_size[0]:
- block_now_bottom = blocks_list[block_now.coordinate[1]+1][block_now.coordinate[0]]
- if not block_now_bottom.is_visited:
- blocks_around['bottom'] = block_now_bottom
- count += 1
- # 查看左边block
- if block_now.coordinate[0]-1 >= 0:
- block_now_left = blocks_list[block_now.coordinate[1]][block_now.coordinate[0]-1]
- if not block_now_left.is_visited:
- blocks_around['left'] = block_now_left
- count += 1
- # 查看右边block
- if block_now.coordinate[0]+1 < maze_size[1]:
- block_now_right = blocks_list[block_now.coordinate[1]][block_now.coordinate[0]+1]
- if not block_now_right.is_visited:
- blocks_around['right'] = block_now_right
- count += 1
- if count > 0:
- while True:
- direction = random.choice(directions)
- if blocks_around.get(direction):
- block_next = blocks_around.get(direction)
- if direction == 'top':
- block_next.has_walls[1] = False
- block_now.has_walls[0] = False
- elif direction == 'bottom':
- block_next.has_walls[0] = False
- block_now.has_walls[1] = False
- elif direction == 'left':
- block_next.has_walls[3] = False
- block_now.has_walls[2] = False
- elif direction == 'right':
- block_next.has_walls[2] = False
- block_now.has_walls[3] = False
- break
- return block_next
- blocks_list = [[Block([col, row], block_size, border_size) for col in range(maze_size[1])] for row in range(maze_size[0])]
- block_now = blocks_list[0][0]
- records = []
- while True:
- if block_now:
- if not block_now.is_visited:
- block_now.is_visited = True
- records.append(block_now)
- block_now = nextBlock(block_now, blocks_list)
- else:
- block_now = records.pop()
- if len(records) == 0:
- break
- return blocks_list
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4、光标控制玩家
通过读取键盘的上下左右光标来移动我们的小可爱- '''
- Function:
- 定义其他必要模块
- Author:
- lexsaints
- '''
- import sys
- import pygame
-
-
- '''在屏幕指定位置显示文字'''
- def showText(screen, font, text, color, position):
- text_render = font.render(text, True, color)
- rect = text_render.get_rect()
- rect.left, rect.top = position
- screen.blit(text_render, rect)
- return rect.right
-
-
- '''按钮'''
- def Button(screen, position, text, font, buttoncolor=(120, 120, 120), linecolor=(20, 20, 20), textcolor=(255, 255, 255), bwidth=200, bheight=50):
- left, top = position
- pygame.draw.line(screen, linecolor, (left, top), (left+bwidth, top), 5)
- pygame.draw.line(screen, linecolor, (left, top-2), (left, top+bheight), 5)
- pygame.draw.line(screen, linecolor, (left, top+bheight), (left+bwidth, top+bheight), 5)
- pygame.draw.line(screen, linecolor, (left+bwidth, top+bheight), (left+bwidth, top), 5)
- pygame.draw.rect(screen, buttoncolor, (left, top, bwidth, bheight))
- text_render = font.render(text, 1, textcolor)
- rect = text_render.get_rect()
- rect.centerx, rect.centery = left + bwidth / 2, top + bheight / 2
- return screen.blit(text_render, rect)
-
-
- '''游戏开始/关卡切换/游戏结束界面'''
- def Interface(screen, config, mode='game_start'):
- pygame.display.set_mode(config.SCREENSIZE)
- font = pygame.font.SysFont('Consolas', 30)
- if mode == 'game_start':
- clock = pygame.time.Clock()
- while True:
- screen.fill((192, 192, 192))
- button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'START', font)
- button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit(-1)
- elif event.type == pygame.MOUSEBUTTONDOWN:
- if button_1.collidepoint(pygame.mouse.get_pos()):
- return True
- elif button_2.collidepoint(pygame.mouse.get_pos()):
- pygame.quit()
- sys.exit(-1)
- pygame.display.update()
- clock.tick(config.FPS)
- elif mode == 'game_switch':
- clock = pygame.time.Clock()
- while True:
- screen.fill((192, 192, 192))
- button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'NEXT', font)
- button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit(-1)
- elif event.type == pygame.MOUSEBUTTONDOWN:
- if button_1.collidepoint(pygame.mouse.get_pos()):
- return True
- elif button_2.collidepoint(pygame.mouse.get_pos()):
- pygame.quit()
- sys.exit(-1)
- pygame.display.update()
- clock.tick(config.FPS)
- elif mode == 'game_end':
- clock = pygame.time.Clock()
- while True:
- screen.fill((192, 192, 192))
- button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'RESTART', font)
- button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit(-1)
- elif event.type == pygame.MOUSEBUTTONDOWN:
- if button_1.collidepoint(pygame.mouse.get_pos()):
- return True
- elif button_2.collidepoint(pygame.mouse.get_pos()):
- pygame.quit()
- sys.exit(-1)
- pygame.display.update()
- clock.tick(config.FPS)
- else:
- raise ValueError('Interface.mode unsupport %s...' % mode)
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5、定义主玩家 绘制全图
绘制完整游戏,并定义主角,就叫hero吧- '''
- Function:
- 定义游戏精灵类
- Author:
- lexsaints
- '''
- import pygame
-
-
- '''定义hero'''
- class Hero(pygame.sprite.Sprite):
- def __init__(self, imagepath, coordinate, block_size, border_size, **kwargs):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load(imagepath)
- self.image = pygame.transform.scale(self.image, (block_size, block_size))
- self.rect = self.image.get_rect()
- self.rect.left, self.rect.top = coordinate[0] * block_size + border_size[0], coordinate[1] * block_size + border_size[1]
- self.coordinate = coordinate
- self.block_size = block_size
- self.border_size = border_size
- '''移动'''
- def move(self, direction, maze):
- blocks_list = maze.blocks_list
- if direction == 'up':
- if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[0]:
- return False
- else:
- self.coordinate[1] = self.coordinate[1] - 1
- return True
- elif direction == 'down':
- if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[1]:
- return False
- else:
- self.coordinate[1] = self.coordinate[1] + 1
- return True
- elif direction == 'left':
- if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[2]:
- return False
- else:
- self.coordinate[0] = self.coordinate[0] - 1
- return True
- elif direction == 'right':
- if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[3]:
- return False
- else:
- self.coordinate[0] = self.coordinate[0] + 1
- return True
- else:
- raise ValueError('Unsupport direction %s in Hero.move...' % direction)
- '''绑定到屏幕'''
- def draw(self, screen):
- self.rect.left, self.rect.top = self.coordinate[0] * self.block_size + self.border_size[0], self.coordinate[1] * self.block_size + self.border_size[1]
- screen.blit(self.image, self.rect)
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6、引入音频、图片
启动游戏主程序
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,并通过定义类,加载游戏地图- import config
- import sys
- import pygame
- from modules import *
-
-
- '''主函数'''
- def main(config):
- # 初始化
- pygame.init()
- pygame.mixer.init()
- pygame.font.init()
- pygame.mixer.music.load(config.BGMPATH)
- pygame.mixer.music.play(-1, 0.0)
- screen = pygame.display.set_mode(config.SCREENSIZE)
- pygame.display.set_caption('Python学习交流Q裙708525271')
- font = pygame.font.SysFont('Consolas', 15)
- # 开始界面
- Interface(screen, config, 'game_start')
- # 记录关卡数
- num_levels = 0
- # 记录最少用了多少步通关
- best_scores = 'None'
- # 关卡循环切换
- while True:
- num_levels += 1
- clock = pygame.time.Clock()
- screen = pygame.display.set_mode(config.SCREENSIZE)
- # --随机生成关卡地图
- maze_now = RandomMaze(config.MAZESIZE, config.BLOCKSIZE, config.BORDERSIZE)
- # --生成hero
- hero_now = Hero(config.HEROPICPATH, [0, 0], config.BLOCKSIZE, config.BORDERSIZE)
- # --统计步数
- num_steps = 0
- # --关卡内主循环
- while True:
- dt = clock.tick(config.FPS)
- screen.fill((255, 255, 255))
- is_move = False
- # ----↑↓←→控制hero
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit(-1)
- elif event.type == pygame.KEYDOWN:
- if event.key == pygame.K_UP:
- is_move = hero_now.move('up', maze_now)
- elif event.key == pygame.K_DOWN:
- is_move = hero_now.move('down', maze_now)
- elif event.key == pygame.K_LEFT:
- is_move = hero_now.move('left', maze_now)
- elif event.key == pygame.K_RIGHT:
- is_move = hero_now.move('right', maze_now)
- num_steps += int(is_move)
- hero_now.draw(screen)
- maze_now.draw(screen)
- # ----显示一些信息
- showText(screen, font, 'LEVELDONE: %d' % num_levels, (255, 0, 0), (10, 10))
- showText(screen, font, 'BESTSCORE: %s' % best_scores, (255, 0, 0), (210, 10))
- showText(screen, font, 'USEDSTEPS: %s' % num_steps, (255, 0, 0), (410, 10))
- showText(screen, font, 'S: your starting point D: your destination', (255, 0, 0), (10, 600))
- # ----判断游戏是否胜利
- if (hero_now.coordinate[0] == config.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == config.MAZESIZE[0] - 1):
- break
- pygame.display.update()
- # --更新最优成绩
- if best_scores == 'None':
- best_scores = num_steps
- else:
- if best_scores > num_steps:
- best_scores = num_steps
- # --关卡切换
- Interface(screen, config, mode='game_switch')
-
-
- '''run'''
- if __name__ == '__main__':
- main(config)
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游戏启动方法
1、开发工具启动
如果你配置了开发工具的环境VScode、sublimeText、notepad+、pycharm什么的,可以直接在工具中,运行游戏。
如果没配置,可以使用命令启动。
2、命令行启动 gif
最后
好了,今天的分享就到这结束了,我要继续去隔壁安慰老王女友了。
大家记得点赞收藏!
来源:https://www.cnblogs.com/hahaa/p/17212623.html
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